Hello, I'm planning to play longer game with more thought and planning [aboveground castle/fort in quite safe location, with bigger military; played few 5-8 years old forts so I feel kind of ready], and with slower farming and longer seasons. Ive found that you can indeed do this with DFHack timestream plugin/script/something made of code. Everything is working nice, no bugs found in test playthrough. Game speed isnt affected so all actions are more efficient 'per season' but equally efficient in terms of food/drink/rest per work done.
Which areas/actions exactly are influenced by calendar speed, and how dwarven/animal age corresponds to passing calendar time? Lenght of plants' growing cycle, traders, sieges and military schedules are affected. And workshop daily/monthly etc. task checks. What about animal growth and maturing, animal products like milk/wool/egg laying, tree regrowth, injury healing time? Item wear?
Not sure which of these are tied to calendar's, and which to game's speed.
EDIT: okay, I'm quite sure that all material emissions, pregnancies and wool growth are game speed dependant, but, not sure.
It seems that ONLY plant growth, seasonal changes in game like wild plant growing/withering on map; traders coming/departing and immigration are affected. And workshop checks. In other words, I have to make wool growth slower in raws to make it "season-dependant". Pregnancy time can't be modded, right? Same, time between pregnancies, dwarven or animal, do not exist and cant be introduced, i guess...? Its not that important, but would be nice.
Also, setting timestream to huge values [20x and more] causes weird bugs, as expected: dwarves dont taking any jobs regardless of place, distance and profession settings; 200+ wild animals on map which start to fight from overcrowding on the edges.
It would be nice if someone more experienced could confirm/deny this