- Treasury Workshop
In Ancient Athens people were stockpiling their gained common wealth on a hill with their God's temples.
In DF Treasury Workshop could store all metal coins. Both those own individually by citizen Dwarves and those minted and controlled by fortress (player).
Sieges could beside demand on artifacts do also demands on coins. Balanced loss of coins would be written off from all Dwarves accounts.
- Trading Depots -
In Medieval Europe, there were no banks, but some merchants were opening offices in various cities they were trading with.
In DF Trading Depots would be functioning like regular Depots, just assigned to some traders for whole year for a fee.
They would open, after you reached economic agreement with a diplomat, exception of your own civilization, as there suppose to be already an agreement.
Those would be open for trading whole year. Caravan here would be just moving merchandise in and out once a year.
Offers of buy and sell should be limited on trading civilization/town size and on actually available raw and manufactured resources in them.
You could demolish Trading Depot only after providing new one for a trader, or having contract running out.
Trader would need to move his warez to new Trading Depot first, before you could do what you want with old one though.
You could leave your coins in Trading Depots in one town and pick those in other. Or use them like a bank for safe keeping.
- Caravan/Siege Workshop
Instead of only hosting Trading Depots of others you could open your own. However to move goods there and back, there is a need to build wagons and train yaks or horses to pull them.
Sending caravan would be like a missions. Squads could be assigned for further protection of those.
- Dwarves are vassals, not slaves!
Feudal economy, despite what socialists want people to believe, wasn't based on slave economy. Feudal peasants, in the very contracts they signed for life, were getting to own own capital. They were in feudal economy the little capitalists.
This means that for their work Dwarves besides free food, free booze, free cloths, free sleeping quarters receive property, which is a stake in the embark.
The stake should be calculated depending on Dwarf's skill and category of their enabled professions. So basically legendary metal smith/legendary ax lord Dwarf should be payed double, but diagnostician, surgeon, bone setter and etc Dwarf should be payed only once. Also nobility status would have impact how much they need. Basic "wage" could be anything, like 1 copper coin per day or per month on lowest pay for example. Legendary could be payed 16 copper coins daily or monthly.
Dwarves no more pick up items due their preferences from stockpiles or eat cheapest of foods.
Cloths and beds have to be assigned. Dwarves should be able to rise general DEMANDS for what they need. Like "my cloth is xx worn and I need a new one". Given clothes would become owned by Dwarves. Cabinet, as storage, should not preserve old cloths indefinitely. Cloth should age like they would normally in a stockpile.
Food and booze can be picked still by preferences and the Dwarves liking. Cups should be like it is now, a negative felling if missing.
It would be players duty to place in timely manner metal coin deposits in the Treasury Workshop, equal what embark is owning those Dwarves for their effort. There could be allowed seasonal or yearly delay in balancing it out though, before the peasants revolt.
DEMANDS should not be restricted only to nobility. Player should still have ability to construct chest/bag in the Dwarf rooms and from time to time and fulfill individual Dwarf DEMAND for items and goods, lowering in this way need for stored coins in the Treasury Workshop.
Demands should last longer. Like 3 years minimum. So goods can be ordered in caravan next year and another year for materials to arrive. Then demands could change for new one next year.
Dwarves emigrating from embark to new embark should be able to take their stakes with them. They can deposit those later on either in Trading Depot or Treasury Workshop.
Mayor and nobles shouldn't make any more infinite production orders. Those should be still ordered, but only if there are no free items of such sort in stockpile.
- Bow/Fletcher Workshop
Currently Fletcher Workshop's role is taken by Craft Workshop, but it should belong rather in never used Bow Workshop imho, even if still same wood and bone craft skill is used. Surely bone and wooden bolts are used way often for training purposes. This is only about bone and wooden bolts. Not metal ones.
- Fortress Value
I know it is used for different tasks, but instead of Fortress Value, maybe value of goods in Trading Depots and Treasury Workshop should be taken under consideration.
Currently there is a little point to track quartz blocks worth 5$, while tracking 1500$ worth 500 adamantine coins in Treasure Workshop does more sense. The option "hide" in "z-stocks" menu would help player to remove some objects, like blocks spent on constructions, from being continuously tracked. There could be some new command in orders, to track, but only once, all those hidden objects. The list of hidden objects could be refreshed like once a year on automation too. It could improve fps somewhat. Not hidden objects still would be view-able and accessible from z-stocks menu, as always.
Dwarven migration would be somehow subject of further alterations to balance issues. Immigration on demand? Enticing legendary artisans, scholars and artists to move in from other civilizations?
Roof of population and demographic decisions set rather by ingame choices, then editing init.txt?
Diplomacy should be more involved part of later game. Peace offers, Trade offers, Temporary Cease Fire offers (to temporarily trade even with evil Goblins), War declarations.
Intelligence gathering? Town diplomat? Civilization diplomat? Own spies? Military reconnaissance?
Riding horses for military on expedition/caravan duty for speed of travel and improved survival/success?
Civilization management, when some other settlement falls and its surviving population (king maybe?) arriving as flying refugees (becoming capital without need to bribe?).
When fortress achieves a certain value to attract FB, Titans, Cyclops, Dragons and son on, they should not be generated on begin of month and subject to vanish due reload. They should be spawned (if do not exist somewhere already) some other place on map and slowly travel to your embark, like a siege does. Tick-Tack-you-can't-reload-from-that.
etc
Toady can do with those ideas above as he pleases or nothing, like he probably will anyhow. No strings attached. Maybe better to use more flashy Dwarven names instead? Eh.
PS. I have note here with 260+ entries, so maybe I missed quite few things. I know I wrote extremely too short about some things, but I tried to present it as concise as possible in a military fashion. Sorry for my poor broken English too, as I am not native English speaker.