Currently dwarf fortress workshop profiles offer restriction/management of the dwarfs permitted to use, skill of user, particular labors, and stockpile settings. With the menu overhaul in swing I think it would make sense to add settings for material and quality restrictions as well. You could restrict a jewelers station to only encrust masterpiece granite cabinets for example. Or a mason shop to only use quartz. It’s a small addition that would add a lot of control.
While we’re talking about labor management, what do we think is the best way forward/future of the game in that regard? With the introduction of guilds, and with the military screen overhaul that’s coming, I think it makes the most sense to move toward a more ‘macro’ system of management. Rather than assigning individual dwarfs labors, you could create a metalworkers guild, post job openings for a smelter, metalcrafter, and weapon smith, and the dwarfs would fill the role based on skill and preference(with the option to overrule them). That way temple, tavern, military, and industry staffing all line up into one system. Take the best of each(calendar schedule with military, job assignments with taverns, guilds and labor become more related).
I think that there’s this idea that a fort that runs itself is a bad thing, because it gets boring. But changing the labor system to be more self-sufficient, streamlined, and tied to one of the more robust parts of the game(the complexity of dwarves lives and personalities) doesn’t have to sacrifice the ability to micromanage. You could have a guild/squad schedule to control the macro level, say having a squad that takes a break in spring to gather fruit, and then an individual schedule where you could find a particular dwarf and tell him to get metalworking jobs through the winters. I think it makes the world a little more tangible and real than sifting through a list of labors that you need, and I think it would be easier to manage a fort with. What are y’all’s thoughts?