Edit: Okay, just reread this post, and wow, do I sound like a jerk. I was in kind of a bad mood when I wrote it, but I really shouldn't have taken it out on you.
Yes, the dwarf-hours spent is a pain, but I see no better way to flaunt and increase the wealth of my fortress.
I can think of several, depending on what materials you have available. Gems, mechanisms... if you are going to use steel, there are better ways than bins. Weapons and armor, for instance -- that'll train up your armorsmiths and weaponsmiths, rather than the much less useful blacksmiths. Or, again, goblets: for a given amount of steel, you can get nine times as many goblets as bins, and goblets have the same base value as bins...
On the plus side, the metalworkers have become quite skilled, and put out a masterwork every so often. I often do other things while I let DF run in the background, so the dwarf-hours spent to me are perfectly fine. 700 bins of either iron, wood or steel man! I like to collect gems. Every so often the gem cutters are ordered to decorate random items, and that's perfectly fine by me.
I'm noticing a lot of plurals here. How many metalworkers, jewelers, etc. do you have? It shouldn't be more than a couple, unless you've had time to get large numbers up to legendary skill. Not only will they produce higher quality works, they'll also work much faster (with beds, at least, a legendary +5 carpenter can produce about twelve beds in the time it takes a no-skill dwarf to make one, not counting the time it takes to haul the logs)
You have NO idea how many pots of prepared food I have lying around. Sometimes I give to the traders a 90-200% profit. Even the elves. That's how much Prepared food I have. 'Course there's no such thing as too much.
Wrong. Wrong wrong wrong. (Edit: Geez, zzedar of the past, what's your problem?) You want quality, not quantity. Increasing quantity is additive; increasing quality is multiplicative. (Well, there is one sort of quantity that's multiplicative here: increasing the skill of your growers has a multiplicative effect on stack size. But the number of stacks doesn't need to be high).
There are three multiplicative effect to take advantage of when it comes to food: cooking skill, material multiplier, and farming skill. With legendary farmers, your prepared meals will likely be too large to fit in pots. With careful stockpile management and kitchen settings, you can ensure that your cooks use high-value ingredients. Cooking skill is doubly multiplicative: it increases quality of the meal and of each ingredient, and it increases speed at which meals are produced. What you want is not a situation where you have enough stacks of food to buy out everything useful -- what you want is a situation where your food is good enough that a single stack can buy out everything useful.
Another thing to keep in mind here is the way multipliers stack: a gold masterwork is 360 times as valuable as a no-quality item made of mudstone. That's an extreme example, of course, but you get the idea.
As for impressing traders... well, look at it this way. Which would you find more impressive, someone who owns a painting worth a million dollars, or someone who owns a million posters worth a dollar apiece?
Salutations, good Zzedar! Your feedback is what I asked for, and even though your tone might have been jerkish in the slight, I'm all for it! We're here to give feedback anyway. All my cooks are legendary, and have been for some time. I'm not really concerned with logistics in this fort of mine. My fortress trades in clothing mostly, most of which is scavenged from the goblins and trolls that come to die at the front gates of my fortress. The fort does produce clothing of its own, mostly pig tail clothes dyed blue and other shades of purchased dyes.
With a little consideration, I have been slightly wasteful with steel. Mostly in the early days I let my masons play with magnetite, being that it was so abundant, and I traded in magnetite crafts. Sure, the value of them magnetite and limonite crafts mostly topped off around 2k dwarfbucks, but then food was my only problem back in the beginning, as well as wood. My armorsmiths only produce as much steel weaponry and steel armor as needed by the army. Some of the dwarfs opted for other weapons, iron whips and scimitars, and I let them keep their weapons. The rest wield mostly superior steel battle axes and complete sets of steel armor.
Most recently, a fey mood produced an artifact steel war hammer. Im loathe to break the (almost) 100% axedwarf military, but I suppose now would be a good time to make another military squad for cavern defense.
I like the central staircase, and it's very expansive, which I'm a fan of. I tend to make my hospitals just one big room, but seeing your fort made me remember that the hospital zone isn't restricted by walls, so you've given me some inspiration for my next update to my fort's healthcare system . The layout of individual rooms seems pretty repetitive though, and it does bug me that all the bedrooms are interconnected (who would want random people barging through their room while they slept?). I'd recommend keeping your industries/stockpiles in their own designated sections for the sake of both efficiency and visual organization. The masses of goblin corpses are a very nice touch. Overall, you have a solid fort. I'm eager to see it develop and grow in further updates.
The central staircase is heavily inspired by Towersoared, a fort of epic proportions by a player named Battlecat. Towersoared's thread
http://www.bay12forums.com/smf/index.php?topic=60827.0 will provide you with a few days of dwarfy entertainment. The shaft is inspired by Zion from the Matrix reloaded, a shaft that delves straight into the earth with a vaulted chamber. I may have failed to replicate Zion, so I affectionally call the new fortress the "Zion shaft".
With the bedroom layout, I actually like that style, of rooms connected to rooms without the wasteful decadence of hallways and corridors. Many underground structures IRL use series of functional rooms with no hallways to maximize useful space.
I use 5x5 rooms linked together for all offices and noble rooms, as sort of a government complex. Co-workers are free to stroll through their fellow bureaucrat's office spaces like in a real workplace.
However, I don't use grids of rooms for stockpiles or bedrooms. It looks like dorfs would literally be climbed over while they sleep by dwarves going to their own quarters.
Well, before the bedrooms were dug out, I tried other designs, which gave me a massive headache. I tried a fractal, I tried rows of 3x3 rooms separated by statue room hallways, but I ran out of space. In the end, I decided that the current design sorta resembled a flower, and it allowed for space for future expansion, which is currently being carried out, now that I've started to receive migrants again, presumably lured in by the barrels and pots of prepared food being exported to the home kingdom.
Damn yo. That's a shitload of pathfinding to process. What's your FPS on average?
For some time I had no idea how to enable the FPS counter. I play on a Mac, and I think I'm killing my motherboard with the game. 80ºC is not a temperature you want to keep your computer at for hours. Then I checked my FPS, and realized I've been at 8-10 FPS for about the last 10 years, and there was much rejoicing.
Thanks for your feedback guys! I'm slowly juggling DF with school, and I'll try to implement some improvements to my fortress! I'll post an updated DFMA link of my fortress when the next Late Autumn of Year 21 or 22 arrives! Stay tuned!