This is going somewhere. Once your done with this cycle, I'll try to replicate the results using a game with most other factors modded out. Such as caverns, liquids, rock types, invaders, plants (yep, there won't even be any plants), and animals (I'll leave yaks or something, but make them biome specific or not appear in the wild at all), and worn clothing and armor. I'll also gen a world with no vampires or any sort of sentient creature besides dwarves (who I will make year round caravans). Then I will play with capacity.
I might want to consider making the dwarves capable of only creating gears or something, so that the caravan only brings one type of stuff.
Now, I should test the end product by putting max fps at 4 or something, then recording the cpu usage when I tell a certain number (I could set migrants to zero so that both tests will start and end with the same number of dwarves) of dwarves to restockpile the specific item type that was mass destroyed. both should end with the same number of that item (aprox) in existance (except for control 2, which will have that same number reachable by dwarves, the rest walled away.)
I should probably turn trances off too.
ok. so 5 tests.
control 1 (nothing created),
control 2 (certain amount created through manager but not sold to caravan, instead walled in somewhere),
Caravan destruction (control 2, but sold to caravan),
Bridge destruction (control 2, but destroyed under bridge),
fire destruction (control 2, but dropped into magma sea).
am i missing anything?
Of course, the number of items created will be in the course of three thousand (ill make them weigh 0 or something so i will be sure to fit them on the caravan). Idk if that is enough. thats 100 manager designations I'll need to do, but that can be done pre divergence. In fact, all the creation can be done pre-divergence. Unless i need to upgrade to 30,000 or something
I wonder If I can make a reaction that creats 30,000 identical mugs.. that would make this a lot simpler.