
Ok, in response to your criticism of my criticism

:
Originally posted by rcoutme
1. The idea is that the "world as we know it" was not mapped out nearly so early as in Civ3. The operational range for ancient units was designed to prevent a warrior from mapping out all of Eurasia/Africa just because he could walk there. I was trying to come up with some way of limiting how far these guys could go.
Its true that the world was not mapped so early on, but the reason is not that people couldn't walk all around it, the reason is that making an accurate map requires more than simply walking through the territory. Yet simulating this in Civ would add a level of tedium without adding anything to gameplay. Mapping the world simply by walking it may not be realistic, but its simple, and it's never really bothered me. I don't really see the need to "limit how far these guys could go" - if they can make it all the way across Eurasia without falling victim to barbarians or hostile military forces, more power too 'em.
3. As civ stands right now, I have never, ever used an explorer to map out black regions. Why bother, you can trade insignificant techs (to you at least) to host nations for their world maps and map the whole thing in one turn! Thus, the benefit of getting the globe mapped is a White Elephant (unless you are really interested in the road/improvement structure).
So the problem is that maps are too easy to trade. Giving units an Operational Range would do absolutely nothing to change this. Didn't Conquests push back the tech that you need in order to trade maps? Regardless, this could be addressed simply by making the AIs value their maps a little more. Then using explorers might be a more attractive option. Operational Range seems irrelevant to this issue, IMHO.
4. Hanibal did pick up lots of recruits while in Italy. As you say, he was winning

hello "conquered cities = new supply"
A fair point, although IIRC correctly, he did recruit significant numbers before ever conquering any Italian cities. In any case, my point is simply that armies don't always dwindle just because they're in hostile territory. I think the inability to heal in hostile territory is enough: don't make them also automatically
lose HP. That's what enemy units are for!
5. Hanibal did not map out all of Gaul with one of his warrior units, even though the loss would have been insignificant to his army! Why not?? Because they would never have gotten back to him to tell him what was there!
Again, in reality, there's a difference between walking through territory and mapping it. When Hannibal left Spain with his army, he knew where he was going. He had enough maps of the western medditerranean to know that he could get from Spain to Italy, and he was constantly updating his maps as he went, making notations about the "barbarian" people who lived in various locations, their temperment and customs, etc. He didn't send out a warrior unit to map of all of Gaul because cartography wasn't his mission: he was on his way to fight a war. I suppose you might be trying to make the point that if you send a unit off to map an area, and it dies before it gets back, you still know the map of the area. True, but so what? Maybe its unrealistic, but again, operational range wouldn't change this at all, it would simply limit how far away the unit could get before dying. In either case, you still immediately know the terrain around the unit, and that's the way it ought to be - the alternative is for the unit to disappear into the fog of war and be out of your control until it gets back with news of the great unknown. I prefer the current system of directing my units' explorations: please don't make exploration something out of my control, automated (undoubtedly poorly) by the computer.
My main argument is not against the realism of the range idea: I admit its more realistic (especially for modern armies that need fuel and ammo - the argument over the realism for ancient armies isn't terribly important). I simply contend that the system would annoy me more than it would entertain me with greater depth of strategy. Civ isn't a wargame, with a need for a detailed, accurate model of warfare. It's a game aobut building a great civilization, and warfare is of course a significant part of that. Not everyone
wants to have to spend more time planning their invasions: we play the role of the leader of the entire civ, not the role of the generals and advisors planning the intricate details of wars. I don't deny that logistics and supply is an essential part of warfare, but to me, it isn't an interesting part that I'm eager to spend more time thinking about. I'm interested in the big picture: who wins what battles, what cities get conquered, etc. I prefer not having to think about the details of how to get supplies from one place to another. The current system is abstract and unrealistic, but its simple and entertaining.