What Elemental can learn from FfH2
Since my Elemental beta is currently unplayable (bug posted in beta forum), I've been having another go at Fall from Heaven 2 for a few days. It is simply the best mod I have ever played, and I seriously recommend it to any Civ4 players who haven't tried it yet. Here are the things I think it definitely gets right.
1. Radically different Civs
Usually the difference between civs is say extra 10% research, slightly better soldiers etc. While these do make some strategies slightly different, eventually replayability suffers somewhat. The civs in FfH are all very different from one another. Eg there's one which can only build a few cities but gets a larger tile radius in each of them, another can build improvements on forest tiles without cutting down the forest but has no siege equipment, another has various rituals that can change the dynamic of a game. So each time you need a different playstyle, and games with different civs are never the same.
2. World Spells
This is a cool feature. Each civ gets a one-off uber spell (each civ gets a different one) which if used correctly can turn the tide in your favour (or screw you over completely). For example I was busy fighting a war on two fronts (winning one, losing another) when some [insert suitable expletive] AI player hit me with a world spell that shut down all my production and research for 30 turns. Thankfully I'd built a wonder letting me hire mercenaries for a fee, but I soon run out of money and had to cut my losses on the other front (minus a city) and hold out while the other civ teched up against me. Great fun! My world spell (I was one of the dwarven civs) gave me a golden hammer in each of my cities, which would give a +1 attack to anyone holding it (and it could be given to different units all the time).
3. Dangerous barbs
So far in Elemental the barbarians/animals are more nuisance than challenge. In FfH it is quite possible to lose early on to encroaching barbs. It certainly makes the game opening more fun as opposed to the bog standard first so and so moves.
4. Soecial abilities
Some units have special abilities that make them invaluable. For example, the assassin can target the weakest unit in the stack, often your artillery. There could be things like that that could be 'trained abilities' in the unit creator.