I think only forumfags will answer.
My opinion is that vnations is a product and you do not have a strategic design on how to promote this product, you may know that many good inventors were very bad in promoting their inventions and good buissinesmen prevailed with inferior.
Promotic the product does not mean only big banners arround the city.
It means, to understand better who is the customer(where are you targeting) and what how this customer thinks and reacts.
Then you can try to design a product that suits him well.
The game has many modules since it simulates some RL aspects, so some potential customer is the wannabe politician the wannabe buisinessman, the wannabe conqueror, the wannabe rebel. The big majority is a bit of everything but on the way I think they follow a path according to their personal RL skills.
The balance in a social game is how socializing will be necessary and joyfull.
e.g. In FG you can be a lonewolf easier than vN but people that get involved in the game after some time they get organized themselves making military units showing to the developers the way.
The FG in my opinion relies on nationalism for noobs, you conquer the bad neighboor or you help yourself to be liberated but after few months you realize that this is a dull circle that leads nowhere and it is facsinating only till you realize this. Then the thing that keeps you is the friends that you made.
In FG this circle it is so simple that you can understand in relatively few time.
If the game had more depth then it becomes more difficult to make such circles and the gameplay also keeps you warm. Socializing keeps to be the most importand though.
So in the world that we live, a product that is not specialized, needs to be cute on the first glimpse. SO the game needs cute interface.
Some people we are neanterntal and and we do not understand about cuteness.
It is a whole science to make the something appealing, it is not simple.
A good step in interface would be big buttons(like for daily tasks), now edit company or place purchase order is a quest to find them.
So closing another wall of text, the area you should focus in order to bring people is to give them a catchy first glimpsh and then not to let them get lost among the numerous options, which means a very very very good explanation of how things work. This has also to be cute and not like a dull instructions wall of text. So If the environment is catchy, he will bother to see what is this game about, so he will see the very nice features of the game. When he will understand that the features can provide him with a nice game experience he will stay.
After that it will be very difficult to balance it since some features may cause unbalance because of their philosophy(tweaking does not solve everything), which means total redesign.

This is the fate of each product development, design with the best intentions, practice, results, analyzing the results, redisign realizing some not obvious restrictions that do not exist in any theory.