well, my take on this is that the zone of control represents the combined military, magical and political means a sovereign has on controlling the world around his territory. Resources are funnelled into towns, monsters walk out of your territory if they feel weaker than you, attack you if they feel stronger, and ai's ignore you and plop an outpost down right in the middle of your territory (jk on that one, but it fees that way).
It makes sense for settlements to send out a zone of control, but outposts and monolith's are problematic in that they have no inherent means of defending themselves, and can't be easily garrisoned in the current system nor do stationed troops get a bonus on outposts (although there is the outpost upgrades now).
so the outpost becomes merely a sort of capture the flag point - but i don't think the game mechanics really reflect that.
perhaps you could change the way wages are calculated so that only units not in a town or garrisoned in an outpost have to pay wages. Of course you would have to rebalance the idea of town militia, but then you already have to do that anyways. The option for wages in teh field might mean that people have larger standing armies and you could reduce the gold production values of economies to better control it. There are several ways you could handle gold in that situation, depends on how much you want armies moving around in the field..
EDIT: directed at frogboy, i think the main issue the OP has is that there is no mechanism for stealing from the ai's and slowing down their economies through warfare and dirty tricks. it's either declare war to raze things and take over towns or casts spells on cites to lower their production. There aren't any other options and no thief style of hero options, as an assassion is a more specialized type of fighter to deal burst physical damage.