A god game
I form the light, and create darkness:
I make peace, and create evil:
I the LORD do all these things. Isaiah 45:7
Seven people in an empty field. Everything they come to believe about how to treat each other, they learn from watching what you do to them.
Every act you make is witnessed. Everyone close enough to see it learns something from it, and what they learn is what they do to each other when you are not looking. Bless them and they feed each other. Burn them and they turn on each other. Their children are born believing whatever their parents did.
The ground starts bare and they have nothing to eat. Seed (c) puts a bush down and costs nothing but a short wait. Spring (z) opens water and doubles what grows near it. Fertile Soil (x) is the only ground their fields can ever be cut into. They will not raise a single roof until there is food to raise it beside, and they build around whatever you fed them with.
The founders live for generations. Watch the first three households form, then inspect the one man left without a mate. Ordaining him gives him the village instead of a dynasty—but only before the first daughter comes of age. Leave him unanswered and he takes her to found a disputed fourth house. Ordain him after that, and his house becomes a plural dynasty whose wife raids can start wars.
Each founding household claims a different part of the land. Children inherit that house, build near its claim, and carry its friendships and grudges. A mud house holds 2 adults and 1 child; later tiers hold 3+1, 4+2, and 6+4. Rival houses may even produce two people who love one another in spite of them. Their mixed descendants can later return as cadet branches if an ancestral house fades.
Watch the Feeds figure against Alive — that is how many the land can carry. And keep showing up: go quiet for too long and they stop greeting each other, stop pairing off, and a village with full bellies quietly ages out.
Love and fear both pay faith, which buys your powers. Lifetime worship builds devotion, which unlocks gifts — fire, houses, the plough, all the way to steel towers and electronics. Every gift they receive makes them need you less. Disasters take it back a rung at a time.
Gift icons sit along the bottom of the field. They manifest immediately when clicked; hover one to see its name, effect, price, and unlock requirement.