Suggestions/Questions for
CSdev, long-term:
1) Have you considered making a folder of save files instead of of making it all one file, for easier management and performance reasons? I think the saves.sav saves a lot more information than is actually needed, and the game parses this entire file constantly in a way that's very noticeable if you are somewhat of a saveaholic and your saves.sav gets very large, which is the way you suggest as the intended way of playing the game. I suspect it may be storing a lot more information than is needed for a complete game state as well. Adding a new save (on loop 3) added about 80KB to the file, which seems kind of like a lot of information to me (that's roughly 20 pages of text, information-wise). In R38, my saves.sav was 18MB and when an action required parsing the save file (not just saving and loading, it seems to be pulling some gameplay information from this as well) it would take several seconds (3-5) for the virtual machine to respond to certain inputs, and these actions were not just saving/loading. That's the JVM for you.
I know optimization of already-working systems is every programmer's nightmare, but now that there is a working gameplay loop that rewards lots of saves to try doing different things you may want to make this process a bit easier.
2) I find the bait/relationship system kind of hard to use. The benefits of using it seem to be rather small with a large downside. It's a system that primarily affects the flavor of interactions, but it's tied to gameplay mechanics that give it significant penalties. Making a Chosen easier to train is something you can do on your own within the system, and 1-3 extra turns of Capture varies in usefulness between "OK" and "actively bad" at times. But the penalties are much more severe than the rewards.
Let me explain: If I set up a chosen as Bait, I have no way to tell if the Chosen that she starts related to will be in any way "useful" as Forsaken. I don't want to keep a bunch of pages of Forsaken I never use for anything. But if the Bait Forsaken starts with a relationship with one of the Chosen that I don't see a future for, I've now got permanent penalties to training the Bait Forsaken, or a Forsaken in my list that I can't use for anything. A penalty to accepting training seems really difficult to overcome, since the primary way you fix it is... with training... that she won't accept.
For this reason, I find myself not using the Bait position at all. For similar reasons, I rarely try to make a group of Chosen become friends, because usually I'm going to get a replacement for one of them down the line, and I don't want to have to check and remember who is friendly with whom. I'm also generally going to get one Chosen that isn't worth making a Forsaken out of every loop, and while I can let them die in the final battle, I'd rather Sacrifice and get some benefit that way, which has consequences if they're all best friends.
From reading the help files, the penalty for Sacrificing a loved one is up to -50 to training consent, and the bonus for having a loved one Forsaken is up to +20. I think it would make sense for this bonus/penalty to fade, and I'd find it a lot more usable if it did. The bonus to training is mainly useful the first loop or two after you get a Forsaken, and if I wasn't afraid of long-term penalties on my more useful Forsaken, I'd engage more with this system of the game knowing that I wouldn't permanently mess up my Forsaken that I want to keep. Maybe--could the penalty/bonus fade by half every loop? I may be misunderstanding how this system actually works in-game, but it would make sense mechanically and, I think, put the penalties/bonuses more in line with each other. Just a thought as I examine how I play the game for this challenge.