Mongoloid Cow
Great Khan
Chaka - Instead of roads you might want to rename them beaten tracks (obviously not that as its stupid) or something else so strictly speaking there are no roads 

while this may be true, that the tiles represent vast tracts of land, the combats occur at the edges where the tiles meet, so it is realistic for the archers to have a range of 1, but no more than that.Originally posted by Chaka
Don't forget the scale. CivIII is a strategic system... each tile is 100 square miles. So while you have lots of missile armed troops, I don't feel that any of them should have ZOC or any missile ranges beyond 0.
remember that you can adjust the rate that units move along roads. if you feel that 3 times normal movement rate is too fast you can always drop it to 2. I did this with my mod and found that it greatly improved the feel of the game. This also helped to balance those units that treat all terrain as roads. If you want to maintain your resources access yet have no road benefit, that is possible as well by reducing the movement rate along roads to 1.Worker actions .... I think a big decision you will have to make is how to handle roads. IMHO, roads in Civ III represent the type of roads that the Romans built. Since the Mesoamerican civ's did not have draft animals, hence no need for wheels, no wagons, etc, you could make a good argument that workers should not be allowed to build roads. I would also not allow mining ...