I've had many theories and ideas at to how i will overcome the normal 'if peon.money > 2 then buy food' problem and i may have just done it.
What i've done is split a choice into 3 levels, Positive, Ok and Negative. there are 20 random counters which have to reach a certain level in order to be one of the states, for example Positive is 0-200 and Ok is 200-400 and then Negative is 400-600.
This seems like a simple process but it has been changed by adding the Peon's Moods, Money and a new Motive is Stress. if the Peon is Stressed they it will add to the counter so it heads towards Negative whereas High Moods and lots of money try to bring it down to a Positive.