Funny. Take two quotes out of context and jam them together and yes, they will look odd beside each other.
oooOOOooh! Funny, here I thought we were "
pleaing for civility", even as we are sarcastically provoking fights with others by claiming they don't know what they're talking about...
Claiming that you were "taken out of context" is the oldest political trick in the book to weasel your way out of hypocritical statements, but let's look at this in its context, then:
Right now, farming is overpowered. It is trivially easy, with only a few farmers, to have more food than you'll ever be able to use, or sell without giving the traders an immense profit(or just cutting out the middle man and offering it en masse). Brewing is made a bit more challenging only in that there's trouble keeping barrels in stock, but even that is in large part because of the bloat of edibles. (And that's assuming you aren't getting butchered meat and such.)
Some things could be changed on the growing end - for underground crops, the current seasonal system doesn't even make sense(and above-ground crops SHOULD have seasons), and ideally plants shouldn't get so many times to sow, grow, and reap per year.
This is EXACTLY the point of Improved Farming - making farming no longer "trivially easy". It does this by making farming
harder, so it is not easy, and
more complex, so it no longer takes up just a trivial amount of your time. In other words, the exact solution to the problem you described.
Then...
There's also the fact that the vast majority of things I see about "improving" farming are things that make it more complicated. While this is fine for players who have already mastered it, making all the difficulty of farming come from the supply end through such means makes it harder for new players to get into the game.
You complain that Improved Farming is NOT a solution because it "makes it harder for
new players".
In other words, being "trivially easy" is a problem, and being "harder" is a problem. Can someone try and argue some Golden Mean argument without being contradictory? Certainly, but that's not what you're trying to do. That's a self-contradiction, and that's totally in-context.
What's really telling, though, is that this cognitive dissonance speaks to the heart of the problem with the people who argue against complexity in farming:
The problem with farming isn't so much that there's "too much free stuff", it's that, as Footkerchief put it, it's "a free stuff button". You get something for nothing. All the food you ever need for free. So long as it's free, the problem doesn't change, you're just kicking the can down the road a little. Make dwarves eat twice as much? Just build twice as many farms. You're still getting everything for free, it doesn't really change the game in any meaningful way.
If it's "trivially easy" to designate 50 tiles of farm and make one dwarf have a farming labor enabled, how much more difficult is it to designate 100 tiles of farm, and enable farming labor for two dwarves?
If it's "trivially easy" to designate 100 tiles, and enable the farming labor of 2 dwarves, how much more difficult is it to designate 200 tiles, and enable farming for 4 dwarves?
This is exactly the problem with plenty of these "stopgap" solutions, like with making "time slow down" or "adjusting the value of quality modifiers" - when you start arguing over changing the arbitrary value of a hardcoded variable for "balance" purposes, nobody is going to ever agree on what random, arbitrary value you pull out of thin air - some people want it easier, others want it harder, and you're talking about a completley arbitrary value, so it's purely a matter of opinion, and nobody's right, so the winner is the one who shouts most stubbornly.
Just look at the
real basic materials in this game: Food, wood, stone, glass, and metal. There's a few other raw materials, but these are the ones that really matter. With sand on the map, and magma kilns, glass is free - make anything and everything you can out of it. Stone is free - make anything and everything you can out of it. Food (including pig tails, bone, and leather) is free - make anything you can out of it. Wood is limited (if renewable) in supply, so you don't make anything out of wood you can make out of something you have for free, but you still make plenty of barrels and beds and bins of wood. Metal is the only thing you really have to think about conserving on, especially steel or bluemetal.
Farming needs to become more complex because the problem will never be solved until farming becomes something more than just a "free stuff button". If you have to WORK for your food, then it becomes something far more meaningful. Even if wood is common, as long as its a finite resource that is difficult to scale, you have to at least use SOME care as to what you use it for. That is, of course, unless you go the extra mile and create the (hard and complex to build) tree farm to specifically expand your wood production capabilities.
Keep in mind that in this game, there are no real challenges (aside from rare FBs that have broken breath attacks) to a fort beyond the first couple years. (Although I certainly have my own arguments for
how to fix THAT problem.) Survival IS the only challenge in this game, and if the game currently makes survival too assured, too easy, then it's not a bad thing to suggest that we make it a little more difficult to just scratch out a homestead and defend it from the wilds. (And that's ALSO not to say that I haven't thought exactly about how to present this to players in the most meaningful way possible, but rather that making the system complex, meaningful, interesting, and an important, attention-consuming part of a player's fortress design took a higher priority.)