Just wanted to share my thoughts on the resolutions and hear what other people think about them.
Firstly, how they work is you pay 100 credits and you keep them for the entire year. Each of them has a requirement you must fulfil before you can activate them and once activated you will get a benefit for 24 hours and your progress towards the requirement will be reset to 0. You can only activate each resolution up to once every RL week, resetting on the Sunday night/Monday morning weave change. This means at most you will be able to have these active for 52 days of the year.
The following is a summary of the resolutions with the bonuses and requirements to activate each:
Workhouse - 25% experience/essence gain bonus - get 1 level (non-demi) or 20 million essence (demi)
Showboat - 25% influence damage bonus - influence 2500 denizens
Bloodlust - 25% hunting damage bonus - kill 5000 denizens
Crafter - 25% max ego bonus - craft 100 trade items
Piety - 25% bonus to offerings - offer 10 million essence to gods
Samaritan - 25% movement bonus - lead a total of 100 pilgrims, bards or scholars to their destinations
Workhouse: The only people I see buying these are retirees starting a new character who have lots of credits to spend and want to get to demigod as soon as possible. Essence itself is fairly meaningless because of the diminishing returns and when you need to acquire almost 1/3 of the essence before the diminishing returns kick I don't really see why anyone would pay 100 credits for it. All experience gain bonuses that I am aware off are additive so I am assuming this is the same. As a result, 25% will likely translate to a a much smaller absolute % increase in experience/essence gain. For example, if you have 200% total experience bonus (a very low figure for anyone actually trying to stack experience) from other sources adding this will only grant another 8.3% more experience.
Showboat: This is a massive bonus because it fits outside of the buff system. This needs to be disabled for Harmony challenges. On the other hand, influencing 2500 mobs takes a long time, especially if you're trying to be efficient with your experience/essence/esteem per time, which you would be if you are going to pay 100 credits to influence faster. I suggest either lowering the mobs required substantially (1000?) or changing it to work off of Harmony points instead and increasing the number required to something like 10000.
Bloodlust: This is pretty much like the Showboat resolution but for bashing and needs to be disabled for Death challenges. I suggest changing the mobs required to 2500 or if doing it based on Death challenge points, 25000.
Crafter: Like Showboat and Bloodlust this is very good because it fits outside of the standard buff system. For debates this is a huge advantage if one person has one. As a result, this needs to be disabled for Justice challenges. This will also make it a bit harder to kill someone through Telekinesis Forcefield and will make it even harder for people to pull of ego kills against anyone with this active.
Piety: This is probably the one I like the most. Offerings are fairly meaningless in the grand scheme of things, but for people who do care about them and want to feel like they're helping their favourite gods out this will make a noticeable difference. I'm not sure where on the offering formula this fits so I'm assuming it acts as another 25% on top of all the other multipliers. I'm not sure if I'd pay 100 credits for this, but I'd definitely consider it before offering any esteem bombs.
Samaritan: With the spurs that give me immunity to weather effects while mounted, celerity on my armour and trotting on my beast I don't really ever see those "hasty" messages anymore so I don't know if I'd ever see the need to buy this.
Overall, I think that the idea behind these are good, but I feel like they are hurt by both how powerful/weak how some of them are and the fact that these will go away at the end of the years with the bonuses only able to be used for just up to once a week.