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With the dark spawn in DAO they were slow acting. Not everyone saw them coming, and they hit major areas at different points in the story, so you had to be invested in local politics and divisions to get through to major players and accomplish your goals. In DAI a lot of the conflict was around Andrastianism and if your Inquisitor believed in the Maker and if they were truly the Herald. Religious questions will divide people even during a time of crisis. That's why I'm kind of disappointed that the the Imperial Chantry is almost absent entirely from this game, but I digress.
The few exceptions are the final quest in each companion storyline. That has a big impact on your party comp and build. This game really wants you to optimize and put together a coherent build if you're playing on anything other than the easy difficulties, so if you just do whatever enemies are going to be bullet sponges and combat is going to feel bad. That's been having an impact on what I choose for each companion's outcome.
The second exception is one you find early on, where you need to make a choice that significantly impacts two major cities and changes the outcome drastically for one of two companions depending on your choice. Not the biggest fan of this one, but it's there.
The final exception is the last main story quest. The choices you make really matter there more than any other part of the game.
I do wish they had added more of the chantry stuff too, it's always been apart of every game and I didn't realize how much I missed it until you said it. I honestly just wish we had more problems outside of the main problems and the companion problems.