It is a classic topology problem, and no, there is no easy solution for it. Mathematically you cannot map a spherical system onto a planar system without tearing it or causing distortions of some type.
That said, there are approximations and projections that people have come to accept as normal for that sort of thing.
Look at paper maps for a prime example of it. To be flat the mapmaker will severely distort things on the edges and middle and clip off everything beyond a certain extent, or they break it up into segments with somewhat less distortion, or they project areas into circular views of a region such as a polar cap, and so on.
But I don't think you need to do any of that. I'd ask a question:
Do you REALLY need an entire globe? Does it REALLY need to be globe shaped?
I love how Civilization handled it, faking the world as a large rectangular area. That is close enough to how people imagine a map that it works for the game.
If they tried to handle it as a spherical object traveling around the polar regions could be done in a small number of moves but traveling around the equator would require many times more moves. In the real world circumference varies by latitude. It would make travel in the game that much more confusing as the shorted path becomes an arc across the surface that isn't obviously the player's 2D projection.
Games are usually not set in the real physical world. Games us approximations, they use fake scales, they use fake physics, they use fake rules, they try to make "fun" rather than making "physically accurate".