Thanks for the reply and explanation. The syndrome interaction thing does sound like a likely culprit. I've read of plenty of examples where syndromes drastically reduce FPS and how DFHack is useful to fix that.
However, I found something on DFFD which
seems to completely disprove the theory that lots of objects have a major impact on FPS. It's an example fort with an experimental design in item storage, complete with details of the experiment and theories on how it works:
Hamlet.Wallshadow !!Breakthrough Storage Design!!200k items in a fort with about 2k dug out tiles running at '50(48)' which is about top speed for my system. that's with 21 dwarfs.
...the story about number of items, be they clothing, rotting clothing or simply decorated items, causing slowdowns now seems to be a myth. when you don't complexify by digging or adding dorfs you can see that you can have 200k items, 200+ animals in a cage without noticing them much at all. everything else staying constant, the undump engine showed me that its the work created by having normal piles that drains FPS.
His motto?
"Stockpile tiles that 'cause work' cause slowdown."He claims "virtually no slowdows with siegers on the map" and that "variety has virtually zero impact on fps".
If I'm reading this right, it sounds like the pathfinding, hauling jobs, and computations involved in storage are the actual culprits,
not the materials or the items themselves.
To fix this, it sounds like his design largely does away with a refuse pile, traditional stockpiles, and even bins and barrels. (As an added measure, he keeps is front door locked most of the time.) He has his fort's refuse and item hauling mechanized and down to a science.
To prove his point, he used DFHack to
erase 21000 items and this
only increased his FPS by 1 or 2!
(BTW: He's using 34.07, which was before mine carts and wheelbarrows.)
It's unbelievable, really. His fort has over 2500 dead and 15 years of history!
I am reminded of your example of "abundant clothes from invaders" and other junk they drop. This would introduce a
lot of extra hauling and pathfinding to the system as your dwarves want to pick that junk up.
Now, if I could only understand this design... (I use graphics sets as I hate trying to interpret ASCII.)