QUESTION: How're these 4 exposition-excluded tribes supposed to be appropriately established if all the backers can't invest in them? Entire communities were built for the biomes/cultures that were expected, not to mention many thousands and thousands of dollars invested/backed to acquire day 1 infrastructure capabilities, what now? We're NOT going to fling our massive investments into the winds of something we don't remotely love or even want. That question stands as glaringly problematic.
In attempting to solve your network administrative micromanagement of our lives as to what servers we connect to avoid the occasional mumble of "Oh it's a bit laggy today", you now have multiple culture-based alliance scale communities SCREAMING refund.
To quote another resulting Discord correspondence immediately after the Q&A:
"The game is so big it's gonna be hard to balance"
"They actually ensured it will never be balanced by dicking over a 3rd of the cultures/tribes/biomes by ensuring they won't be available at launch, meaning there's hundreds of thousands of dollars of EP investments that won't be available to install in those lands. And I'm still impatiently awaiting response to that matter before refunding along with the rest of a large sum of effected communities."
Said efforts to stall multiple biomes results in knee-capping multiple communities, which in turns could very well rescind a huge chunk of funding which would've gone towards hiring devs for that very purpose, AND, counterproductively, as was pointed out by another, the removal of players-at-launch from these excluded biome cultures means devs will now have to build ALL of those biomes' settlements and so forth, and one of the ONLY, THE ONLY, things that made COE's development schedule remotely viable was the fact that 90% of the world's architectural installations were going to be installed by user labor.