This is just generally a great response. I don't agree on all your points, but appreciate the way they're delivered.
And that's why I am enjoying this friendly debate... because that is precisely what it is. We are both mature adults, we both respect one another and respect the fact that while we may have different points of view on a topic, we acknowledge that the other party has an equal right to their viewpoint. That's how debate is supposed to go. And in hashing this out together, we might stumble into a methodology or technique which introduces complexity and engagement at the same time. Or at least that's my hope.
The "trick" is "grind for a short while to earn the tool that improves things." In continuum I believe there are machines that restore the vanilla wood ratio.
And my concern with the general-dismay at tweaking this vanilla baseline is that I never felt 1:4 was magically "perfect" in the first place. I wouldn't call it "totally random", but its not far off.
The value added here is that you can do things like add wood-chopping mechanisms without generating resource-inflation.
Okay, I see where you are coming from, and I freely admit that the initial vanilla baseline resource progression was fairly arbitrary. I'm not even sure if Notch had a concern about game balance when he set up those ratios in the first place. Remember, it was his very first foray into java programming and that was likely his initial focus.
Having said that, it has become the de facto standard, and your typical expectation when playing Minecraft is going to be to see something roughly like this. It is... let's say the 'industry standard', the 'status quo'. Its merits or flaws can certainly be debated, but meritous or flawed in its inception, it is the default that every player of Minecraft is going to expect. Therefore, deviation from that standard is going to be judged, and basic psychology says that it is not only going to have to prove that it is equal to the standard, but some measure superior. See also the competition between VCR and Betamax. VCR won not because it was superior, but because it had already established itself as the standard that Betamax had to prove it was not only superior to (which, mechanically, it definitively was), but
enough superior to in order to warrant the change. Call it 'institutional momentum', if you like.
In my case, I look for a clear 'value added' when I change any sort of mechanics, be it adding a mod to a pack or changing how something works. I ask myself 'what are both the short and long term consequences to this action', what are all the results this action will cause.
You cite automation without generating resource-inflation as a value added for modifying the base resource balance, however I feel that this isn't accurate. Once you have a tree farm whose output exceeds the demand of wood, resource-inflation is inevitable. The only thing you are changing is how large your automation process needs to be or at least how much wood your automation process needs to supply you for you to continue to progress. However, wood is not commonly used in mid to high tier components, therefore as you progress, your reliance on wood inevitably and naturally declines, and I find that you have a simultaneous increase in wood automation capability at the same time you have this reduced demand for wood in your progression which causes resource-inflation and mass surplus inevitable because your tendency will be to over-build your automation based on your previous wood needs, when those needs are going to significantly decrease in the near future.
In other words, reducing the amount of wood produced in the early game does not cause a reduction in wood surplus in the mid to late game.
A better way to handle this, assuming you wanted to reduce the wood resource gathering component initially, and still have a value added in the mid to late game, is to require some measure of wood for every component going forward, either as material (for example, prohibiting the stamping of gears, but instead insisting on crafting tiered gears that require a wood gear base, to have a 'baked in' wood requirement for every gear), as a fuel for a resource (requiring specifically charcoal and not coal to run a step in the iron refining process so that for every ingot of steel produced, you consume roughly two logs of wood in resource consumption, thus making wood production a potential choke point for steel production, as happened back in 1.7.10 in Regrowth), or as framing for multiblock structures or something. So long as there will continue to be a steady demand of wood.
Now, if that was the case, if you needed wood after your initial stage as a major component going forward, or if there was a more primitive means of automation that wasn't as effective but at least *existed* after the initial base establishment, then suddenly not only does the early game 'punishment' pay off with a significant reward once you get to automation, but it continues to pay off, and even cause you to expand your production as you expand your industrial infrastructure.
Another example would be Bob's Mods for Factorio, specifically how the Basic Circuit Boards require wood, and are the foundation of literally every other technological component in the game. As the game progresses, you actually have to expand your wood harvesting process, whereas in regular Factorio, you only need wood until you get to the second tier power lines, then you need zero wood going forward.
THAT sort of thing, I would 100% agree with you would be awesome. Unfortunately, that's not what Continuum does, and that's my problem.
The distance to the automation from the early game in Continuum is sizable, and is gated behind several mods (or at least what parts of them exist in the pack) before you get to a means of automation. That's a long time before you can see any kind of even rudimentary automation. Heck, you're going to be using a Lumber Axe until you damn near get all the way up to Steve's Carts or Industrial Foregoing. It's completely unable to be automated until then. And that's where I have the problem. It's not just that you are being punished early-game, it is that by the time your automation capability is established, you no longer *need* that capability.
(I'm not super familiar with the horse-mill approach, but so long as it has a early-game-penalty...such as slowness...I'm equally on board with this as a "trick")
It was actually pretty clever. First, you have to find a horse, then you have to tame it (they added a saddle recipe that is early game, but contains about twenty steps all told, and requires a half dozen machines at various stages of progress, most of that in the leather curing process which is very similar to how TerraFirmaCraft handles leather production), then you have to lead it to a set up multiblock structure, and attach the horse's lead to the machine. The horse then slowly marches around the machine, describing the outline of a 5x5 square, and progress is slowly made without your direct input. However, the process for making saddles can be done in bulk, the time it would take you to make the materials for six saddles is the exact same time it would take to make the materials for a single one, so if you can find a herd of horses, you can then tame them all and set up all of the horse-compatible machines for slow but steady automation. You then have to protect the horses from hostile mobs, of course, and automating in Sevtech is... non-trivial. You will start off with it spitting items out onto the ground, and work up to eventually being able to use crude hoppers.
However, it was Tier 1 automation, available almost as soon as you get your initial base set up. You could have four different machines, each with a horse slowly plodding around it, before you hit Age 2. If that was what you wanted to do.
I don't really get this last thought at all and I wonder if you really meant it. I mean, you're declaring the difference between a kitchen-sink pack and its polar opposite. On the very worst end of the spectrum, the player has virtually no choices at all. That would be some sort of adventure pack.
Somewhere at that end of the spectrum (but not super close) would be your hard-core void/pre-gen-map packs, where people follow generally the same progression because there's no alternatives.
But you'll agree that those types of packs can be insanely popular (See your Sky Factory, Agrarian Skies and Crash Landings). They're not for everyone obviously, but saying "you are not permitted to enjoy your experience in any other way than what I insist you do" is a bit disingeneous. Its like repudiating the sport of hockey because the officials insist on keeping the rules. The restrictions in that game define the challenge and create the fun.
The weird thing is, I know for a fact that you're not in the game for a full sandbox experience (otherwise I'd only see you playing total kitchen-sink packs). So I hope you can redefine your last thought a bit.
Okay, let's see if I can convey this in a coherent manner...
The base vanilla Minecraft game is an open world. Kitchen sink packs follow this. The base expectation for the average individual going into a minecraft experience is going to be framed in this manner. Some other types of packs permit this as well.
Then you get into... let's use the term 'quest packs', because they have some sort of questing manual. They have changed things around, and the quest log is your roadmap. You have tiers of things you can do, with roadblocks in the way you need to navigate or overcome. The key to success or failure of these packs boils down to conveyance of that path, and what options are available to you at each stage.
From there, you have 'expert/hardmode quest packs' which are like above, however they've made significant changes to mechanics, resource acquisition or refinement, and typically have a 'gimmick' that you have to deal with/use.
You cite Skyblock as a constrained progression, but I would almost say it is the opposite. You have bountiful resource production almost right out of the gate, at least bountiful enough to continue with your projects. You don't feel like you are getting 'punished' for trying to play the pack, it feels 'right'. It is a challenge to obtain the resources (typically involving setting up a cobblegen and hammering for ores), but the resources are, at least in theory, infinite. You have unlimited cobblestone. You have enough trees growing to provide the wood for the wooden components of the hammer. You can sit at this manual stage and gather a couple of chests worth of resources if you want, which will keep you going with the raw materials you need to get to a level of automation. Or you can just make enough for each individual project, and take a few minutes between projects gathering materials for your next project. Either way, you the player are engaged, and typically alternating between relaxing and stressful periods in a manner that encourages you to continue playing. Once you have your resource production line fully automated, you can shift your focus exclusively to building projects or quest progression, however those building projects or quest progression are no longer particularly stressful to the player. You know what you want to do, how to do it, and now you are just wanting to put the pieces together to show off your new model to
mom and dad the quest log.
And the key here is one simple word: engaging. A pack needs to engage the user, has to get the user invested in it, get the
player engaged and interested. Get him hooked. Give him something to play with. Kicking him in the head with an immediate halving or quartering of resource allocation right out of the gate... doesn't do that. You need to have a more clearly presented carrot to say 'yea, it's rough now, but just wait until you get to the next step...'. And then, and this is the important part,
follow through on that promise. It doesn't have to be
much. Maybe give him an early-access lumber axe type tool that reduces the grind, or a way of consuming hunger to 'twerk for trees' to reduce waiting around for the trees to grow at the cost of hunger... which I would've felt would have been very neatly balanced by the addition of Spice of Life and lack of food variety in the early game, and would've made for a much more engaging mechanic and forced you to consider a whole new dynamic that most people hand-wave... hunger and food management. THAT would have been engaging, because you the player are constantly at the keyboard doing something, being engaged. Maybe it's just tapping on the shift key, fine, but it's doing something.
Continuum, on the other hand, forces you into focusing on progression by the initial reduction of materials gathered. You won't have enough to continue going, especially not at first, which will be both stressful and frustrating. It pressures you into going one way and only one way because you know that, sooner or later, you'll get to a point where you can get this awkward phase behind you. Only that's not going to be for a very long time, because of how the pack is structured. Instead of having a balance of relaxing and stressful, it's almost 100% stress all the time. And it makes the carrot it is dangling about a third of the way through the pack seem like a sick joke. The payoff keeps getting put off and put off and put off until the player just... stops bothering to try. It's like the old image of a hobo trying to pick up a dollar bill that is attached to a fish hook that someone is periodically yanking to keep it just out of his reach. It feels like the goalposts are constantly moving further away every time you make 'progress'.
There is no victory without the risk of defeat, and the tougher the challenge will result in the sweeter the victory. However, if the player gets so discouraged, frustrated, or annoyed by the obstacle course (excuse me...
confidence course) you've laid out in front of him, then he's never going to bother trying in the first place.
And the worst part is, there are no new tricks, there are no new mechanics to enjoy or explore. Well, there is that damn Efab, but that's not a joy to explore, it's the waiting line where you have a four digit number and the sign says 'now serving '3' ' at the DMV. And it makes you think "You know... I could be doing this... or I could be mowing the lawn. Right now, I think I'd rather just go mow the lawn". That's how utterly boring and unengaging Continuum is to me... I would rather go out and mow the lawn than sit down and play the game. Because there is a significant amount of time that is literally doing nothing but waiting for a timer to tick down. I could go completely AFK and there would be zero difference. But other than that, there's nothing new to be found here. It's all well-trodden ground (at least the bits of ground that remain).
Compare and contrast Dishonored with Megaman. Dishonored has a tightly constrained plot, but you can achieve the plot directives however you want, and the game acknowledges and applauds your creativity. In Megaman... you jump, shoot, and move right. Both games are enjoyable for different reasons. If I want to play a game where I have options on how to go about doing things, I play Dishonored. If I want to play a game of twitch-reflexes and pattern recognition, I play Megaman. But Continuum feels like Dishonored... where getting on rooftops is considered 'out of bounds' and a bunch of invisible walls have been set up to keep you from 'exploiting movement mechanics', then removing the nonlethal means of completing assassination tasks, forcing you into the high chaos ending regardless of what you wanted to do. It feels like a bait and switch, for some reason.
If I had to guess... I'd say it is because I read the list of mods, and from that list of mods, I knew what tools I had available to me, because I'm intimately familiar with all of these mods and their mechanics. And then three quarters of those mechanics simply don't exist, forcing me into one and only one path for progression that I know, from my in-depth knowledge of these mods, is the most painfully annoying way possible. I know exactly what I have to do. I just don't feel inclined to do it.
For all of its faults, Sevtech did an exponentially better job at player engagement. At times, I felt it was too convoluted, too many steps that had to be manually repeated too many times, but at least I was
doing something. Early game Continuum is merely a waiting game. A boring and bland pack that feels like someone took a kitchen sink pack, then randomly put in traffic lights that would turn red when you approach them, then removed the side-streets to force you to wait through the stop light, then forced you into a well-known detour through the Bog of Eternal Stench. Because that's the path, and the ONLY path, the developers want you to take. It's a brute force approach, and one I don't appreciate.
So, I suppose my argument isn't that added complexity and difficult isn't fun... because they certainly can be. It's when boring and pointless grind
replace complexity and difficulty that I become disinterested.
Quite the wall o' text here, I suppose, but I hope my rambling has given insight to my position.