<Snipped quote by BBeast>
Haven't read the draft OP yet, but I'd like to raise that some gods will play cautiously with their Might simply because they don't know when they next need it, even if they're active, in which case we shouldn't punish them for actively choosing to stay quiet. Also, losing excess Might at the end of the turn is also incentive to try and level up with your spare Might if you have it, and it's enough.
I think the Might cap / Might expiry should be merged into a simplecap = 2 x Might per turn
rule. That way you can still save a little, if you feel like playing that way.
I also would still like to keep the level-up-available-if-Might-is-spent rule, amended somehow, maybe so that Might spent on levelling doesn't count.
If we allow drop-in-drop-out play, then we would need to encode some mechanism to remove inactive gods from the pool and free up their Portfolios for other players. Perhaps not doing anything IC for, say, 2 consecutive Turns without leave of absence results in that god's power fading away, such that their Portfolios can be taken, and they lose influence over worshippers.
<Snipped quote by Kho>
<Snipped quote>
I have said this before, but I think I really need to give it its own post. Demigod rules seem disconnected from how the game is actually played, its an absurdly big gap, hell, even if they started as a level 1 god at the current turn it would be a big gap (but a manageable one)
This already doesn't exactly work on the srs bsns Divinus, but it will really show on Free, where people come and go at a quicker pace.
Also, I'd like to posit that Holy Sites give some kind of sanctuary to mortals. That makes them important in both the maintaining and the capturing.
ed: Sanctuary specifically from gods. Again, creative destructive gods would be better off creating a mortal army or something similar (giant beast, hero, plague) to capture a mortal stronghold than just deitying their way in.
Though there should still be room for god duels.