I'm also thinking about using hidden flags for interactions, something like what AA has, but less complex. In AA the game remembers in details absolutely everything you and other characters do. In our case I want to create flags that will remember in general what did you do within interactions.
Thus, not only disposition, but also flags will matter when we check something. The more you flirt for example, the less disposition you will need for a lover status (within reasonable limits).
Well, I think that what you are doing now, maybe paired with moar groups than just the friends and lovers will do fine, maybe even until 1.0 release. There is so much other stuff to do... We lack in NPCs department, we lack quests, general story line and so on.
It feels like this should be a module... but I can also see it working well as you describe. If you do this or do it partially, please make sure that every flag starts with int_ or interaction_ (and second part clearly describes the flag). This way, if we ever create a module for this, I can write a bridge from flags to the module without issues.
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Ia m going to put 20 more mins into jobs and disappear for an hour or two again, then work into the night until I fall asleep. If I can finish even just the WhoreJob adaptation today, I'll just need a stripclub or waitress jobs so I can start working on the deeper, cooler loop/business/manager logic

I just need a working jobs dealing with a single and multiple clients
