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Overall, the principle is clear. With a resolution of 1920x1080, both on the monitor and in the launcher, things are simpler.
In this case, a single x2 view will be 1584 pixels wide, and accordingly, 144 cells will be perfectly divided, resulting in 11 pixels per cell.
However, not many people play with such a resolution. The objects become small, and not everyone finds this comfortable. It's a matter of habit and taste; both options have their advantages. However, based on my observations, most people use the default settings, and I personally find that more comfortable as well.
With a resolution of 1920x1080 on the monitor, the launcher defaults to 1180x664, as I mentioned above. In this case, the width of the screenshot seems to be 1580 pixels. In the game, for an x2 screenshot, this corresponds to approximately 90 cells. Accordingly, it turns out to be 17.5 pixels per cell. And this is what puzzles me a bit. Half a pixel cannot be divided. If you create a grid of 17 or 18 pixels, it will shift towards the end by a few cells, which is not an option. Therefore, a perfectly even grid will not work; we need to subtly "borrow" pixels somewhere.
With the height, it's easier. There are 988 pixels on the screenshot and 55 cells in the game. This is 17.963 pixels per cell, which can be rounded to 18; it's unlikely to be noticeable to the eye.
As for the width, I don't yet know how to solve this properly. Most likely, we need to alternate: make one cell 17 pixels, and the next 18. Every 9 cells, have two consecutive cells of 18 pixels. This will probably not be very noticeable to the eye, in any case, it is clearly better than changing the grid thickness.
But I don't yet know how to draw this to see what it will look like