I'm so glad that even major parts of the game like this are still under review. This is what makes this form of 'beta' testing so amazing!
This topic has been debated quite a bit recently. I could rant about this for many paragraphs, but I will try to keep it somewhat brief. Some of my ideas are already being argued by others, I just wanted to share my take on all of this.
Elemental needs two things in this area:
1) The ability for players to pick up the game and play without spending tons of time customizing the game.
2) The ability for players to customize their experience without creating mods.
While retaining the following key features:
1) Gameplay that forces players to make meaingful decisions.
2) Variety
3) Character (ie: story, lore, and personality, not just bland stats)
Thus, a player should be able to jump right in and find a fun game that has lots of variety, personality, and interesting, meaingful choices and stratgies. A player can also enter the game and fully customize their gameplay experience, if they want to spend the time to do so.
My suggestions on how best to do this:
1) Elemental should have several well developed factions, races, and Sovereigns that are each different in lore, personality, and gameplay. I'm all for having 100 different factions that are all awesome, but that is impossible. I am intrigued by the current slate of factions and look forward to seeing them developed. I am fine with the current slate as long as they are developed fully and play differently. This will appeal to the ''jump in and play' players who don't want to spend time customizing everything, and will also provide the critical fully developed and interesting AI opponents for all players in all games. I consider this to be essential to the game's success.
2) Each faction should be defined by three things:
A) The Faction itself (ie: Gilden, Capitar, etc)
i) Unique, fully developed lore
ii) Characteristics (ie Civis, Ethos, whatever) that define the faction's government, economy, politics, etc. These characteristics can be changed by adopting new Civis / whatever that have been researched, at great cost. So what starts as a Feudal Kingdom could evolve into a Merchant Republic.
iii) Unique tech / building / equipment lines for each Faction. Most will be generic, but there will be special things that each Faction can acquire. Custom Factions will be able to select their unique lines. This would be defined by broad archetypes.
The primary Race of that Faction (ie: men, Fallen, Sub-Fallen, Sub-Men, etc.)
i) Unique, fully developed lore
ii) Characteristics that are set at the Race's creation that never change (or maybe only with some mega-spell or other big event)
iii) The total population of each City and Faction is broken down by Race. Cities and Factions can have mixed races, with new races being gained through conquest or peaceful migration. Peaceful migration would be influenced by diplomacy, treatment of that race, etc. Players can design and create units and select the race of the unit. As long as a city has population units of a particular race, it can recruit units with that race.
iv) Races would have attitudes towards other races which would influence Faction level diplomacy, happiness in cities, army morale, etc. These attitudes could be helped or harmed by events in the game. So the 'elves' and 'dwarves' might like each other at first and work together, but relations could later be badly hurt by some major event, leading to changes in diplomatic relations and happiness in mixed cities.
C) The Sovereign
i) Basically the same as now.
ii) Sovereigns have a race and can only intermarry children with compatible races. This may become too complicated, so a simple 'can intermarry' option would allow most factions to breed, and would keep some weird Human-Klackon scenarios from arising.
Sigh...sorry...much longer than I wanted, but this is one of the issues with Elemental that I, and I think many players, really care about. BOTTOM LINE: Players need the ability to customize their experience, have meaningful options, and jump into a fully developed game if they don't want to spend the time to develop everything themselves.