Brain-dead game mechanic then.
From where I'm sitting, people who started earlier already do have a massive advantage, as in 10 grasslands to my nothing-worth-mentioning. Not their fault, though, since 10 grasslands is a reasonable portion for one player. The real problem is why would you stop people from colonising the world and stuff them in a sardine can where you have to be the first dozen players to get a reasonable chunk of land.
Repeat, other players grabbing 10 grasslands is reasonable. That's a fun level of involvement. Glass walls prevent me doing the same are not reasonable. Watching other players playing in a sardine can, after paying 49€ is not reasonable.
The beginning is pretty much just a landgrab. It does not have inherent logistical problems that need to be overcome, like in Dwilight from Battlemaster.
You show up, the region is already populated and waiting for some fancy noble to step up and say: "You all now serve me." And they will do so, without question. They are also very willing to die from starvation to fulfill your orders.
While in Dwilight, you have to come in with troops and start a takeover, in what may be a hostile area, plagued by monsters and undead. Alongside that, you have to contend with starvation if the region is starving. All the while, the population will take some convincing before they join you. Then, after taking over, they still need to be fed and protected from random monsters/undead... and their numbers/capacity are not at full, so you gotta wait for em to spawn more people.
... I'm gonna go and suggest this. Make it so everyone starts under one realm, where they grab troops as knights... then they all organize/split up to colonize the rest of the continent.
It would make it more fun in my opinion and allow people to form up/communicate early on. A different kind of landrush... one that is cooperative instead of the first single player taking 10 provinces within an area without any effort or preparation.