Responding to OP.
Here were my thoughts on meshing together
edicts, challenges, VPs and player leveling - I'm not really for completing cool challenges (secondary edicts in that post) to be the only method for earning player levels, and I'd prefer to permit players to be able to just fool around (edict only no challenges), win, but barely level up as a result.
I.e., since you're employed - when you complete a minimal-effort job you should still be paid the minimum wage. For as long as the challenges are fun enough, I think that could be the baseline goal.
Propositions can wait a little bit, as I would like them done well. I would enjoy Propositions / petitions that are meshed into the game universe. If you're thinking in terms of AI-War, it would be more like resistance fighters/marauders (logical in-universe) than mining golem (something that comes from out of the galaxy just to eat your stuff). Part of the free-will conditions you write in the blurb should imply that they will have their own desires as well. They should have a chance to worry about their survival and your nefarious hidden motives, and well... either go with it or not. Higher chance on higher difficulties.
== Summary: Prioritise edicts and challenges. Correct player progression is infinitely important to finish by release. If time for propositions exist, place a few as a taste of what is possible later on when game successful. ==
There shouldn't be a need to tie the appearance conditions of petitions to the edicts. If you're playing too well along the lines of an edict, the perturbation should be more likely. Save-scum is unavoidable, but you may like to tie things to the starting seed with a separate pRNG, but that's up to you.
The following petitions are tied to a particular town/neighbouring town (when a town is destroyed).
"Dear Creator, sorry to disturb Your Greatness but... our towns are defenceless against these barbaric Greeks! (etc.)"
Conditions: Likely to appear when a town of theirs is taken over, or when their buildings are destroyed. Won't appear when there's a God in town, they petition him/her instead.
Choice 1a: Satisfy them by building X towers (which may be exactly what you want, but they don't know that). These tower you build grant better bonuses. You also risk citizens getting false sense of security. (-20% attack for 5 turns).
Choice 1b. Satisfy them by planting Cerebus, etc. The Cerebus gains better stats.
Choice 1c. Satisfy them by invoking a God token to bring him/her here. "Behold, I send you Apollo himself to stand vigil!" They are grateful, but no additional outcome.
Choice 2: Ignore them. Random outcomes happens. In this situation, soldiers either lose the will to fight(-50% stats for 5 turns), get off their arses to take matters into their own hand (+50% stats for 5 turns), turn bandit.
"Those stinking Norse diplomats are bothering us again! We're writing to inform Your Greatness that we are not very happy with this situation. We'll keep our more agitated citizens under control, but we would like to alert you that there may be... accidents as long as this continues."
(with attendent appealing/un-appealing choices)
- Smite the embassy. If you build it again within the next few turns, then see BTW.
- Placate them with MOAR beer ( plant a Brewery, don't destroy it!
) Option is not available if they already have one - you have failed to distract them with alcohol from your schemes.
- Ignore. See BTW with possible outcomes such as decreased military costs as more citizens are willing to join the army to fight off these unwelcome influence. Low chance of spawning blue/red directly to 'deal' with these foreigners.
- BTW, "bandits" will naturally spawn near diplomats in question.
The following propositions come from the Master:
"I look favourably upon your handiwork. I wish to see some more creative flair (related to the edict)"