Using good and evil is part that seemed to change up GC2 to being a little more space opera, which did add to it's distinctiveness. That said it could have used more than just that one feature. Another problem was it was such a small tech tree that it didn't change your speicies. Neutral should have been if you didn't research up that tree, not simply middle of the road of the race that explored good and evil.
Another bonus might be to make a change to alignment based choices to be more dynamic in the universe, for example if you pick the evil benefit when colonising a world, the other races you know hear about it, some sending messages of amusement or encouragement, while the goodie goodie races may become diplomatically hostile to you over these actions.
On events themselves, I am kind of disappointed with how the events in Elemental add identical outcomes on choices meaning they lost thier randomness on replay for just a selection toggle for a benefit. Perhaps a randomiser could be added after the choice, where the decision results could be more or less effective than predicted, or even randomly changed.
For example if your world contains the ruins of an ancient ruin you could use for public housing (evil but pop boost) or keep as heritage (good but less population) a randomiser after may fluctuate the estimated population modifier or even randomly benefit such as the ruins contained the disease that wiped out the original inhabitants and is now in your people, or those who moved in find some ancient texts giving a different bonus to the world.