Your first reaction is: that can't be!
And of course you are right. One cannot construct a globe with 7 hexes.
But so what? It's a lot better than a pole as long as the equator. It's even better than diagonal movement which is 42% faster than orthogonal movement.
It even looks well enough in 3D. What you see on the globe view is one hex in the center and pieces of the other six hexes around it, as you would expect if you just forgot the problem of picturing the dark side and don't paint the borderlines. Click on any of those pieces and the view is centered on that hex, without any inconsistency.
So what if the seven hexes don't really make a globe, but some odd-dimensional monstrosity? You won't see it and you won't notice anything strange when you play the game on it.
The maximally zoomed-out terrain map shows one big hex and parts of the six other hexes at the borders, with borderlines where they should be, again like you would expect, for all seven possible views. The big hexes will then be divided into smaller hexes as you zoom in.
These are the actual zoomed-out views, hexes numbered from 1 through 7 and centered in turn:
.6.7
5.1.2
.4.3
.7.5
1.2.4
.3.6
.1.2
4.3.6
.7.5
.5.1
2.4.3
.6.7
.3.6
7.5.1
.2.4
.2.4
3.6.7
.5.1
.4.3
6.7.5
.1.2
The only drawback is that there can't be both a north- and a south-pole (there could be 7 poles though
). But here is the good news: instead of 7 hexes, we can just as well take 20, and have two poles. The distortions with 20 hexes instead of 7 are minimal.
------------------
If you have no feet, don't walk on fire