UI Tweaks:
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Labor:
- The ability to set any order into a standing order, be it from the workshop menu or the job manager menu.
- The ability to tell certain workshops to ignore to job manager declarations.
- The ability to create, name, save, and apply customer labor profiles from within DF. IE: This dwarf is a 'Porter.' I assign him the labor profile of 'Porter,' and now he has a lot of hauling labors enabled.
- An actual fortress labor management screen, not just an arbitrary list of Dwarves. Or at least the ability to pop back into your list of Dwarves with cursor memory after you've set the active labors on a specific Dwarf.
Military:
- Assigning Dwarves to a squad should differentiate Dwarves currently part of the militia from Dwarves that are just civilians.
- The ability to assign a squad a mess-hall.
Construction / Designation:
- Remove the arbitrary 10 tile limit.
- Remove the check for whether or not the construction can be built while designating. Leave this check up to the dwarf that gets assigned that job, default behavior upon being assigned the task is to suspend the construction.
-Add the ability to suspend designations. This could be accessed by adding an option in the designation menu, 'suspend designation,' which lets you draw a box around the designations you want to suspend.
Actual Features:
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- Fortress 'retiring.' Really, I don't care how cheeseball this is, if everything just gets totally frozen in time and it's a pure nubmers game, using the exact same entity tracking stuff that is used for the human cities. Introducing this sooner rather than later lets the fortress players actually interact with the world at large, without this we have to wait for the army arc. For example, with actual tracked trade routes and succession in game, I can build a series of forts that connect two previously unconnected mountain homes via a giant road, essentially trying to model towns that came from the daycamps that the civilisation used as they constructed a new road. Like, that is a super awesome story that we can tell with very little in the way of new feature support.
- Greater interaction with your civilization beyond simple trading. If I'm besieged, I should send a runner out to my neighboors and beg for help. I should dispatch my own Trade caravan, and ask them to bring back certain items in exchange for these goods.
- Education. Ideally, an apprenticeship style system for most labors, perhaps with some university style things for other skills. Actually, it would be kind of cool to have skills that had utterly no effect other than to be a part of the education system, so that we could have an erudite fortress filled with mathematicians and historians, and maybe a grand library. They don't have to really -do- anything, except maybe have lectures that are attended by other historical entities or chat with each other. I guess medical dwarves could also benefit greatly from this as being a way to advance their skills.
- Better military training. Dwarves currently do not behave as if they are in the military, spending too much time lollygagging about and not any time being soldiers. Honestly I think half of this would just be adjusting frequency of demonstrations and sparring, and adjusting the frequency with which dwarves are allowed any other tasks.
- Daycare. 'Nanny' should be a legitimate profession.