>>528088961
I've had a similar thought. I like your idea for the faction leaders, they're really bland now. My ideas are simpler than yours but they should be easy to implement.
>clump faction settlements on the world map
You wouldn't have to give any explanation, players would come up with a reason that they settled that area specifically.
>raids and other events give reasons sometimes
Just say "They are here for revenge after you killed their kid." Or "They are ordinarily bandits here to steal what they can." The raid would have still been rolled randomly, it just has some lore sprinkled on top after the game decided to send it.
>better logs of important events
Like recording how many times a pawn raided us, when a prisoner was captured, when a pawn was recruited and what they were doing before they were recruited, times when they almost died, heroic feats, that sort of thing. Make that easy to find because that's the story in this story generator.
>baby names inspired by parents friends and family
Instead of a random name, sometimes the suggested name will be someone close to the parents, more likely if that person is dead.
>one line summary of how the pawn is feeling at that moment
Instead of just a progress bar from bad to good, it would be a short description. Like "scared of the infestation", "stressed by the poor conditions", "excited to kill the raiders", "exhausted after giving birth". They would be based on the pawns mood, traits, some specific thoughts, and events taking place. Just to give the pawns a little bit more personality.