Thanks for the feedback... I'm rereading posts in this thread and the linked one for further stuff.
Anyways, regarding my stoneworkers... It doesn't matter if one proficent mason produces more tables than two competent masons, as long as I get enough tables. I went with two masons because I build constructions like walls and floors outside a lot. We're talking working on the second floor by the end of the first year.
The big bottleneck there is getting stones to the production site, and two dwarves are better than one when it comes to that. I've played with a dedicated mason, and walls just don't go up fast enough for me. Stone blocks can speed things up, but doesn't work well enough in the first year.
That said, I've just learned why my dwarves were doing some funny stuff picking practically distant and hard to reach materials a few z-levels directly above my workshop over practically close materials on the same z-level, just six tiles away. Maybe I could use that one mason more effectively now.
Anyways, until I master the art of fortress design, and avoiding the unintended consequences of 3D placement of stockpiles, two is definetly better than one.
I actually didn't mean to suggest prickle berry surface farms. After a season or two, you'll find enough wild strawberries, and they're a better crop all around. They're the ones I plant on the surface with fertilizer, and even dabblers get me two or three plants to a stack. I send out a gatherer for a couple of seasons and harvest wild plants. I don't plant crops till fall or winter and get along fine, even without fishing or hunting. Of course, I make sure there are plenty of shrubs and not much to scare off my dwarves before I do this. I've been known to wall off an entire plateau, that works well if the landscape makes it feasible. I start by brewing everything but prickleberries. I then cook all my meat. With all the edible plants turned into booze, dwarves reliably eat the prickleberries. I then cook every single prickle berry seed whenever I have over twenty. If theres any other plants I'm not interested in growing, then I'll cook their seeds as well. This turns 40 whole prickleberries into 80 meals, eventually, and the rest of the plants produces a whole lot of booze, especially since I'm not waiting a few weeks between crops like I would with farming (and the herbalist levels up quicker). I don't set prickleberries to brewable because I want to ensure I have some food coming in, and it's the most common wild plant where I've embarked, and up until I finally get farming going, I have around a 5:1 ratio of booze to food. If I find myself going to low on food, then I'll simply cook some booze roast, but the prickleberries and prickleberry seed roasts provide a nice buffer if my chef decides to do something stupid.
If there are plenty of easily available and safe (no savage/haunted maps now) shrubs on the map, I avoid taking hunting and fishing. One of these days I'll have a great zoo. Until that time comes, I don't want to risk eradicating any species.
I don't want to bother with glassmaking until later. I'm good for the first year, but when it comes to second and third years, I'm still in the learning phase. I don't want too many things dividing my attention. Later I'll diversify, but other than my shipwrecked game, I'm taking simple locations and a fortress focus. The fortress after the next will be dedicated to weaving, dying, etc, but I'll ignore that as much as possible in this one.
Interesting about taking appraiser on two different dwarfs.
Forumsdwarf, interesting point about multiplexing, but I find it easier to maintain interest in the game if each dwarf has a related set of skills, than if my fortress is the utmost efficency. If I can't for the life of me imagine why my jeweler would dive into fish guts, he won't until he's forced to. Because of my low frame per seconds on interesting (river) maps, its important to make each dwarf as interesting as possible so I have a reason to make it through the long dwarven nap.
In the first couple of years, there aren't many !!critical!! professions, that is, jobs that need to be happening all the time. I often run out of room or stone for spare furniture, for example. So, my fortress tends to function in bursts, like... mining->furniture->hauling->mining->surface construction->stone crafts->mining. Whenever I get the stupid twenty immigrants, I take a long time before I figure out what I'm going to do with them, and have them do anything other than idle. Once I get more experience, I might form a master plan and reduce multiplexing, as you call it. I haven't gotten to a point where I'm regularly burning wood for anything other than potash. I might forge once in a while, but I'm focused more on exploring certain facets of the game than becoming a steel-industrial complex, or even 'finishing' a fortress.
That bit about chain of production... I see why you'd say that, and that's why I changed my farmer/woodworkers, but during the first year, my stoneworkers stay the way they are because they're focused in terms of projects, not production. When I get immigrants coming in, I might turn off stone crafting, or certain other tasks, but all the rest stays on because it makes it very easy for me to devote all my energy to each stage of a project. And the way I work when it comes to stone generates a LOT of hauling. If I have only two dwarves directly on the project, than it means I have five dwarves taking care of the rest of the fortress, and keeping stone flowing into stockpiles. If I have a seperate miner, mason, and mechanic in my first seven dwarves, then I'm theoretically 50% more productive, but I've only got 80% as many free dwarves, and things fall behind, food rots. I'm slowly learning some tricks and developing habits (in 3D, nonetheless) to help keep a ship shape fortress, but for now 'multiplexing' is a lot more efficent. I only begin stage two of a project when stage one is complete. Being ready for the next step before beginning it helps a lot. If you divy up all the skills, then you've got to manage multiple stages at once. You've got to remember to dig, make sure you've got enough stones, make sure you're queing up enough jobs, make sure the right materials are in the right place, all at the same time rather than one after the other. If you have to maintain control, its rather frusturating.
It's a strategy of maintaining control over the process rather than one of output or labor utilization. Except for a few cases, most of my dwarves do have all hauling enabled, and it (hauling) doesn't slow things down as much as divying up those tasks would.
"Do I want my mason not to be making doors?" Yes. But that's because of the step oriented process of completing a project I outlined above, rather than anything else. I do answer yes to the question several times, though. Just not when its related to an engineering/construction project.
My lack of smithing experience and projects may have to do with my wood surplus, but I rarely find myself short of wood or bins, even when I forget (all the time) to pay attention to my embark inventory. I started out always short of wood, but rarely run up against that any more (when I'm not in a challenge climate). I'm sure, once I stick with a fortress long enough to get barons and mandates, I may change my tune. But right now, I'm discarding fortresses when I stop learning from them- that is, when the minor mistakes pile up enough to make it worth starting over with the lessons learned.
Hussel: My previous build had maybe only one point in herbalism, enough to tell him what job to do without me having to go into preferences. As you said, that's more than enough for me to survive past winter and immigrants with the way the skill levels up, even with me putting farming off as late as I do. But I'm contemplating putting a few more points in because I note that even at expert, my dwarf can hit a few plants without finding something to bring back. Besides, I like herbalism a LOT more on safe maps than farming. My biggest stack of dwarven wine: 8. My biggest batch of wild strawberry wine: 13, probably started off as sixteen. My novice herbalist only reaches expert around a year later. If I start out effective earlier on, I can postpone farming even later, focusing my energies elsewhere. With large stacks of food coming in, I need less barrels, and have a lot more for my brewer/cook barkeep to do. Certaily, I could wait half a year, but I value a good herbalist more than I do a smith or a farmer on less than hostile maps, what with my surface wall obsession. One of the reasons I don't run out of wood is because of my herbalist. Certainly I might use up more barrels initially, but the fact that I have a leader with nothing but cooking and brewing to do changes the situation. When a caravan comes around, I have enough stone crafts and prepared meals to buy out all their barrels of meat, vegetables, booze, and seeds. I then cook most of this and free up the barrels quickly and easily.
I'm not going to deal with glass gems. My sites don't always have magma, and there's not much point in making it in the first year. I'm not ready to deal with the hassle of setting up another industry until I'm familiar with the ones I've got. I have trouble building an efficent fortress design (quickly enough to keep the rhesus monkeys out) even with fishing, butchery, hunting, etc taken out of the equation, thanks to the 3D. Setting up another chain of production will make it impossible for me to place things properly and effectively. Eventually, I'll be able to plan more complex fortresses from the start, but its best to experiment with limited factors, then expand my ambitions once I've learned my lessons.