I'm not sure if social classes should be visible in gui. But they should be there, because we have to call them somehow, and probably set them in girls data files as well.
Why use stepwise classes? Without classes it won't be so simple to set initial level of life quality in data files.
My ideas here:
- Stats and classes are connected (for non hired girls only). Higher classes need higher stats, and vice versa. So, in order to achive higher class, girls should increase stats (= level).
- Why we cannot just use levels and forget about stats? Because characters with 1000 level and 10 in all stats don't make sense. Stats should grow too, preferably more or less randomly.
- Why we cannot use levels instead of social levels? Because there could be various circumstances, like powerful and poor chars, or weak but wealthy ones. Of course powerful ones will advance quickly, but that's a part of life simulation.
- In order to increase stats and levels, girls spend money. No free stats, well, maybe there could be occasional free ones for low level classes. The higher stats, the more money they need. We acually could use schools for that, I guess.
- 1-2 backgrounds for rooms for every class, depending on how many I have. If we won't use stepwise classes, it won't be so simple to assign them.
- Lowest class (beggar?) probably shouldn't have an actual room. Maybe I'll find some kind of hut or tent, but generally they live on streets.
- Fixed jobs. They may vary depending on rng and occupation, but generally there is a list of available jobs for every social level.
==============================================
An alternative, a system without classes.
- Multiple jobs with requirements to stats and sometimes occupations, with a limited number of workers. So we will have competition in the labor market. The better the job, the lower amount of possible workers.
- We don't even force them to work. If they have enough money, or have some other unusual circumstances, they could live without it.
- Still money are needed to increase stats.
- It's up to AI and rng how to spend money, either buy items and better house and food or increase stats in order to find a better job in the future. Maybe depending on traits.
- No specific initial level of life quality. You can set level, maybe give some gold, but everything else is up to character. Kinda cool, huh?
- Character can rent/buy better houses if she wants to. If she can't pay a rent, she loses the house, obviously.
But we don't force them to change houses at higher levels if they don't want to.
- We still could use random events to help/harm characters.
Both systems have advantages and disadvantages. Pick one. The second one seems more advanced to me, but it's not necessarily a good thing.