So, I find myself playing this game way too much - damn you dev for ruining my work productivity!
I have a few thoughts/suggestions for the dev:
1) Guards should really help defend your compound. Maybe they do sometimes and I'm unlucky?
2) I think there should be some sort of a Mood stat (sort of a combination of a shared fear/anxiety/morale stat) for the village you create. Higher mood should affect productivity and raise happiness of everyone (being surrounded by happy motivated people should make everyone's life a little easier). Low mood should tank productivity, cause items to go missing, and cause a drag on each person's happiness. I think mood could affect the submissive stat for the visitors and slaves - low mood could cause random submissive stats to go up IF the visitor/slave decides to stay - this would be more visible with slaves - if their experience is miserable, and they cannot escape, they may come to accept their position over time. I would suggest adding more settlement policies, such as how strict the Mistress is with the slaves and how much you expect the guests to work - these would affect mood. Mood should also be impacted by different actions - allowing a starving kid to move in - big boost in mood. Killing people who try to steal should lower mood. One of the guests is just a real a-hole should lower mood. Taking slaves should lower mood, releasing slaves should improve it. In general, kind acts increase mood, cruel acts destroy morale.
3) Allow the shop to sell/buy more items, such as metal and necklaces.
4) The shop should have its own reputation. The more it buys/sells, the more it is known, and more people shop there.
5) The settlement should have a reputation based on how tough it is to attack/steal from. If people successfully raid, that should trigger more raids. If guards catch people and punish them, fight off attackers, then the village should be attacked less. If the shop is very popular, that should affect village rep as well - if it is very popular, it should attract more raiders and attackers because the village would be known to have things to steal.
6) It would be nice to be able to assign slaves or guests to craft items, such as necklaces, bandages, towels, solar panels, etc.
7) Street workers (maybe everyone) should be able to have a schedule other than every day. If worker's happiness was affected by days of work, then having days off would be necessary to manage happiness. This could also make things like parties more valuable, as well as mood of the settlement.
8) I suggest giving each NPC some personality traits. Are they fundamentally happy? Submissive? Dominant? Acerbic? Loner? Extrovert? Use these traits to affect stat gains, relationships between npcs, conflicts, etc. Certain traits might do better in some roles. An extroverted shopkeeper might do a better job of gaining reputation for the store, whereas other traits combined with shopkeeper might have other benefits, such as negotiating a better price. Loners might not get much of a happiness increase from parties, for example, whereas an extrovert would get a big gain.
9) I don't know what the long term plan is, but would our character ever be able to create/rent a place in the underground city? It might be nice to have a brothel with guards, and maybe other businesses. It could open up some more storylines, places for people to work, live, etc. I have not really gotten into the Dom path, so maybe this already exists and I have not gotten to it yet.
10) Allow NPCs to fight in the arena to gain strength/money, increase your reputation, and the reputation of the settlement.
Thanks for the game - keep up the great work!