I'm considering straight up getting a better player or at least someone with a better computer to fix my FPS for me.
Dude, me too. I'm currently doing a massive population cull (animals and resident non-citizen performers) which will remove pathing calculations for like three hundred creatures. I also have this obsessive tendency to get dwarves to legendary as quickly as possible: that means a crapload of repeat tasks, a crapload of items, and a crapload of hauling jobs/temperature calculations. It's not feasible. I'm switching to "slow growth" skill training and only producing items as necessary, focusing on more infrastructure projects like defence etc. Also selling off every single thing that a) is not going to be used in the near future and b) is easy to replace.
Hopefully it helps. It'll be anecdotal, but I'll let you know.
Alright, this seems to have helped a lot. I probably lost around a hundred animals, maybe, by deliberately leaving them outside during the last visit from our goblin guests, and my FPS just jumped drastically. Anecdotally, pathing costs a serious chunk of FPS so... I guess you could have got that from the wiki?
Experimentally, stockpiles were identified as an FPS burden just by existing.
I use QSPs religiously. I've recently set up a dozen or so small stone stockpiles to facilitate hauling of ore so i can finally get the mines sealed off (i needed lots of boulders so i strip-mined a couple Z-levels) but I have a fairly low number of stockpiles either way. I suppose removing the food stockpiles in the prisons might help - do dwarves properly feed prisoners now? I know healthcare priorities are still a bit wonky.
Wow, I too just gave up on having masterful perfect bedroom sets; or variety of food and drinks and I hardly surpass year 2 before re-gen a new world / new fort.
The last world gen is more promising. Small region, 1 cave layer, magma sea is maybe 30z below, and I found a nice embark with War with elves, goblins, human and a tower--and in a nice flat heavy forest, a stream, and has flux and iron and gold.
I gave a generous starting embark points to field 2 military in steel uniform.
160 drinks, and 80 mixed food should make me focus less on food initially.
I also embark with flux and iron ore, so I can just start smelting next to the wagon, because the wagon is a nice QSP from the start without needing any hauling.
What to do with the other 5 in my embark, well 1 wood cutter to mass cut, while the 4 construct wood walls and floors. I kinda find it convenient to cut a few trees, then have them construct.
I'm at war with the elves, so cut them trees and build above ground. I am thinking of making a QSP wood pile and have 5 wood cutters go at it, but all these trees will need to be hauled. 5 tile feeder pile into wood QSP should keep 5 Urist busy hauling wood.