Prevailing winds, mountains, the necessity of knowing the logic. And the observation that often you don't have to worry about croplands because your characters don't know and don't care. There are readers who don't care much either but then the ones that do care will mind.
One writer had a city planted by a wizard because a city was needed in a location where there was no water, or useful crops, or anything else a city would need. So the wizard planted it there and supplied everything, even trade routes, and it was a rather depressing location because it was dependent on him.
One had once used a module where his players had to defend a city of a billion people which had one church and one space port from an army of a thousand orks. His characters, like the audience, wondered why they couldn't give the populace baseball bats and go at it.
Travel times. Teleportation is straight out unless set up. And even then you probably want to limit it.
Non-Euclidean geography has more fun! But you do have to set it up early and then ensure it doesn't always help the characters.