Map of Spacerock
E=Park or orchard
I dabbled with a map of Spacerock. Few notes: I tried to keep guesswork on minimum and favor interesting/easily recognizable features, but it is still a picture full of compromises. City blocks were left vague on purpose. North-east wall may have a gate, but that part of the wall wasn't shown anywhere.
NOTE: user received 25 Shmuckers for this submission -Rob
Well the outer walls surround the whole city, if that is what you mean. The city might be up to 16 hexes large (13 hexes and 6 halves): http://archives.erfworld.com/Book%202/100. As there is also circle and square shaped cities I'm not sure if the hexes that are partially under the city treated as city or as normal.
I disagree with your sense of scale. Having a city covering multiple hexes brings several issues with it. Units off turn can't cross hex boundaries and garrison units with no move can't cross them at all. Are you suggesting units in the center of town can't get to the wall if you are being attacked? Parson didn't reach a hex boundary of GK until [url=http://archives.erfworld.com/Book%202/6]he tried to leave the city itself[/url]
Also, hexes are generally considered pretty big. When they blew up the GK volcano it was described as a trap that covered multiple hexes. The the city itself was around a dozen hexes then the description should have been hundreds of hexes, if not thousands.
That page you referenced had Parson setting up a model city on a table with a hex pattern on it, which probably is used as a tactical map. But there is no reason to assume that the city is being built on a 1:1 scale based on the hex pattern. It seems much more logical to me that he has the city zoomed in so he can see it better instead of having a huge pile of figures crammed into one little hex.
It has been clearly stated that units treat the whole city as a hex.
I took the mention of multiple hexes as a proof that the cities are bigger than one hex.
That is a reasonable assumption and it was because of that I said that the city might be up to 16 hexes large, not that I am sure that it is.
Luckily this haven't been a problem for few days anymore, as the new update from few days back shows the cities confined to one hex, so you are right. :)
I think not as the individual hexes have their own weather system, their own relative time and units spend moves only when crossing hex borders (and city zones), if you were thinking of the Tramennis' map in LIAB I guess it was just a needlessly detailed map or a case of artistic freedom and the hexes are of the type of terrain (woods, hills, etc.) that they are mostly filled with. Though bridges and rivers (and lava lakes outside cities) could perhaps be counted as their own special zones, then again they could work just as well as special features or something on that line.
Sizemore doesn't strike me as the type that would unnecessarily exaggerate. If he says only Titanic levels of power can change a terrain type I suspect that it is true (as far as he knows)
A unit, broken and bleeding, is down to its last hit survives to start of turn when it is automagically healed. It is entirely possible that after your army of axemen have spent all turn chopping down every tree in the hex that they would all grow back at dawn to full height.
In any case, Dirtamancy would be the appropriate magic to modify terrain. However we have only seen it done in a lesser and more localized scale though construction and traps.