I just got back into the game after several years, pretty sure the last version I played was in the 0.31 series of releases. (Oh man, just looked up when those were released, it really has been a while) I've been playing a bit over the past week to try to get back into it, and have made it to the 102-11-06 on a world that started with 100 years of history. I've got the basics down, farming, limited military, a rough sketch of an entrance labyrinth, etc. But as I dig into the game I find myself with more questions, particularly about the new features that have been added since I last played. To that end, I have the following questions:
1. Were the size of migrant waves massively increased at some point? Maybe my fort is just doing better economically then how I used to play, but I had a single wave with 50 migrants, at at my current in game date I've already gotten up to a population of 116. Is this some artifact of how site to site interaction works?
2. Were the number of children similarly increased? Even considering that I've got 116 dwarves, the fact that 23 of them are children is surprising. And only just recently have two more matured to adulthood, so counting the one death I had there were at one point 26 children in a fort of 116 dwarves. I never needed the child cap before, is this just odd luck, or is it more common to get children in waves now?
3. How well, or how poorly, do multi-depot setups work? I'd like to be able to set up two different depots, one for dwarves and other friendly creatures that's near to the finished goods stockpiles and easily accessible by my broker. The other would be for elves, goblins, and other creates of little actual worth. It would of course have all sorts of interesting features available at the pull of a lever. The idea would be to use a pair of drawbridges to restrict pathing to one or the other depending on the time of year and the caravans that will be coming that season. The wiki suggests that such a setup may still cause problems, but I don't see any concrete examples there. Does anyone have experience with something like this? The reason I don't to simply set traps on a single-depot system is that I'd like to put the trap depot somewhere into my entrance labyrinth so I've got a failsafe if some of the caravan guards or animals get loose and aren't killed by the depot traps.
4. Even after reading the wiki I'm still unclear on how building destroyers interact with bridges. Here's my best guess, tell me if I'm wrong: When the bridge is down then destroyers will not attack it, even if they could, because they'd like to be able to path across it. When the bridge is up it is invincible to building destroyers. Previously I'd just put a pit or moat under the bridge that would prevent direct access to it when raised, but with the ability for monsters to climb I'm not sure that would actually prevent creatures from getting up to it.
5. For ideal training, would this be the best way to organize squads? Archers in single person squads, set to train. They'd each have no barracks, but would instead have a single archery target. Maybe they can share, but it's not like they're expensive so I'd probably give each dwarf their own target. Melee dwarves would be in two person squads, also set to train in a barracks. In theory this forces archers to train on the targets instead of beating on each other with their crossbows, and forces the melee dwarves into two person sparring. Right?
6. Finally, is there a manual or doc I can read on the Perfect World utility? I would very much like an embark location with a volcano on flat land near a river, ideally in a heavily forested biome. But considering I can only ever get a couple of volcanos per max sized world I haven't had much luck trying to find such a location. I thought that Perfect World would be perfect for creating such a thing, but I honestly cannot fathom how to get it working or how I'd use it to generate a regular map and just add a few volcanos.