The problem with initial thoughts is that for a complex game, initial thoughts will generally be either that of wonder or that of frustration. Until the player can get over that "hoop" and can see the bigger picture, complexity is directly contrasted by accessibility.
We can see this with the stringent dating requirements. Here they are:
1- You have to had purchased the character.
2- The captain and the girl to date have to be resting.
3- Neither the captain nor the date can be incapacitated.
4- You have to have your base located at where the girl's next story event takes place.
From an accessibility standpoint, this is pretty bad. What else do you have to do, blow on the cartridge? From a complexity standpoint, it makes good sense. Apart from our evil money scheming agendas, assigning these characters to be both resting is strategically challenging. Moving your base to that location also keeps the map strategy of the game fresh... The more you're forced to move around, the more unique challenges will beset you (however unique a limited enemy palette can conjure, I suppose). At least these requirements are realistic. You don't have to wait for the celestial bodies to align in order to get a date, at least not in this game. But perhaps it's too much to remember. Perhaps at some point, our bottom line does matter. So what do we concede on?...
1- Nope.
2- This takes away the strategic oomph of assignments.
3- Almost a no go, since characters can actually take damage during stories, we'd have to remove *that* part first, and these requirements are quite insignificant in comparison.
4- Not only is there strategy, but a sense of realism. Many characters give...quests...and tell you to go to different places, so story wise and strategy wise, this requirement is here to stay.
Perhaps we could remove the second requirement. Just something to consider.
How do you feel about the game so far?