I've found that in Civ3's core game, the fact that units have no limitations on range causes function at an accelerated rate. For instance, there is nothing stopping the French on an Earth map from building a Warrior unit and sending it accross the the world to make contact with the Chinese. Aside from being almost historically blasphamous, it means that there is just as much diplomacy between distant civs as there is between neighbours.
The other problem is that there is nothing stopping a civ from sending its civs to distant lands to make war.
The solution is to give units 'Storage.' This would mean that a unit could only spend x number of turns outside friendly territory (i.e. within ally's or own borders) --this could also just be limited to cities. Once a unit gets to its half-way point, you get a warning of some kind. If a unit stays out longer than that, it gets an ADM penalty and eventually disbands (for instance). Units in Fortresses outside of friendly would consume Storage 50% slower --unless that fort/base was connected to friendly territory by an unblocked Road/Railroad, in which case the unit would never run out. This would also keep civs from colonizing too far away from thier own territory --something that the AI excels at, as we all know.
An additional limitation should be placed on powered units, since in this case it is not enough to simply be in friendly territory.
As I noted in the 'Storage Depot' thread, giving units a refueling ability would make such units dependent on fuel-based Strategic Resources. Like a Storage limit, the need to refuel would ensure that naval units must occasionally return to port instead of eternally circumnavigating the globe without limitation. A unit's fuel would be consumed based on the number of times a unit moves before runnign dry, not turns. This would add a whole new level of strategy to the game, which as far as I am concerned, would a particularly good addition to Conquests considering how combat strategy-based it is meant to be.
Although less innovative than the above to requests, the idea of placing ammunition limits on units is still relevant: having ranged units that never have to go back to a city to reload makes them essentially into non-ranged units with a ranged animation. Not doing so would give ranged units too much of an advantage when defending friendly terriory. Re-arming would be done in cities and bases connected to a city by road. This addition would be particularly useful for creating more in-depth combat-based scenarios.
For those players who preferred not having such limitations, an in-game preference could deactivate them (or activate them) --thus the game could play either way.
The other problem is that there is nothing stopping a civ from sending its civs to distant lands to make war.
The solution is to give units 'Storage.' This would mean that a unit could only spend x number of turns outside friendly territory (i.e. within ally's or own borders) --this could also just be limited to cities. Once a unit gets to its half-way point, you get a warning of some kind. If a unit stays out longer than that, it gets an ADM penalty and eventually disbands (for instance). Units in Fortresses outside of friendly would consume Storage 50% slower --unless that fort/base was connected to friendly territory by an unblocked Road/Railroad, in which case the unit would never run out. This would also keep civs from colonizing too far away from thier own territory --something that the AI excels at, as we all know.
An additional limitation should be placed on powered units, since in this case it is not enough to simply be in friendly territory.
As I noted in the 'Storage Depot' thread, giving units a refueling ability would make such units dependent on fuel-based Strategic Resources. Like a Storage limit, the need to refuel would ensure that naval units must occasionally return to port instead of eternally circumnavigating the globe without limitation. A unit's fuel would be consumed based on the number of times a unit moves before runnign dry, not turns. This would add a whole new level of strategy to the game, which as far as I am concerned, would a particularly good addition to Conquests considering how combat strategy-based it is meant to be.
Although less innovative than the above to requests, the idea of placing ammunition limits on units is still relevant: having ranged units that never have to go back to a city to reload makes them essentially into non-ranged units with a ranged animation. Not doing so would give ranged units too much of an advantage when defending friendly terriory. Re-arming would be done in cities and bases connected to a city by road. This addition would be particularly useful for creating more in-depth combat-based scenarios.
For those players who preferred not having such limitations, an in-game preference could deactivate them (or activate them) --thus the game could play either way.