So no more bricking peat!
Balance thing... fish is really easy gold. Especially once you have a legendary fisherman. I need two food merchants just to keep up, and that's with two novice cleaners cleaning as much as they can too. But even at the start if I embark with a fisherman 5 I can easily get a guild or two up in the first season. I know it won't be the same with food, due to the wait on crops (or the more limited and chancy foraging payoff.) And meat hunting (or farming) has its own delays and downsides. Fishing seems a gold pump as it stands. Woodchopping might be good early, but the downside is deforestation and a wait for regrowth.
You do need water (unless we're talking fish farming, which I am not!), but unless you're doing desert or glacier embarks, water is pretty common. I am currently fishing the same pond for two years with no sign of fish running out. Have a river and lake (and more ponds) if the fish do get wiped out in the pond. But at this rate it will be moot. I have 6 guilds developed and 90k more coins just sitting until I have room to do more industry. I'm playing half speed, so far, and just hit spring of third year.
Maybe bump it from 30 to 50 fish per 500 gold? Too much higher and it might mean a lot of rotting with low skill fishermen though. Though a stockpile and barrels can address that.
Also, is a 1:1 stone exchange intended? I can mine an junk stone and swap it for another junk stone even up. Nice from OCD types (not me!) but seems there should be some penalty, like with food where you buy at one higher price and sell at a lower one. Stone sell prices maybe can use a tweak too, but so far I haven't sold much. It's also harder to haul, and it means all that dealing with the dark somehow, so maybe that's okay,
Hmm, occurs to me the stone prices could also really help with hauling.
Put a merchant down in the mine to buy it close to where it's produced, then another topside at your stonecutter. Reverse that old maxim: Buy low, sell high. In this case buy high (up at stonecutter) and sell low (down in the mine.)
I already put my food merchant right next to my hot fishing hole... both of the merchants, that is.
I haven't even looked at the wood merchant yet. I would think the deforestation and regrowth cycle would control that.
Side note (not a human issue only): tallow entries in stockpile have not been simplified. The list is LONG. And only one we need is "tallow." Same applies to other fat entries. The others aren't an issue since the kitchen can handle them transparently. But unless I allow all the tallow to be cooked, it piles up until I make candles and it's hard to manage unless I scroll through that list (even using search for "tallow") and pick out the one entry for a stockpile with barrels allowed.
Similarly: milk.
Not huge issues, but they do affect playability.
Am enjoying humans a lot. Aside from swamp draining, that is.