Agreed completely.
When I first joined in early-mid Axios, the bread and butter of the LOTC experience was getting a parcel of land for you and your friends and doing something with it. Be it a chartered region (which were much easier to create and hold onto back then), or as a vassal of Oren, Courland, or whatever the popular vassal spam nation of the time was. Nation roleplay back then was as much about the many small groups contained within nations as the macro of the nation as a whole. With the end of easy independent land after the 2020 Charter Reform and important mechanics like Tile Improvements that can only be purchased by NLs, the tides of roleplay have shifted towards civilization/nation building rather than the many characters contained within said polities. You can still get a bit of land as a vassal of a big nation; the key difference is that you'd probably get taxed more than you would have back in earlier LOTC, and unlike with Nexus where there were several things you could do to be economically powerful on non-capital city land, within Vortex any non-capital tile is unable to be all that economically relevant. The amount of nodes you can get away from the big cities just isn't as good as what you'd have if you were doing your part as a big city guard.
Combine the above shifts in national power with activity checks that reward increased quantity of players, and you have a recipe for very community building centric RPing. Events are no longer planned just for their own sake. Modern events are planned to increase activity numbers by getting people to log online. The number one priority is to get you online so that the community as a whole can benefit from whatever OOC gizmos the staff are handing out for high activity. This system does not lend itself towards super character-focused storylines, as those lack the mass appeal needed to boost up playercount for communities.
1: I base my characters on a profession I want them to roleplay doing for a living. When that profession doesn't work out, they become an ordinary farmer. Thus, I mostly make blank slates with some added initial flair that gets lost to time.
2: As stated above, all my characters become farmers when I realize there's not much need for RP woodworkers these days, and that my initial idea wasn't gonna work out all that well. Maybe one day I'll be able to make a good woodworker character who doesn't instantly become a farmer.
3: I write newspapers on my primary character. It helps flesh out the character a bit, as I get ideas for their writing prose (which happens to mirror my own for some reason, real shocker there!). The newspapers in particular are mostly for the sake of others, as it helps recruit people in this oh so community building centric server.
4: My characters are almost never what I expect them to be. I don't really think much when I roleplay I just see what happens. This weird habit of mine makes my characters as unpredictable as the whims of my mind.
5: I don't have many goals besides planning the next event. I think a week into the future, and what I ought to accomplish next week is a matter for next week and not today.
6: My characters conclude whenever some random RP death happens to line up with me getting bored of them as a character. When that happens, I PK to the RP death and write up a quick PK post, swiftly moving onto the next character afterwards.
7: I don't have high expectations, which is a real blessing. Whenever I try to do something ambitious and it fails, I was probably expecting it to fail regardless. Sometimes I'm unable to cope with unexpected failure and just mope around IRL because I'm mentally unstable. I should probably stop doing that.