I know this problem. I have it with books. Aside the story, its always only paper and letters. So boring...
All bad jokes aside...
Yes, lets put that aside because it wasn't funny and was a terrible analogy. I like the way you insinuate I don't like reading either, thanks for that.
are you all really that conservative? Not bored of the same high fantasy settings again and again? Elves, orcs, dwarfs.... i mean THIS would be boring. Sure, more unique units would be cool. But pls, no elves, dwarfs etc.
At this point, moaning about Elves and Dwarves has become a tired cliche.
As you didnt seem to understand my point about the lore being meaningless for faction differentiation, I will explain it further: In the civ games, you can play as many different civilisations. Each Civ has detailed background, which a player can read if they are interested in the history, but it has no bearing on the actual in-game play of a civ. What makes the civ unique are their specific civ bonuses, their unique units and buildings, and the unique portraits/dialogue of the leaders. There is an extra resonance because they are all based on actual real life civilisations, so it doesnt matter that they are all human civs.
Now with Elemental, the lore again makes no difference at all for game mechanics. However, the different factions are reskinned humans, with access to the same gear and without unique abilities. Its boring, and offers minimal replay value.
Imagine if they had ditched customisable units and had instead given each race completely unique troops. Each faction could have had some radically different units, which offered special abilities that dramatically altered tactical battles. For example:
Wood Elves Faction Units:
Elven spearmen (mithril armour gives increased movement. Centuries of warfare means two attacks from massed spearmen ranks when defending)
Elven Archers (weak and light armour, so reduced hp. Increased range and damage from Elven longbows)
Treants (Massively tough, but slow unit. Can root one enemy unit every other turn)
Dryads (alluring mischievous sprites can confuse one unit per turn, hard to hit, but not physically powerful combatants)
Unicorn cavalry (increased damage on charge. Elite Maiden cavalry riders immune to charm spells)
Elven Druids (healing nature magic, call lightning from the sky)
Elven ballistae (Fires 2 Metre long bolts that pierce through units)
Mountain Dwarves Faction Units:
Dwarven Tunnelfighters (Wields Axes and massive Tower shields. Greatly increased toughness and damage resistance)
Dwarven berserkers (Frenzied dual wielders. Immune to all psychological effects, fear etc, attacks twice)
Dwarven riflemen (High damage range weapon, short range)
Dwarven Stoneshaper (Summon rock walls, earth elementals, protective stoneskin spells)
Dwarven siege tank (Massively tough unit, built in cannon)
Dwarven artillery (Long range, explosive blast radius from shells)
Thats just a quick list of different units, but playing with armies like that would feel hugely different, as well as looking completely different too. Of course there could be a detailed background story to each different race, but my point is that such lore is irrelevant to gameplay, and does not help with faction differentation.