First, the world is round, for that reason, any object which can fly would fly closer to the poles to fly longer distances. But if the distionation and point of origin is both on the other side of a pole, then flying over the pole would be the smartest way to fly across the pole.
Secondly, fleets and aircraft should also move faster closer to the poles, but only aircraft should have the possiblity to cross them.
For a more technical prospect, the best idea would be to make the system act like a globe, like those you see on atlas, instead just with tiles, but each corner of a tile would be a spot in a grid, which had its "distance" to the spots around it (at normal; four other spots). This means that the closer you get to each pole, the shorter the distance between horizontal spots.
Example:
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-1----2-
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-3----4-
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In this case, 1 would refer to 2 with the distance 1, and the distance to 3 with the distance 2.
Or more techincal written;
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1: (2: 1, 3: 2)
2: (1: 1, 4: 2)
3: (1: 2, 4: 2)
4: (2: 1, 3: 2)
Or in the gride again:
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-+--1--+-
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2 2
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-+--2--+-
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When a movable unit is moving, it should calculate its speed to its whereabouts, and of course the smooth over between spots. In fact, you could completely scrap the entire grid thing, and make zones up instead, which just include relatively speed factors to the equator (which we assume is "normal speed").
As for the pole "wrapping", just find out the grade of the object as oppossed to straight North or South. For instance, a nuke heading at 30 degrees West and crosses the pole, it would then wrap (90-30)*2 degrees west, as we assume that the entire world grid is based on the grid we usually find on a world atlas, which is based on degrees (as the world is round).
Should the baring be 0 (west or east), it would just wrap 180 degrees, which would simply be the other side.
Like I said, I am not aware if the game does it already or if it has already been suggested. But it would be super cool if it happened. And even if the the "target lines" which you select target would actually go the same "faster" route when selecting target (so your red line would wrap over the North pole for instance).