There are also a number of QOL improvements that could be done to keep the mechanics intact but to convey actions more quickly.But this process could really stand to be streamlined. I like the change to 4 days between decay. Can a motherfucker get a bigger tray? Can I spec into using my boobs to hold a drink as well? I can hold a halberd and beat up orcs but I can only hold three drinks? That's worse than two scoops!
For instance, every customer gets a line of action in the text box in the top left to narrate what they're doing. When the room fills with 6+ prisoners, this can make every single action take an extremely long time since every prisoner must have some action updated in the top left text box. Some of these actions are relevant to the player or require oral narration, but many aren't/do not. Many if not most of these behavior states could be conveyed as GUI icons over the prisoner's portrait, similar to how it already shows what they are currently drinking. So rather than filling the text box with hundreds of unimportant action updates, we could just see that unimportant action as an icon over the prisoner. This could be used to convey even more complex actions if the icons had hover-over tooltips.
Other things to speed up gameplay could be to combine actions and simultaneously increase their overall cost. For instance, "Take order" could theoretically be used to both move to a table and take every available order at that table all at once, with a resulting cost of about 30-60 seconds and x amount of stamina. The actual game balance here wouldn't need to be changed since the total cost of what were previously 4-5 actions are now just in one combined action. The same could be done with clean tables. Just about the only actions which I think need to be as drawn out as they are would be serve drinks and pour drinks, since they involve the challenge of requiring the player to memorize the orders. Most everything else could easily be abbreviated from a player action standpoint.