Agriculture is presently not overly productive but rather the dwarves eat too little food.
It's both, actually, though admittedly the latter problem is far more egregious than the former. For a single tile (approximately 1 square meter) of strawberry plants to be able to produce enough strawberries to count as
five separate meals, and to do that EVERY SEASON, year after year, with
zero fertilizer (or maintenance like weeding, watering, & pest control), is very much at odds with how crops actually work. The average real-world field grows only one harvest per year--two in a pinch. But yes, the much
bigger irregularity is dwarves only eating 1 meal per month.
. . . what we currently have in fortress mode is ultimately a post-scarcity economy . . .
Another reason for which is the glut of base
reagents, as well. Your fort will
never run out of stone, gemstones are abundant, plants (and therefore booze) are literally dirt cheap, magma & goblinite are functionally infinite, as are sand & clay (
if you have them at all), and the meat industry's supply almost always exceeds demand. Pretty much the only things that can be
rare are ores, flux stone, & wood. Ironically, one of the few sources of scarcity is the trading caravan itself, as even if you set your desire for a certain good to the very highest priority, the caravan will still only bring
4 of it.
What allows seven dwarves to build a fortress, also means that [when] we have 200 dwarves we have insane amounts of surplus value . . .
And to counteract that (since this
is the Suggestions forum, after all):
1. The more basic, essential labors (Grower, Miner, Woodcutter, etc.) should be quick & easy to learn--dwarves can get to Adequate almost immediately--but incur
rapidly diminishing returns with increased practice: A Legendary should be hardly any faster or more productive than a Skilled. This will reduce problems like an entire 200-dwarf fort being fed solely by the labors of just
two Legendary Planters. Instead, the fort will require a much broader agricultural base, with dozens of farmers working--and, since there's no point in getting much
better at farming, it will be more efficient for the farmers (and the Overseer) for each Grower to also have an alternate trade to ply in their spare time. Very realistic.
2. On the other hand, the more elite, specialist labors (Gem Setter, Surgeon, Glassmaker, etc.) should be far more time-consuming & difficult to learn--to the point that until a dwarf becomes at least Proficient, he is basically nothing more than a
student of the art, his labors don't even come close to turning what could be called a "profit". (Hence, these are the labors that would benefit the most from apprenticeship.) In return, advancing to higher skill levels in these labors
would produce noticeably better quality / higher success rates. So to maximize gain, it will be in dwarves'/the Overseer's best interests to have only 1 or 2 dwarves in their entire fort practicing such trades.
3. In general, experience level in a given labor should have very little effect on the
time required to perform that labor. It doesn't matter
how Legendary that Miller is, he's still gonna need to turn that quern
hundreds of times to grind that wheat into flour, just like his Dabbling counterpart. The Dabbler is just going to not know just how fine to grind it, and have his arms get tired sooner.
Admittedly, even
with all those changes, that's still not an economy. But at least it's division of labor, which is a start.