A few thoughts in return:
1. Having random edicts from the master of "you must do x within y time" is actually basically the idea of propositions, just from the master rather than from the townfolk. I forgot to mention that we were considering both things.
2. True on the metagame aspects of challenges. Without those, I'd think that the way to level up your profile would be just accumulated victory points or similar.
3. When it comes to random cataclysmic events, I think those can be fun when done right... but enraging when done wrong. If you're spending a lot of time doing awesome stuff, and then out of the blue something insane happens that causes you to just absolutely lose, that's a very Mario Kart sort of feeling, you know? It would seem like rubber-band AI even though it's not.
4. The god powers are pretty extreme. When it comes to bandits or whatever, there are powers that can kill them all or convert them all to your side. There are ones that make enlightenment easy, and other various things. These things are super unbalanced... and unbalancing. One of the big things with them has been that Josh is worried folks won't use them because they are too unbalancing.
5. To me, I want to provide incentive for players to use the god powers. Really, that's very much all that is needed here. We don't need random cataclysms or whatever -- all of that sort of thing already exists in the god token design. These things are freaking cataclysmic. And I like it better when you can choose where and how to use them, rather than having them thrust on you out of the blue. To some extent if most (ALL?) victory points come from using god powers, then the way to win would be "how do I use these powers without killing myself in the process."
6. #5 is interesting, and solves a lot of things, but it also can get formulaic. People will find god and god power combos that are overall the best. I'm not sure what to do about that. Ambient conditions being off in other ways so that you have to compensate for them seem like the obvious choice. Either that or the gods are not something you can choose. Or a random god power triggers every X turns and then you have to use other god powers to compensate.
7. Basically, the only way to avoid #6 is if the scenario itself is not static. Players always will find a best path if there is a static scenario. It cannot be avoided, period, end of story. So what we need are ways for the scenario to vary -- unexpectedly throughout the game, where players have to then react to things. I think that "do x for y turns" is maybe not the right thing. I think that maybe certain edicts from the master like "okay, here's a completely new red town just because you're such a good customer. Have fun with that." Or "here's a yellow bandit town!" Or whatever else. I think those things are kind of like mini-cataclysms, and are something also that could be prepared for by saying... wait for it... "Yellow bandit town incoming in X turns."
8. Basically, #7 is getting back to that "waves" concept in AI War. You are forewarned of a specific incoming threat, and have some time to prepare for it (but not a whole lot). You get your house in order, and then use your cataclysmic powers to make things better. An unstoppable force arrives, and thus there's almost no choice but to use Heimdall's Horn, etc. It's the warhead from AI War, minus the AIP cost.
What it really boils down to is trying to make it so that the player doesn't always have the tempo in every game, and so that they have incentive to use their god powers. Things that would normally harm them, but come to help them instead with their usage here. To that sort of end, propositions, challenges, nor edicts are really correct at all. Instead it's more about either a victory point structure where you HAVE to do strange things to yourself to win at all, and/or the cataclysmic events that you have to react to with god powers.
I think that maybe the combination of both of those is the most powerful, and something that we can finely gate by difficulty, too. With lower victory point bars on lower difficulties, you don't have to use so many destabilizing god powers. And with basically no cataclysms, or very tame ones, at the easier difficulties. And then on the hardest difficulties, you're trying to manage utter chaos as half the board is destroyed at once and entire towns go up in smoke several times a round, and you're just tussling with an absolute chaotic situation and making the best of it at each step. But it's not blind chaos, it's chaos where you can look into the future a bit and plan, which is what makes the big difference to me personally.
Thoughts?