@MaverickMW
modding range modules or techs was proposed by fsk+ already and I already replied about this ....
but I'll precise it:
my idea was :
-allow range techs & range modules to make a difference = no change to them or maybe increase the latter techs to make them more powerful if the need arise
-seriously decrease the starting range with a heavy starting modifier to everyrace
I just modded a game with a -150 to range , on a gigantic map it seems fair enough
though I wonder what will happen with the latter techs (modded each political party to add -150 to range)
in several instances I found myself limited by range and had to think about researching range techs
lastly, I don't think range is that odd
think of it like this : as long as you are within a said number of parsecs from any habited world/starbase, small resupply ships will be able to make their way to your ship,
whenever one of your ship puts more +range modules
it increases the time it can be left to itself in space, so less mini-resupply ships are needed overtime which allows it to go farther
fuel could be awful to manage, especially if you have hundred of ships in a gigantic galaxy