“…Six Ages: Ride Like the Wind brings an enormous amount of complexity to the table, both in its story and its strategy gameplay mechanics.”
Because of this dynamic, no choice comes without consequences: if you please one God with a sacrifice, for example, you might displease two others, and the same goes for other clans and your own followers. You do have several randomly generated advisors available to counsel you, but they all come with their own skills, perks, and opinions. This often creates situations where the solutions presented by your advisors range from clever, to sensible, to downright weird, and eventually you’ll still have to make the call on which solution is the best one for you. Once you choose a solution proposed by an advisor, they will execute your decisions for you and report back.
To me, this was one of the things I enjoyed most about Six Ages: unlike other resource management games where there is a clear delineation between good, bad, and evil actions, the decisions your make in Six Ages are complex and layered, and you never know which one is right. Ultimately, there’s only one relevant consideration in the game: how will this choice benefit my clan?