Hi!
Another new player here who has just gotten to the point where the first nobles arrive (yeah, while I love simulation/strategy games, I am not really good at them; A great fan of SimCity, but always end up bankrupt (^_^;; ).
Because of that, my main experience is with the early game and getting the dwarves settled in.
Actually, the AI does not really pose such a major threat for the early phase of the game, even for beginning players. Of course, you need to heed the advice to deactivate hunting (currently more of designate for destruction), but besides that, things are not that bad.
As for getting over the first winters, the only thing you really need is a trade post and the availability of trade caravans. Have one or two craftdwarves continuously build crafts of whatever is available (especially bones/shells, but also rock) and you usually have enough trade goods to buy enough food from the dwarven caravan to get over the winter (at least during early play). Thus, rushing for the underground river is not really necessary.
If there is something in the AI or rather task handling that hinders newbies, it is workshop robbing. When you have a butcher and a hunter, I repeatedly get this annoying pattern:
- Hunter returns kill and puts it at the butcher workshop.
- A dwarf walks into the butcher workshop, gets the animal corpse and dumps it into the refuse pile
- Another dwarf (or sometimes even the same dwarf) gets the animal corpse from the refuse pile, drags it to the butcher and starts butchering.
- Before long, however, that dwarf disrupts the job in order to sleep or drink.
- Another dwarf walks over to the butcher, gets the animal corpse and dumps it into the refuse pile.
Thanks to a constant repetition of that pattern, I have seen more than one deer corpse rot away unused. Things like that are really damaging for beginning outposts as they usually don't have that much ressources to spare. Thus, I would really love to see items protected once they are being worked on in a workshop.
Nowadays, I have been able to provide enough food for my dwarves, but in the very first attempts, there were often vermin-eating phases which regularly turned catastrophic. The most frustrating thing were all the announcments "x cancels hunting in order to hunt vermin for food", "x cancels fishing in order to hunt vermin for food", "x cancels preparing meal in order to hunt vermin for food"... There was a point where the vermin hunting paralyzed the entire fortress. I had enough food stores provided I could get a dwarf to finish a prepare meal job before going back to rat hunting. In my opinion, that is something that can really frustrate a new player.
I agree that having your jeweller prefer to encrust flood gates rather than statues with jewelry is kind of annoying - unless you think flood gates make good furniture for your nobles' bed rooms...
I have just dabbled into the adventure mode, but I already noticed one thing that I personally think has more potential: Asking about surroundings. At the moment, it seems that you can get the same information, regardless of who you ask in a given village. This makes peasants rather meaningless since you can easily get all information you want just from the merchants and mayors you have to talk to about other business as well.
Personally, I think it would be a great feature if all villagers had an internal profile similar to that of the dwarves with likes and dislikes. However, that profile would be hidden from the player and would be used to choose which information the NPC could provide. For instance, if you had a forest-loving peasant, he could tell you about the wooded hills and the forest nearby, but would not talk about the dunes to the North. Or if we had a merchant who was a fan of the elves, she could tell you about the history of nearby elven settlement. And if you have the male supremacist, he may tell you about male heroes but somehow fail to mention that there also had been female adventurers reaching great heights.
With such a diversification based on easily identified topic characteristics, talking to different NPCs would become more interesting again in my opinion.
Deathworks