It's been 10 weeks of development, last two weeks I have been working on a quest system. Idea being that the quest structure is abstracted into the AI module where it can exist independent of the actual game code. Unity still needs to keep track of some quest data, but most of it is state-less and doesn't need to be saved or modified by Space Duty code. The Quest module is a .net library coded in VS and can be reused if needed. It looks like this:
Basic idea is that there are quests that are offered by a specific NPCs, the quest is assigned an owner from the Space Duty save file and each quest has a starting dialogue. Dialogues are a bit more complex, they are comprised of reactions that can have requirements and rewards. So for instance to click a specific response to a NPC request, there might be a requirement that the player has a specified amount of money or some special inventory item. Player can also be rewarded for reaching a specific argument point. Also each dialogue response can lead to a different dialogue, this way branching conversations can be structured.
And finally, here is the development video for 10 weeks of Development: