Looking forward to this. Along the same lines as oreganor will there be any improvements where it comes to the faction system in A17? Currently the faction system is rather undercooked at present, essentially other factions are your enemy or they are not. The relations numbers dont matter in reality, basically just whether they are red (hostile) or friendly (green). You can clearly make factions hate you by attacking them or capturing their people, but it is not easy to improve relations - and to be honest there is not much incentive to do so anyway. Given that there is a social skill for pawns it seems lacking that you cannot interact with visitors beyond attacking, capturing/rescuing members, or trading. Creating alliances and strong relationships with outsiders should surely matter just as much as attacking and defeating hostile ones, but there is no real reason or major benefits.
On a similar topic, the relationships with other pawns also seems not quite what it could be at present. There should be an ability to at least get pawns to talk to other pawns in an attempt to settle differences. Maybe high social skill pawns could act as mediators/councilors? This then has the option of either making grievances worse, causing more fights and/or disruptive behavior, or patching things up if successful.
Linked to this, the only real way to get pawns to talk to each other is to force them to eat at the same time. Having a 'eat' option in the schedule planner along with joy, sleep etc so you can get pawns to eat together (or separate if they are unfriendly or anti-social) would be hopefully be a quick thing to implement.
On a similar topic, the relationships with other pawns also seems not quite what it could be at present. There should be an ability to at least get pawns to talk to other pawns in an attempt to settle differences. Maybe high social skill pawns could act as mediators/councilors? This then has the option of either making grievances worse, causing more fights and/or disruptive behavior, or patching things up if successful.
Linked to this, the only real way to get pawns to talk to each other is to force them to eat at the same time. Having a 'eat' option in the schedule planner along with joy, sleep etc so you can get pawns to eat together (or separate if they are unfriendly or anti-social) would be hopefully be a quick thing to implement.