Not quite sure what you're suggesting, are you saying we should add those things to DF or create a mechanism that creates new ones to your civ based on circumstance? Both are very good, but in the future please use the suggestions board.
AlexanderTheIncompetant
I see you chose a fitting name.
The thing most contrary to what your suggesting is that Dwarf Fortress takes place in a fantasy world spawned from whatever strange, immaterial essence the gods use to shape the land. I love the idea of adding ancient techniques for medicine, but you also have to consider what that might look like in the world of dwarf fortress. Dwarves are spawned and begin living fairly well-thought out lives from Year Zero - they already know how to design and construct massive fortress, roads and tunnels. How to farm and breed animals and how to fight against the lesser races. Sort of a strange knowledge-burst, if you think too much about it.
What does that concept have to do with your idea prompt? Well, let's suppose Toady inserts your aforementioned antibacterial goop into the game, fully functioning and better than soap. If he was to do this right now, I imagine he would have to write up some specific, new code to handle what the noxious goop does when introduced to a wounded dwarf. The remedy would become a one-shot insert that, while interesting certainly, might feel out of place when compared to the utter lack of other, lesser known medical concoctions. So, in theory, Toady would want to add a bunch of medical processes that all represent archetypical ancient remedies.
However, I don't think he should be doing that (not that I get to say anything about it, really). Rather, much like his current design philosophy, I would have such an intestine-garlic remedy be something your dwarves could discover on their own (and by the same logic, the player!). Maybe you have an alchemist who also has a pet cow, and once the cow dies the alchemist goes a little crazy and starts to add bits and pieces to his concoctions, suddenly creating an antibacterial mishmash. Or, something closer to reality, you would start playing a fortress and your civilization would have a certain set of medical remedies that were learned during world gen. Over hundreds of years, agricultural communities would have picked up on already-known properties of various matter, and perhaps in desperate action combined a mixture of intestine, garlic and onion. Or maybe it was beetroot, chicken liver and salt? In a fantasy world it might be anything!
So again, to contrast, I would have the medical remedies come not from human history, but rather be inspired by the archetypes our species have created. I would have this randomness for all technology, but then DF might verge unto the science fantasy or beyond. Also probably impossibru to code.
As far as examples, I don't have many despite majoring in history. Most of my study was way past DF's early-medieval time period.
Perhaps, once soil no longer contains infinite food for your mushrooms, you might be forced to resort to slash-and-burn agriculture. Cut down your surface forest, burn it away, and either harvest the ashes for your subterranean mushroom caverns or build up surface fortifications and farm longland wheat. Much of the amazon was (and is being) destroyed this way. RIP the Brazilian Atlantic Forest, RIP . . .