Knowing what you bureaucracy knows if great, but again, that is not the same thing as having your expedition leader as an avatar. Having the expedition leader as an avatar would mean the exact opposite of this. It would mean that you are controlling him like a marionette.
I never said nor meant that the expedition leader is meant to be an avatar of the player. (You don't have any more special control over them than anyone else, after all.) I said that the game is meant to be played as though you were a sort of zeitgeist of the fortress bureaucracy, and that you only know what the bureaucracy itself knows. Further, the Expedition Leader is simply the most basic component of that bureaucracy, the one thing that must always exist in the fort.
The Expedition Leader is, as Toady said, the mouthpiece for your orders, like the captain of a ship at sea. Without the Expedition Leader, a Mayor, a Baron, etc, there would be nobody giving orders, and nobody aggregating the information you need to make decisions, and as such, you can no longer see or do anything.
There is a broad gulf between that, and assuming that you are in direct control of a single, individual dwarf. It is like the difference between playing a strategy game where you have a "general" unit on the board, and a first-person game.
Add advisers and basic quest style objectives to give a player direction.
<advisor stuff>
Perhaps you play a little too much Civilization? I've grown a little tired talking about the X4 genre's failings...
Anyway, it would take more work than you think to add that in - for it to make intelligent and helpful advice or "quests", it would actually need to have a firm grasp of how the fortress actually worked, and that would require some rather delicate AI understanding of how the game was going.
To go back to this, for a second:
Depends on how he counts them. If he counts using any material with a certain flag, then it wouldn't hurt at all,(i.e. [USE_MATERIAL_TEMPLATE:WOOD:WOOD_TEMPLATE]) since even mods must have this flag in for the item to be used as wood.
Actually, no, that's not how modding necessarily takes place.
I made a mod for
adding different glazes into the game, which required that I make an entirely new class of materials, called glaze powders, made by crushing the proper minerals into a powder. Lacking any better place in the stockpile screens to put them, I declared them not stone, and bone powder, instead, because there was no better place to put them, and bone powder wasn't being used by the stockpiles screen, anyway.
Again, read
this thread a little, and you'll see that you can seriously revamp the types of materials you have, how they are harvested, and what they are important for, and how important they are.
Now... tell me how that militia advisor is going to make a proper estimate of how many troops a fortress needs? Is it just numbers alone? What about training, what about equipment - a candy axelord can take out legions solo, but your entire fortress conscripted into the military with no training and low-quality weapons is hardly better than just plain civilians. How will it assess the threats that the player will face? Nevermind just the sieges that may come from various modded-in races, how will it assess how much military strength it takes to turn back a Forgotten Beast with an esoteric syndrome? For that matter, does it take traps into account? How could it? When does a game recognize a drawbridge used as an atom-smasher as different from simply a drawbridge used to control the flow of traffic? I have run forts completely without militaries at all before, and relied exclusively upon traps and repeaters and magma cannons and targeted cave-ins.
What you are describing in that militia commander box is something that might work for Civilization, where there is a very simple way to compare the strengths of units with hard-coded abilities and defined opponents that are easy to measure, as well, but doesn't work in the far more fluid dynamics of Dwarf Fortress. You're asking it to make a judgment that is extremely difficult to build a routine to check for.
What about when the game changes its game balance, which it does quite frequently? How much work will that be to update it?
Rather, if advisors are to have meaningful information, there should be screens for them that simply tell you the most relevant information in the simplest and cleanest manner possible, so that you, as a player, can make the judgment. This would be, say, the military screen, which would innately be the militia captain's purview.
The justice screen should exist to tell you that "a killer is on the loose", but likely shouldn't say it so bluntly, and should instead give you a list of all the unsolved crimes, the guard you have assigned, and perhaps an overall mood of the guard and the fortress in general.