I looked at the disposition and this is what I think about it balance-wise:
- Because we are going for a gameplay that should allow a lot of girl working for MC at latter stages of the game, I think that maintaining disposition at neutral values (close to 0) should be almost effortless = remain stable over standard job events unless there are some extraordinary conditions in play (bad or good).
I think that as a dynamic stat that changes a lot in day-to-day business and needs to be look at, "joy" is enough.
- Friendship. I think we could implement a "Friend" status that player or girl can propose by reaching a certain disposition value (or it could just be that value without calling it anything). I propose it to be a one-time investment - MC will need to spend some effort on that particular girl, but after becoming friends, it should remain as that without further management, unless, like with neutral girls, conditions change a lot. That means player could play a good guy and be friend for all his girls, if he really want to. This could work as a check for MC request or events when girls may do something helpful for MC that's not a part of their job.
- Lover- this could start the same, simply proposing a love relationship at certain high disposition value. But, unlike being just friends, this should really require a regular investments of AP or money from MC - it should be a burden to maintain more girls in love with you at the same time and making a true harem could be a challenge that may require some late game stuff to help you.
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Girlmeets:
I know it's kind of late, but I feel that GMs that rely on seducing girls to recruit them for job is just a bad idea. It looks fine at start, but just imagining that you may later want to have, let's say, 50 free girls, and need to go through the same for each of them... no, just no.
SO...for recruiting a new girl, I think we should stay mostly within persuasion only (without all these kisses and such) as requirement to hire a girl.
I'm imagining:
- questions to figure out more about her (her traits, possible profession, class and experience - basics are in gms already)
- persuasion (putting MC charisma and other skills to use together with your business fame/infame, buildings owned...etc)
- plain money offer (you just promise her so much so it will be hard to refuse you)
- threatening/drugging/kidnap whatever if we decide to add some evil routes
And disposition only helping a little with this.
So later when your charisma is overwhelming or your business famous (who wouldn't want to work in a palace?) you should have no problem recruiting common girls at all by just making them the offer (if we assume that all girl you meet are potential workers, like they actually are now) except the most skilled ones (after we make them have various starting lvs) While, at the very beginning, you may be hardly able to recruit anyone (who would want to whore in a shack for some unproven boss?) without going through the raising disposition route like it it's now.