What's the difference between bartenders and waitresses jobs? We discussed its logic once a long time ago, but I don't remember that conversation well enough.
I mean, they both distribute food and drinks, so there should be a major difference in mechanics.
I don't think those are ready yet but logic for those will be more or less the same. I guess that for bartender charisma is more important and for waiter refinement. Also different skill if we have them. If we ever go with more complex business management, restaurant would also have more jobs (like cook) and not just the waiters. Right now only club and bar are active and they momentarily work off the same logic. I'll write more as time permits overwriting default methods and making them more unique, jobs are obviously different.
Also, I see you still use both reputation and fame in some new jobs like bartender. Can you clarify the difference between them? I recall you even wanted to remove one of them because of their meaningless for the game logic.
For building or workers? We wanted to remove those for workers because it would be weird if those remained when changing jobs... so it would either have to be tacked on per job basic (in which case it is prolly smarter to plainly count days a worker spent doing any specific job and use that as modifiers) or be removed all together.
For buildings, I've started a detailed thread for discussing that but didn't get much feedback, for now I haven't even decided if each business within a building should track frame/rep or just the building itself... but in my design, difference is this:
Fame: Plainly attracts more costumers.
Rep: Attacks better customers + in the future will help to create returning customers.
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I'd like to keep the design as simple as possible, without a lot of vars that would make it harder to keep track of. It's not a sound design to make sh!t needlessly complex.