Adding a map implementation based on it seems a little less obvious. Core features would be the user not needing to calculate CPs and BreakdownPoints themselves, as the move command could examine the path supplied directly to determine BreakdownPoints and CP costs for terrain by traversing the path and counting costs.
Adding a hex class is not hard, using advice from https://www.redblobgames.com/grids/hexagons/
Adding a map implementation based on it seems a little less obvious. Core features would be the user not needing to calculate CPs and BreakdownPoints themselves, as the move command could examine the path supplied directly to determine BreakdownPoints and CP costs for terrain by traversing the path and counting costs.