I mean if you want to make a fort out in the middle of a plain then why can't I just ride past the fort and go burn down the city further down the road? Here in the US forts on the plains were used mostly to protect the soldiers based there I believe, and as a base of operations.
Notice the part about them being bases of operations. Let's define that.
Base - A staging area, most commonly for a military purpose. Given the context, definitely for a military purpose.
Operation - Again, given the context, a military plan of action with a specific goal in mind.
Now, I'm sure the guys on the plains forts, under the proper circumstances, aren't going to just let a bunch of AK-74 toting bad-guys waltz right on by them. Same logic applies to this game. Now, differences being that mobility is more of an issue for Elemental than in real life. Even so, there should be a certain area, possibly depending on the unit(s) stationed in the garrison, that is tightly controlled and monitored. In real life, a Garrison with no Humvee's can't feasibly and efficiently go out of their way to get the AK-74 bad-guys, but if they do have Humvee's, they're pretty freakin' likely to just go run those bad-guys down. They definitely wouldn't just sit around unless faced with overwhelming odds... In that case, yeah, they might stay in the fort.
This also brings a suggestion to mind. Units on Horseback (If Elemental has those, I wouldn't actually know,) should be able to cast a wider net of influence than foot-soldiers. Same should probably go for Archery/Long-Range units, though maybe to a lesser extent... Unless it's Ranged Calvary, which should have the widest influence of anything barring like... Siege Equipment I guess... I'd have to actually see the units and what-not.
Since we haven't exactly defined what 'Influence' is yet in this context, there are still plenty of feasible ways to make this work without making it un-fun or imbalanced, but it would certainly require some effort on everyone's part to help define exactly what a 'Zone of Influence' would dictate.
If Archers, Cavalry, and Ranged Cavalry, as well as other highly ranged/mobile units, have a wider 'Zone,' then I think it would probably need to be implemented in a way similar to something Seth suggested. Attrition-type penalties for enemies moving through that 'Zone,' or rather, great penalties than usual. (I say greater because I think all enemy units should take some kind of minor attrition-themed penalty for just being in your territory.) Also, as Seth suggested, Heroes or whatever they're being called, could augment the abilities of troops inside a fort, maybe giving them more range, causing greater Attrition, etc etc.
I guess, in summary, I agree with Sethfc's suggestions on how this should be implemented.
Edit: I'd also like to point out that, at least in this example, Mobility trumps Range. The same should apply to the Attackers in this instance, unless there's some specific reason for Mobility to be hindered. Things like that would make Tactics a very living part of attacking your enemy. Just entered a Sword Cavalry's 'ZoI?' Flood the area with a spell, or something to that effect, so that their mobility is reduced, giving your ranged units, (Provided you have them,) a pretty decent advantage now that the Mobility of the Cavalry has been reduced. This would mean, under 'Normal' circumstances, Mobility trumps Range, but it allows for the ability to make intelligent, concerted attacks using smart tactics and strategy.
(And so help me, if anyone says Strategy and Tactics are the same thing, I will find you and slay you like the beast you are!)