Zone Of Control - what is it and why do we need it...
Let's start with a little explanation, you might heard the name before in other games, if you want a example of what I'm thinking about, the Civilization (3 or 4 ?, don't remember

) might be the best. Long story short it's a invisible border surrounding your buildings in certain radius (probably the current building "vision" would work best), it will only affect enemy and/or neutral structures. When two "opposite" ZOC collide they are resized to have roughly the same range but not less than e.g. 3-4 (so you can't "push" your ZOC by building closer and closer, with exception of building already in production).
The main reason behind this idea is to limit any kind of "harassment" by using builders. I was actually thinking about it for a some time but the game I played yesterday finally made me do it.. (see the attachment, especially the minimap). So, how does that work - the idea is simple: you can't build anything in the ZOC of your enemy, so no more using your builders as meat shield for towers (yup, I'm also doing it

), no more gaining advantage by abusing the map and "building" something in your opponents base to gain vision, no stupid tower rushes (The Same Rocks/any small map) and finally a big no to the "strategy" you can see in the attachment. You will still be allowed to build in "no man's land" and your allies ZOC so it should not affect the "normal" gameplay and it should be ok with the game "spirit". Well, tower rushed will still be a viable option on smaller maps but it's usage should be limited now.
The second reason is the implementation of fog of war. The idea is roaming around the forum but there are options that is doesn't fit KaM, personally I think it's a bit tricky, since knowing the enemy troop movements is important but there are no specific units designed for scouting purposes (KaM it's all about managing "banners" not individual units), so it will be generally a pain in the ass. That being said, if you have vision of your opponents town (or he has yours) then it's a big advantage. So, why not limit the fog area of effect to ZOC of specific player, i.e. once you "depart" from the enemy town the area will get shrouded, no necessarily immediately, perhaps after some time like minute or two. That way you still have the general vision of the explored area but not your opponent's base.
So, what do you think about it ?
PS:
For the record, the reason why our opponent decided to "spam" fields was because his ally left the game but before that he build mines in his coal fields. Personally I don't care, it's still BM (and there is still leather..).