Why do I use the word "unfortunate" when describing the server ecosystem you've created? You create the mechanics, but you're not responsible for how they work. And that's a huge problem at the foundation of your project.
For example, you write a nice devblog about countries and federations, but in reality, players don't create them, and creating cities often leads to hostility.
If this were happening within the service you're responsible for, you'd wonder why this is happening and why the gameplay isn't progressing as you envisioned. You'd be losing money due to player churn, and you'd be trying to fix it. But that's not your problem right now.
If it were your paid service's problem, you'd be discussing why people hit a meteorite in a week and scatter, and what you can do to prevent that from happening. You'd want people to play your game for a long time because that's the only way they can get to know each other. Only then would they need to create complex...