That is a fantastic book series, I recommend the sequels as well when you have time. I like the way you're thinking! It would be interesting to have a political game going on in the 'background', something like a council of elder dwarves from each clan represented in your colony/city who bitch and moan and try to get their petty causes advanced or put one over on you. At first this would probably just be one or two, maybe just your own clan and a representative of the king. Later, as you grow, you might have to deal with petitions from the miner's safety authority and demands from a distant king all while appeasing the Guild of Artisanal Cheeses by relaxing quality requirements of the dairy industry some and mediating a clan feud between the Hammerfist family and the Oakheart family.
Have you considered how you'll handle labor organization? Is it a free for all sort of thing where anyone with the labors enabled will take the jobs available, or will we organize the dwarves into coherent work gangs with a foreman?
Definitely plan to get through the sequels when I have a little more time (after the Kickstarter perhaps), right now everything is running at 100% to get the prototype ready
Looks like we're on the same page! It's a fair way down the line after the more basic management stuff but it feels good to both know where I'm heading (to plan stuff in better) as well as give people a look at the overall vision.
Initially (already implemented actually) labor will be the "usual" workers with the right professions enabled will pick up jobs as they're available, but I do plan to have foremans and work gangs, or maybe just "guild leaders" per profession to actually dole out the jobs that need doing in-game rather than the ant-farm telepathy you get currently. Eventually I plan to have an AI-only simulation where you can watch the leader/mayor survey where they want things to be built, speak to the respective guild masters, who then pass on the jobs to the workers to carry out. Playing the game will work as a sort of intermediary where your orders are beamed into the head of the colony's leader who then talks to the other characters to get things done. Less efficient for sure, but I really want to capture that peaceful ant farm-like satisfaction of seeing everyone going about their jobs without your input.
That's kind of where I was going with the 'levels of ownership' idea. Stuff like a pickaxe would be settlement level (or miner's guild), a bucket probably the same. A fine War Axe or Sword, clothing, and other personal goods like that are probably Family owned. Really opens you up for criminal actions and feuding families and the like without having to stress over stupid things.
Although feuding families causing you headaches by refusing to let the other clan use their bucket might be fun...
That's it
Those super-high-value legendary crafted artifacts are a good candidate for that kind of thing when they don't otherwise have a use.