. . . you creating your own pond for them to breed in so as to have an on-site supply of fish. For fortresses without rivers or ocean access.
Very true, but that's part of the problem:
What, precisely, constitutes a valid breeding pond,
can the player fabricate it, and
can the game recognize it? Simply digging a 1-z pit in solid bedrock, far away from any access to light, oxygen, or nutrients, and dumping in a bucket brigade from the nearest murky pool, obviously should
not result in an ideal pond in which hundreds of steelhead trout are likely to grow & thrive.
Factors to consider:
- Surface area. Simple contact with breathable air is one way to oxygenate water, and "aerating" it with pumps/waterwheels should speed up the process (although doing so might also hurt any fish who get too close).
- Depth. Some fish, particularly bigger ones & especially bottom-feeders, simply prefer deeper water.
- Salinity. Marine fish should die in fresh water, and vice versa.
- Flora. Fish
can survive on nothing but hand-feeding, but if Toady's going to do this, we should help him do it
right. Aquatic plants (and/or fungi), from algae to giant kelp. Both freshwater and marine, both on the surface and underground. This would necessarily take place not before significant Cavern updates.
- Above/Below ground. Exposure to the sun should harm/blind/stunt/etc. cavern fish, and surface fish should likewise be ill-suited for life in the caverns. More importantly, fish should (in general) only know how to eat those plants that their own species is familiar with.
- Soil amount/quality, in which said plants can grow. This would necessarily take place not before significant Farming updates.
- Fish size/population density, in relation to total pond volume.
- Feeding: All edible material thrown into the pond should (eventually) become either fish food, or plant food/compost.
- Predation: Fish getting eaten by animals from outside the pond (birds, alligators, etc.), pond fish eating each other, pond fish eating aquatic vermin.
Bottom Line: Until we the players are able to control
all of that and create our own artificial (but very realistic) pond zones with full ecosystems, AND the game is able to recognize them as such, I think we're better off continuing to let worldgen do the work for us. If it's a surface river or lake, or a cavern pool,
and there are fish in it, then it's a good place to farm fish. Wall it off and empty some aquariums into it.
Unrelated thought: Fish ladders. We should be able to dig/construct connect shallow pools that enable river-spawning fish to go around otherwise-impassible waterfalls. One completed and designated,
some spawning fish might try to use them--and if they're successful, their offspring should try to repeat the process in subsequent years. Includes the potential for sending some of your workers
off-site to build a fish ladder downstream from your fort.