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It would cause nothing but headaches and problems if you could connect to the persistant online side of things (Hubworlds), do all sorts of thing and then load a old save and revert part of your profile back to a older state.
Same with God of Gods and having enforced commandment decisions based on activity, that's all hooked up to the multiplayer side of things and will directly impact how your followers behave . Being able to have something filter down through God of Gods changing your people then going and loading a old save state would again just cause problems.
Truthfully, even though Molyneux and 22Cans swore blind to us that single player play was going to be possible and there would be no mandatory connection required and the like with the entire game being possible to play just through homeworlds with no mandatory use of Hubworlds to progress. The way everything is going I highly suspect connectivity will be an enforced feature.
Even if just to make their jobs easier by not having to add local save/load functionality alongside a entirely independent 'offline mode' profile state that could be picked at the start which could never ever use any of the multiplayer aspects to avoid any problem factors like people reverting to save states and buggering up all the connectivity aspects.
I just can't really see 22Cans making the effort regardless to their initial promises to both backers and Early Access buyers, when all the connectivity aspects are such a strong part of their vision that they'll likely feel EVERYONE has to experience in a very exact and specific way.
Previously promising the world that something would never happen to encourage them to buy the game when they had concerns about enforced connectivity, is unlikely to be a concern problem for them.
If anything it's just more material to be swept under the "Well you know Molyneux! He'll say all sorts of things *wink wink*" over sized rug.