How do you manage labor for megaprojects? In a normal fort, if you try doing them with some sane balance of masons to normal dwarves, it'll take you twelve years to build a simple, unadorned ginormous water tower. So... how do you manage the labor?
Originally, I just had a large number of masons, and set most of the dwarves with certain labors (haulers, miners) to Masonry while having all the mason's workshops limited to skilled masons only. Lately, though, I've been playing with Dwarf Manager, and it's pretty nice. Every dwarf that is not performing a job where skill does anything other than change the speed (this includes things like block making, smelting, butchery, tanning...) gets shoved into a massive work gang. The only exceptions are miners, who get left alone entirely because they always have work, and woodcutters, for the same reason.
I use DM to control the labors of the work gangs (I usually cut them off at ten dwarves apiece) in bulk. If I need leather, or if there's a lot of stray kittens born recently, I have them all go on butchery/tanning, build five butcher's shops and five tanneries in the basement (immense open room used for drainage), and they can go through the full cat population in a month or two, it's awesome. If I need something smelted, well, there's a reason I have two forges and eight smelters. They rock for smoothing, too, though I leave engraving to the real masons.
And most importantly, it means I have a huge supply of dwarves who can turn on masonry and go churn out blocks, then haul those blocks up to make a gigantic representation of a doggie bone IN THE NAME OF ARMOK.
(If you haven't noticed, this isn't a "How do you?" thread, it's a "How do YOU!?" thread!