My own personal copy I've been maintaining outside of the mod actually does this lol. All I did was reduce the amount of love you gain from sources and capped the dialogue options to 1 per time tick... It was that easy to make this game more realistic. On that plus side it also meant serums with super power are actually amazing, because I can dose them with +40 to love and have them making out with me as a stranger as you'd expect with some kind of super love potion.
There was a couple other changes I made too, if a girl reaches 100 novelty she loses 10 love/slut toward the player at the end of the day if she isn't Breeding Fetish, Cum Slut, mind controlled with trigger word, loves big dick, 300 obedience, or a dungeon slave. So if you ignore a girl for too long then she will become cold toward you and believe me maintaining less than 100 novelty gets really challenging once you've got 20 different girls going at once. Especially going into the last major change I made, at each stage of pregnancy she raises all of your costs by a percentage subtracted by her love. At "I'm pregnant" it's 10%, At "Breasts swelling" it's 25%, "at "bulging belly" it's 50% and birth is 100%. If your costs were 500 and you had zero love then you'd go to 550, then 687 then 1031 then 2062 from ONE WOMAN PAID PER DAY. If you tell her to say to her boyfriend/husband that it's his then you pay nothing. I'm still working on the part where you can raise your daughters with better stats and have them replace their moms at jobs, but the game really needs a major overhaul here. The business part of things is ridiculously easy, making perfectly bred children unnecessary even with $20,000 a day child support payments. I think if I ever finished my copy I'd probably post it as an alternative mod, but I want an actual end-game that requires selective breeding for perfect stats OR sculpting a harem of perfect workers that allows your company to remain afloat during some dangerous time or something.
There not being an endgame/final goal is a general issue with management games. Many get around it by having a final project or cut off date.
Realistically speaking this game was designed with a company start up growing as the main management aspect. Contracts worked as a good milestone checkpoint system but did not really challenge the player longterm.
The only other business we arguably manage is the strip club is just a case of employees and money being invested. The sex shop just takes money to give a return over time and lead to the strip club. In many regards these are not needed in the current gameplay loop. That said they are not bad game design.
Our only adversary forces in the game are the goverment employees (police chief and especially city inspector). One counters us acting in public and the other counters dumping products. Both work well and can be made into assets to progress corruption of the city or hide our products from audits. It looks like we are moving to control of the city longterm via a proxy city council but I doubt we will have any politics or election factor added to the game.
Timelinewise the events of the game are designed to be completed in a couple of in game years. That is why children growing up and becoming part of the workforce really does not happen. Clones are the end game workers who's stats can be stupidly high they are high investments but can easily start in the 20s on each skill with only one non-stared employee being developed into a powerhouse via trance manipulation.
Looking at the Nora Branch (where story content is being added) the school is becoming a bigger player with default contracts. It honestly mechanically adds a scaling contract (a basic cash influx early game) and looks like it could be a basis for a reputation system with mass clients. I am not going into all of the story beats or changes because 1. It is not complete yet and 2. It is irrelevant for this particular point anyway. Realistically speaking Revolving and evolving contracts like this that have reputation mechanics for various city functions would be a good mid-late game difficulty spike especially if there are consequences to not filling out these contracts. It would also allow depending on the endgame final hurdle either progress to beating the game or development into other systems.
An example of development into other systems would be if we use raising kids to be new employees that schooling of different levels becomes a major factor so gaining reputation/influence on the school allows for you to set/fund various school programs/classes which develop your children in ways you wish. I honestly do not think this would be the best path because nanobots and trance manipulations get the same job done debatable less time required, well that and the fact that characters are not suppose to be immortal. To make children being raised make sense you would either need a heir system, some form of serums to advance age progression or some form of character immortality. Well either that or an expected game duration of decades.
Looking at the current trend of the story I would assume we are heading to an endgame where we control the city either directly or indirectly. We likely will or should either buy up other businesses or gain enough leverage to influence their policies as we progress. There will need to be additional costs either in money or opportunity costs to have this keep pressure on us. A good example of opportunity costs are the overlapping categories where only 1 trait of that category can be used. The Nora branch actually does a good job rebalancing end game difficulty by getting rid of the study traits and replacing them with a group of "unstable" traits which become better as you master them but can not overlap, are 3 attention and do not have have the ability to set stats to 7 (I have honestly forgotten the traits name) or have an aunt's potential equivalent.