Aussie_Lurker
Deity
I would say that the slower speed is a combination of both an abstraction of 'wariness' and an abstraction of 'Supply Limitations' i.e. units move slowly in enemy territory because they need to allow for re-supply of food, spare parts and ammo. However, they did go too far in implemeting this, as I felt that roads should have-at the very least-cancelled out any terrain based movement penalties (i.e. 1MP cost for all enemy terrain-if traversed by roads or rail).
Personally, though, I would sacrifice the entire civ3 system in return for a proper supply line approach. i.e. allow units to use enemy roads-but not rail-at full speed, but limit the range in tiles which they can travel beyond their own borders (without creating a 'supply point').
Still, it does sound like they are at least trying to eliminate these problems.
Yours,
Aussie_Lurker.
Personally, though, I would sacrifice the entire civ3 system in return for a proper supply line approach. i.e. allow units to use enemy roads-but not rail-at full speed, but limit the range in tiles which they can travel beyond their own borders (without creating a 'supply point').
Still, it does sound like they are at least trying to eliminate these problems.
Yours,
Aussie_Lurker.

. Because of this you have to maintain a cerain amount of worker to road ratio throughout the game which indirectly adds to maintance cost. But this would be like pollution and quite unfriendly for play.Anyway thay promised to reduce the micro in this game so we need not fear this 
