Okay, just want to just see if I'm the only one out here that feels this way. There is currently no real strategy process that has to take place when deciding on an initial placement and settling order of cities on the map. This is a pretty bold statement so I'll attempt to back it up.
Upon game start we are usually met with a small clump of resources immediately around our capital: a shard or two, a fertile land, maybe something else if we're lucky. Plop you first city down here, so far so good. The problem then arises when we begin exploring the world. The world is, in general a repeat of this pattern. As we explore we encounter other empires who also have this resource clump at their capital (in most of my recent games these other clumps w/ opponents have been VERY near my own empire). Outside the vicinity of our respective Capitals we also find a similar pattern, clumps of resources w/ an occasional lone resource by itself. Much of the rest of the world is just vast tracks of empty space (GalCiv was more full of interesting stuff and it was IN SPACE).
It is this factor that causes such a lack of strategic decision making in city placement. Strategy is ultimately about decisions under uncertainty, charting a course among many different options, each with potential payoffs and downsides. However, when one of those paths is always the dominant choice the decision ceases to be interesting; we've gone from chess to checkers or even tic tac toe.
Not saying that Elemental is tic tac toe, but the opening game can seem frustratingly simple. Because of the way Elemental's resource system works there is almost always an optimal city placement strategy w/ a given map and distribution of resources. Find the resource clumps, particularly food and settle there. There may be a slight hesitation about whether to go for a certain type of ancillary resource first or second, but in most of my games this is as interesting a decision as I have to make when deciding city placement. And even then this only happens in one game out of three. In the area I have access too (not blocked off by another empire, mountains, etc) there are usually only a couple obvious spots for cities. It essentially boils down to a drag race to see who can claim these random clumps of resources. Drag races may sometimes be fun to watch, but they're not strategy games. Currently, I usually win the drag races against the AI, but even as the AI improves it will not make the fundamental dynamic more interesting; just faster drag races. The rest of the opening game is just units moving through vast empty tracts of land with little to differentiate one square from the next. And unfortunately, so much of the game is about who controls these resources that the team that wins the most drag races can probably be expected to win the game.
I've been racking my brain for solutions to this problem, but haven't been able to come up with anything good yet. Definitely nothing that doesn't constitute a major change to fundamental mechanics or lore regarding the world.
A few Ideas that I thought of initially but threw out:
1) More resources- if you had more resources there might be a little bit more decision making about where to settle cities. Two problems. One, this is a major violation of the elemental backstory. Resources are supposed to be scarce after the cataclysm; having arcane labs dot the countryside does not an interesting world make. Two, this would just encourage city spam, right now I think the number of cities I end up with is just about right in the early game. Unless I go for an early rush of my neighbors(which is still too easy, even on hard and extreme) I end up with 3-4 cities on a normal map, feels about right. More clumps of resources would just mean more cities
2) Other benefits/costs of different terrain near cities. Problem is this just seems like to fundamental a change in how the system currently works. Resources from before the cataclysm provide bonuses, everything else is just wasteland. Another problem is that anything I come up with in this category just seems to push Elemental into being Civilization w/ Magic. I want a different game, but I also want multiple viable options when it comes to opening strategy.