Hype hype hype!
On making a Dominator God - powers are very easy to customize, for instance the Call of Ravens ability is a descriptor, a result, a type, an effect, a cost. You can pull from the effects that are used for anything in the game which gives you a wide variety of options inside the editor, and if there's something we're missing it's pretty easy for us to get it out in an update.
So the "Sleep Timer" is not linear, so what I meant was that the time it takes to get from 11-12 is a lot longer than 10-11, so Azlan is asleep a lot longer than 50% longer than Belial. However there are many ways to alter the sleep timer, as can rituals and artifacts.
Sisyphus is actually a really fun Old One, he has a whole event chain that deals with him interacting more 'directly' with the Chosen One. Think along the lines of the Dark One's relationship with Lews Therin in the Wheel of Time. Good stuff.
We will talk about ALL of the game statistics in the map in the next video, but I'll try to answer your questions as best I can here. So Order is a representation of "security", think of it as how many guards patrol the streets, how aware the people are of things that go in,town watch, bonfires burning etc... so Security at 0 does not necessarily mean that the POI is now going to revolt. However, it means that if it has ANY OTHER condition that would give cause to the people to revolt, they will revolt in a certain number of turns. Revolts can also occur at low numbers of security, but take longer (giving heroes and leaders more time to correct the problem).
When a POI revolts it generally goes into Anarchy, which is now symbolized by a pitchfork shield. Cities form new nations, either from subcultures if present or of the parent culture, and even more rarely a new culture may emerge if the reason for revolt conflicts with the values of the parent culture.
Refugees are a HUGE element of the game, I spent a lot of time because the theme is perfect. When you destroy a POI, refugees will leave and go to neighboring places. This is obviously a negative element as they consume additional food and resources and cause strife. How the nation deals with refugees depends on their values and strategic position at the time, but bloodshed is a fairly frequent occurence. Even if none occurs, it makes it MUCH easier for your agents to inflitrate the POI. There's also some.... almost hilariously evil... things you can do with refugees that I'll just leave up in the air for now.
Deserting armies are also a big element, they can establish themselves in a new POI, they can go mercenary (you may even be able to buy them), or they can turn to banditry (which you may then be able to recruit with a charismatic leader).
A big difference in That Which Sleeps compared to other strategy games that have these features is that these elements are "distractions" in other games, but they are the CORE gameplay here. You need to destablize the world and capitalize on the weaknesses you create.
Yes you do control land directly, you have your own "Nation" at start in some Scenarios and when a nation joins your side you are able to build, recruit units, and raise commanders. In fact, while Agents are restricted in number you can control an unlimited number of Commanders though they are restricted to military operations. You may have noticed that our early MainGui screen did not have resources on it but our new one does, that's because we are STILL going back on forth on whether resources should be global or unique to each power you control. On the one hand, it being unique makes the game much more strategic, agents have to ferry resources around and you may have one power that is rich but lacking food and another vice versa - however on the other hand it significantly slows down the game and turns agents into couriers, creating some balance issues, so we are currently making all resources global. On the plus side, it let us add in another INfiltration challenge where you can siphon off resources of a country that you have high levels of infiltration.