I've read this again, as I was seeing a commotion happen in the comments, and felt REALLY happy for being mentioned inside "Class does not matter"
I can tell my mother I became a "reference" XD
As I was reading, I thought to suggest that you could make either a 6th category or add a new entry inside "Dynamic Courtship" called "Love is in the air".
Essentially, this is only to mean that the player would not be the only person in the world allowed to find love.
NPCs should marry after a certain time in game goes by.
Ladies you are courting should also have other suitors that want her, which possibly could even be reason for duels to happen.
When walking inside a city, you should occasionally see couples walking while holding hands, or sometimes, most commonly at night, see a couple kissing with their backs onto a wall or hiding down a corner or on an alley. Inside taverns, that could also happen from time to time.
%chance for that should be somewhat low, but still also pretty common, like 15% chance for at least one couple to spawn somewhere on the map and anywhere between 5 to 10% for more couples to do so as well to a maximum of 5 couples displaying love.
Also, families walking together happily with their kids and such displays that "life is happening".
Of course, these occurrences should be pretty rare in settlements where the stats are too low, like, somewhere with 0 Food and Loyalty would probably have too many issues for people to think of love, but that would only make it rare and not impossible to occur, possibly dividing % chances by 5, which would make it pretty rare to occur but still very much possible.
You could, possibly, sometimes catch a lord and his wife or a lady and her husband or suitor being slightly more intimate with one another, things like talking, laughing, caressing hands, touching face and hair and possibly even make you lose some relation with them if you interrupt their "alone time".
There could be quests of notables asking you to bring a letter from them to their lover in their place, which if delivered, would raise their relationship among one another, which could mean they could possibly marry down the future, and possibly raise both their relations slightly with you, as you helped their love blossom.
Love is one major aspect of human society and for love people waged wars or ended wars.
Your companions might also ask to get out of your party temporarily to visit their loved ones.
And that is not reserved for romantic love, but fraternal love as well, as they would wish to visit friends and family.
And that would open the possibility of you going with them or visiting the settlement where they are and meeting their loved ones.
Imagine being friends with one of your companions parents or marrying your bodyguard's sister.
Maybe being the wingman of one of your companions.
If they add more "small talk" dialog options later down the line, as I suggested in the
3R System, such depth of "love" in the world together with that and situations where you can see and help with the relationships of others would make the world feel so very alive and REAL.
Its something that to some might seem like a small detail, but it is actually HUGE! It adds several if not hundreds of folds and degrees of immersion while opening the possibility for so much new content and so many possible quests and events.
You could be asked to be a witness to a duel, someone you decided to talk in a bar could ask you to "drink" with them, engage in talk and "randomly" give you a quest to track down their long lost lover or even their family.
There are so many possibilities that open up just by adding romantic and fraternal love to NPC's life.
I mean, even the main quest of the game is supposed to be to rescue your characters brothers who got kidnapped by the bandits, which is nothing if not a display of fraternal love, even if that quest has not really been implemented on the game, the whole premise of the game ends up coming down to a display of love, so why not capitalize on that and add layer upon layer of "love" to the world.
With love also comes hate and disliking, so it would make sense that NPCs and the player would gain enemies and rivals the more love they get as well, and that is perfect for a game of battles, diplomacy and war.