Galdred
Studio Draconis
Good points about the hex borders, it really looks too cheap indeed.My biggest complaint about the hex map is that all the textures are so dark and too similar in color to tell apart easily at first glance. I'm not really a fan of the top map, but the one thing it has going for it is the contrast between grass and trees.
The eye is naturally drawn towards light, and all else being equal, the player will be drawn to exploring toward the light. (That's why so many games use a fog color lighter than the ambient light. It helps the player see where he can go.) I think your hex map could do something similar with the different colors to show that the lightly colored plains are more easily navigable than the dark mountains and forests.
Or if you wanted to keep going with the CC3+ style of map, I think that shows a lot of promise. I would recommend using similar graphics instead of the wide range of styles we see in the sample map.
Or another recommendation for the hex map: Do you have the option to change tiles--or at least borders--programatically? For example, adding coastlines and mountain foothills and getting rid of lighter blue between ocean hexes. Doing that by hand would be a huge pain, but if the game could swap the borders automatically, it would look better without you having to place every detail manually.
Regarding automatic swapping of boders, I will probably end up doing it on the tactical map, because it makes tileset creation very expensive otherwise.
But either options would basically end up almost as expensive as the tactical map, so I doubt it is worth it (a dedicated tileset would probably be 300 times more expensive than Unity stock assets...).
If the gameplay on the campaign map doesn't use hexes, then the visual representation of it shouldn't use hexes either, imo. Bad kind of inconsistency.
Procedural generation for that other style of map isn't impossible. I mean Dominions 4 has random generated maps too. Of course it can get pretty difficult to have it produce acceptable quality consistently.
Distances would be based on hex if we go for this style. It does not make a big difference in the end.
I didn't know that Dom 4 had procedural map generation. I don't think Dom 2 had it.
I think it would be too difficult to do it for this project given the time constraints (maybe in Zodiac Legion 3!).