Thanks! I am on a self-imposed coding hiatus at the moment, although I'll pick things back up fairly soon (I'm getting sick of the activities I've been using to distract myself in the meantime). The break was definitely needed, though. It's not the first time in the project's lifespan that I've had to step away for a bit of a sanity check, though, and there's no way I'll leave development alone permanently.
@moghopper: Yes, you will. To answer your other three questions:
1. Yes, although probably not in quite the way you're thinking. I want each game to have 'classes' procedurally generated in the same way that everything else is. What I mean by this is that just because civilization A and civilization B both worship the same god does not mean that they will have the same troop classes. Rather, their troops/troop trees will probably share some aesthetic values, skill specializations, and moral inclinations based upon the kinds of skills their god tends to nurture, but the race/nationality should also have a major impact. And that only covers professional troops. When you're recruiting for a religion, there are no limits on the types of people you can throw together into some kind of motley crew of destruction or peace or... whatever.
2. You'll have complete control over what your own troops use, although to save the sanity of everyone who doesn't like intense micromanagement, they'll probably start with default sets/preferences.
3. 'Demons and the like' will definitely be in the game, and are currently a placeholder under the 'Spirit Gen' bit of worldgen that takes place after Creature Gen. I haven't decided exactly what role they'll fulfill yet, but I want them to be pretty varied - ranging from minor/annoying sprites and nuisances to demi-gods capable of ascending to godhood in their own right. Tolkien's Maia would probably be a pretty good comparison.