It's the game's policy that Everything Affects Everything Else. Order a new temple to be built and people are being taken out of the fields. Avoid raiding for a prolonged period and the gods of war will remove their favour. Turn more wildlands over to pasture for your herds and you are reducing the woods your hunters work, and since your hunters are always on hand to defend the village in case of a surprise attack, your defensive ability is that bit less. It's a daunting approach, but it's also quite intuitive - if you can think of a consequence to an action, odds are the game has too.
Resource management is very involved.
Separate screens give you access to your clan's agriculture, population, trade, military, exploration, magic, lore and external relations. The agriculture one alone requires that you juggle three types of crop, four types of livestock, and divide lands between arable, pasture and wild. Choosing the right people for the right jobs is vital. The clan's nobles form a stable of characters you can appoint to the clan ring or use as expedition leaders. A few times a year special events occur, some out of the blue, others arising from current affairs.