I don't think this is relevant in this case; I don't see how vector fields matter in a turn-based strategy game where all movement is quantized.
So if you've got an east vector for every square that is a function of the location, that means there's an east vector field. Same goes for the other seven options. Might as well make a zero at the poles, since one zero is weird, zeroes that don't line up are weird, and no one wants to settle at the poles anyway.