moseythepirate: Wouldnt the water in the bucket freeze instantly? human goes to well, fills bucket, stands on "aboveground" tile, water frozen?
Really? I can't say I've noticed, though admittedly that that particular fort is in a tropical environ, and I never needed to worry about cave adaptation in my previous aboveground forts. And easy fix, though. Just make the adjacent tiles underground too. BA BAM. Water liquid, human hydrated, and they won't stick around long enough to be cave adapted.
In regards to balance, I think that fish need to have a lower value. That fort there has an embark on a river, and with three food shops working full time selling it, I have pretty much infinite money, and am still catching fish faster than I can sell them. Fish being a limitless source of money is fine (I don't see how that could be changed, anyway), but they should be cheaper.
Also, just as a comment, it seems like the Orc merchant is really useful...I've been able to outfit my squad with full Ashland Glass and Ebonglass armor and weapons, with my Master Armorer and Legendary Weaponsmith courtesy of the Dwarf Teacher. Admittedly, when I can't just make infinite licenses, the balance will change significantly.
I also love, love LOVE the guildhouse system, but the building is ENORMOUS, especially if you make the extensions attached (as seems intended). Since I'll be needing a lot of them, and I can't remove them without losing my investments, you end up building a lot of the guildhouses, each one of which is gigantic. Since each town is topside, space is at a premium, and this quickly becomes a sizable problem. I feel and easy solution is to make the guildhouse and extensions smaller. Maybe 5X5 for the guildhouse and 5x3 or 5x2 for the expansions.
Additionally, I can't seem to order Crates of Goodies from my own human caravans...I can only assume they haven't been implemented yet, but it's kind of weird to have a crate-opening extension for the humans they can only use when buying from foreigners.
Finally, a combat guild like the dwarf legionnaires would be appreciated. Because you spend so much time building, it can be difficult to get an early-game militia going, and the skill boost of a combat guild would be a huge help. If I might make a recommendation to my fellow human players out there, I would recommend taking some skills away from the original seven so you could make two of them competent and reasonably equipped militia. You can always train up your fellows at the University, and if you get attacked by dire crocodiles or something before you get a wall up, you won't have the luxury of a door to close.
All in all, I'm having a ton of fun with the humans. But like Guthbug said, they require a lot of planning. Protip: Tenement housing is your friend. In my screenshots in my previous post, to the left of my example wellhole (which Meph promptly torpedoed. Remember, make those well-adjacent tiles underground too!) you can see my tenement. I channeled out those rooms, roofed them over, and then used the Box select for Constructing Walls to fill in the gaps. Then, you can roof the next floor off, and so on. An easily built apartment building that can be made taller in a snap. Maybe I'll post a tutorial or something, it really is a neat trick.