Hinterland is a pretty fun little game, check it out.
http://en.wikipedia.org/wiki/Hinterland
Now that you're up to date on the what of Hinterland, it's time for the relevance!
Elemental is a game about heroing around, conquering and fighting and such. Hinterland is too, but at a much smaller scale, where your blacksmith is also a weekend warrior helping you smack skellingtons around.
It'd be nice if Elemental had a similar focus on the quotidian, so that the peasants could also be fully realized folk capable of kicking some serious gluteus maximus when necessary. Now, obviously Elemental isn't going to be a Diablo-esque adventure, so how do you make peons relevant while still maintaining the concept of peonage?
Time for another game reference!
http://en.wikipedia.org/wiki/Colonization_(game)
Colonization is neat because it managed the whole 4x thing while simultaneously keeping the peons relevant. You needed those guys working in the cities to pop up and take arms, or get edumacated and larn stuff gud for u. Instead of building straight up soldiers, you built the gear and equipped the general population -- or, if you wanted a more professional force you could have some of them spend all their time training to be soldiers.
What are the advantages of this system for a game like Elemental over the more traditional Civ system?
Infinite! For starters, it keeps that "down to earth" local feel so essential for the fantasy genre. Sure, you're a world breaking abomination of magic whose merest whim could destroy all those smelly pig farmers, but that's no reason for them to be faceless chumps. Plus, you get the fun of fighting off hordes of orcs with nothing but the actual people who were in the town working away, equipped with whatever happened to be lying around. It also adds relevance to battles -- losing fights means losing actual population who were previously working away, not just production points.
What are the disadvantages?
Well, for starters, this sort of system just doesn't scale well to large empires. Who knew managing hordes of serfs is mind bogglingly tedious? On the other hand, that almost warps around into an advantage again -- large empires wouldn't need explicit penalties, as the implicit penalty of having to deal with all those producers tends to force players to either accept lowered efficiency of output or maintain a smaller empire.
It seems like a win-win-"oh crap sire the dragon nom'd the blacksmith" to me, but I'm not entirely right in the head.