Ghaz, ultimately what has happened is you've blindsided every player in the game with rules they didn't know existed for actions they didn't, apparently, understand. They did not know that their actions would, or even could, affect things as they did, and as a result they've lost everything, every plan, and, frankly, most everyone has lost the will to play.
And you can't say the game isn't for them, or that the system works fine, the system only works if the players know enough of the rules to play.
As of now, you're losing players because, to us, it seems like you're railroading people to a destination they don't get to choose, which is the entire point of a sandbox, especially a god game. Either that or the penalties of failure (And/or lack of understanding of the vague rules) are going to be really, incredibly harsh.
Maybe this is the kind of game you wanted to play. If so, well, it was very much not clear. Someone, like me, stepping in with no prior experience in this sort of game should've been able to pick up on the fact that you wanted EVERYTHING ruled by gambits, with gods rising and falling left and right. However, the OP seems like it's this neat new mechanic you wanted to try out, like it's going to be different because there won't be as MUCH destruction and laying-waste-to-all by Gods throwing around Acts.
I'm going to leave as well. I can't see any future to a game where you've alienated the player base this much, nor would I want to keep playing with new players, if you even attract any after the saltstorm.
I think the lesson is that if you want a story, share your goals with your players, at least in the type of game where the players build the story, rather than just driving down the path. In this sort of game you can't railroad the players, there's no REASON for them to be so corralled. It's just going to offend people that in the sandbox they don't get to build a sandcastle like they want, they get a template and that's it.