Upper_Krust
Legend
Hi DMaple mate! 
Nowhere, near as much.
Its all fairly simple.
You have Faith energy (gained from worshippers) and Siphoned energy* and the total of the two is Divine Power.
*Siphoned energy can also be negative though - such as when you expend it (ie. to create divine powers, cast True Dweomers, create artifacts, create or modify servants/avatars etc.)
I'm not going to explain the mechanics behind gaining (or losing) Faith here (
), but they are simple to follow and are generally just common sense.
Once you have determined the Faith energy you can easily extrapolate the number of clergy; lay clergy; devoted and typical worshippers (in about 30 seconds, you don't even need a calculator)
There are many ways to gain and lose siphoned energy (eg. killing a deity will gain you 10% of their divine power - much like the 'quickening' in Highlander) but again these are all very straightforward.
Divine Power denotes the status of the deity.
eg. You need 50,000 WP (worship points) to gain the Hero-deity template.
So once you know the basics most of the rest is optional campaign aids and parameters for the DM (expanding faith, starting a new faith, matured faiths, religious relationships) and players (divinity and portfolio templates new spells, powers, artifacts, feats etc.).
So you can really make things as rules-lite or as detailed as you want them.
I am including a few character sheets at the back. These Include a Faith sheet so that players and DMs can detail/flesh out their worship if they so wish.
eg. My Lesser God character Thrin has almost 20 pockets of worship (faiths) spread over a dozen worlds.

DMaple said:One question does it involve as much 'book-keeping' as Primal Order to track the power your worshippers give you.
Nowhere, near as much.
Its all fairly simple.
You have Faith energy (gained from worshippers) and Siphoned energy* and the total of the two is Divine Power.
*Siphoned energy can also be negative though - such as when you expend it (ie. to create divine powers, cast True Dweomers, create artifacts, create or modify servants/avatars etc.)
I'm not going to explain the mechanics behind gaining (or losing) Faith here (

Once you have determined the Faith energy you can easily extrapolate the number of clergy; lay clergy; devoted and typical worshippers (in about 30 seconds, you don't even need a calculator)
There are many ways to gain and lose siphoned energy (eg. killing a deity will gain you 10% of their divine power - much like the 'quickening' in Highlander) but again these are all very straightforward.
Divine Power denotes the status of the deity.
eg. You need 50,000 WP (worship points) to gain the Hero-deity template.
So once you know the basics most of the rest is optional campaign aids and parameters for the DM (expanding faith, starting a new faith, matured faiths, religious relationships) and players (divinity and portfolio templates new spells, powers, artifacts, feats etc.).
So you can really make things as rules-lite or as detailed as you want them.
DMaple said:and if so is it worth including a spreadsheet template to track it?
I am including a few character sheets at the back. These Include a Faith sheet so that players and DMs can detail/flesh out their worship if they so wish.
eg. My Lesser God character Thrin has almost 20 pockets of worship (faiths) spread over a dozen worlds.