I think the yellow lines are far too tight.
I disagree, but I see where you're coming from. With the red lines, you can easily split a hex in to halves. This is not so easy with the yellow lines.
My thought on this is that, instead of owning a whole hex or half a hex, you own the triangular segments of a hex. To work nicely, you need to break down each hex into 6 triangles, then each of those triangles (equilaterals) can be split down a line of reflection. That's not overly simple, but it means that no particular direction will consume more land than any other.
I'll post diagrams at some point.
Now the real problem with hex grips, is how do you work out the terrain, especially as there is no way of having a continuous slope across the hex.
It's a polygon, of course it can be a flat slope. And as Zugspiel is 3d, it's not limited to any particular slope, so vertices can be offset as needed to make the terrain look good (to avoid spikey ridges).
I completely agree that hex would not work so great if the design was close to that of the original TT(D) games. But that's not a limit that needs to be imposed.
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