Why Elemental is a Space genre game - and how to change that
Elemental plays like its space-based cousin GC2. Each piece of fertile land or important resource is like a planet. You must build a city there. Everything else is empty space, mere filling. Even if some bits of that space read "hills" or "forests", it matters little to your empire. If you control 50 or 50000 of those tiles, it matters little. This makes "Zone of Control" even less important.
That's what I miss most about terrain in Elemental. Not that it doesn't look pretty at times; it does. But it doesn't DO anything. It should matter if I have 500 forest tiles, hill tiles, or grassland tiles under my control or not.
Borrow a bit from cousin Civilization: let tiles under your zone of control mean something to your empire. Examples: Let grasslands give a slight prestige or food advantage per 5 tiles; let forests give a slight materials advantage per 5 tiles; let hills give a slight metal advantage per 5 tiles. Let terrain matter in other ways, for example: Casting "Call Treant" only works in forests, while the potent spell "Summon Bog Monster" only works in swamps. There are many posts about various different ideas regarding terrain here and there, but I would like to see most of them implemented on the strategic level to make Elemental feel more like a fantasy-map based game and less of a space-based game (even if the "space" in elemental is colored differently).
