I agree to a point. The thing is the game is complicated. One thing you do early detracts from another because you only have so many resources. But you don't know how the one thing will impact another and when. So you are very tempted to do as much as you can as it presents itself and thus, often find yourself struggling for things you need.
For instance, the game presents quests. Event, chapter, and the repeating ones. If you are new you don't see or understand the relationship between how each impacts the game and thus, what you can skip or ignore for now.
Ditto for how much you scout things or not.
To make it easier I'd suggest, as you do, that events be postponed until you reach a certain size. Chapter, score, expansions, research -- any of these could be used as a measure. The overall effect would be to make the game simpler because you wouldn't feel like you had to keep all the balls in the air at the same time when you only have one hand! (Yes, you can juggle with one hand, but it's not easy or pretty).
Another thing, and something the OP said that would make sense is to stop increasing the cost of KP when you are required to purchase KP. The true cost of buying 1KP is 10 more coins (or whatever you use) for each KP you buy after that. So forcing a player to purchase KP at the very beginning makes the cost to them of that KP expensive. A 1KP purchase adds, say, 10 coins to the future costs of each KP. Thus, if in the course of the game you buy 10,000 KP, you are really paying 100,000 coins because you purchased the first 1KP. In other words, all things being equal, you would have saved 100,000 coins if you hadn't been forced to purchase that first KP. And it just multiples each time you are then forced to buy another, and another, and another....
So two ideas. Restrict the introduction of events until some point is reached where the complexity of the game is better understood and the players can better determine what they MUST do verses what they CAN do but can also skip. And, make the forced purchase of KP not increment the KP costs.
The first idea I'll leave alone for now as it seems pretty straight-forward. The second might take some coding as, at this point, there is no way to tell why the person is purchasing KP. Thus, it might need some way of notifying the system that the purchase is to be applied to a particular quest?
Just my response.
AJ