But the thirst for glory and knowledge has no boundaries. Beyond Yliakum, concealed by the Bronze Doors, the Stone Labyrinths, the unknown Kadaikos, homeland of Lemurs, and the legendary Pradesha - ruled by the enlightened Ahrijani - wait to be discovered. And much more...
First, thing, when I mentioned the good influences of players, I meant control in a more local level rather than absolute. Large private properties for example. And of course, cities beyond the borders of Yliakum and of the civilized world. Or will never be supported the aspirations of guilds like mine and The Survivors of Vaern through implementation of masonry among other skills? I don't think so.
The quoted text from the Settings page suggests something entirely different as well. As I already said, I'm against a unrealistically static world, and most of the MMO"RP"Gs are like that, but this doesn't solve the "1337" syndrome either in them and there are hundreds of griefers over there. It is clearly suggested that there will be vast "no man's lands" for those crazy and daring enough to attempt to control. Influence of Yliakum through GM Events? Perhaps, but an in-game system might to the trick as well. Control of vast uncivilized territories by the devs, blocking any attempts of expansion there in the future? Definitively not. However, it is already possible to deal with griefers, and any feature that allows power, even the possibility of duelling in a full PvP area, gives space for griefers. So it's a question of whether taking down everything to prevent griefing or adding new interesting features knowing that griefers will be dealt with later anyway.
That's how RPG should be anyway. Role-playing games aren't really about being a mighty politician deciding about the fate of the world. You have Civilization-styled games for that.
I would give my kingdom for a MMO 4X game ;P
But you should be able to become a small landowner deciding the fate of your property, a businessman trying to make some profit, a small stone labyrinth outpost leader trying to struggle for the survival over its harsh conditions and so on. Control on a more local level always brings interesting perspectives. Control of the devs should be reactive rather than limiting possibilities for the nice players because of the bad ones, to take down griefers exploiting the systems then, and of course, nothing a /report from a player wouldn't fix as well.