This is quite a ways out so no test version yet.
The issue is that when you assign an NPC to a detail their success is simulated through a series of character/chance rolls. The outcome is hidden until the duration of the task is fulfilled. Until then, we need to store the NPC in a map location other than in front of you. Easiest is -10z but I guess would become a problem when z levels are all simulated. Storing the player character during transit is another issue… sending the player character to a boring world and granting you a ‘negative sleep’ (you are wearied from you labor/trip) status allows the world to be simulated while the reality bubble has nothing going on in it. The encounters you have on transit, if you are a caravan guard, will be in actual areas along the path to your destination but the bandits you are ambushed by have to be generated when you teleport in. Get a situation snippet, fight the battle, loot the corpses, and talk to the caravan master to continue on your trip (sending you back to an isolated area so that time can be simulated). If you don’t have any encounters, the player simply hits a ‘quiet journey’ screen (like the epilogues) before waking up exhausted outside their destination with a bit more cash and a few days before the next caravan leaves. The end result is a much quicker pace for the player.
Simulating the tasks off screen means that far more complex actions are possible… I mean, send X party to clear Y town is 100% feasible. All you need is a calculation to determine how successful they are and you are good. The number of zombies the party can take on might be 1d6 * 10 per character in the party, any more than that and you can do a KIA check based on skill levels. Parse through the town and remove a percentage of the monsters. Simple version done, pick up you NPCs with more combat experience, maybe some loot, and a bounty. The town will be partially cleared/thinned but the loot from the corpses will also be vacuumed up. Send your squad on an autonomous looting raid, just take every item of value greater than x from a list of random houses [a,b,c]. For each item, give it a 20% chance to be dumped on the floor where the player currently is. Convert the overmap tile from ‘house’ to ‘looted house’.