Okay, the test fort is almost ready to go. I'm just going to run the procedure by the rest of you to see if there's anything I should change.
I have the various farm plots set up and I've used DFHack to give a single dwarf max skill in planting. This dwarf will be the only one interacting with the farm plots, including harvesting. I'm doing this because farm plot output is what I'm interested in, so any differences will be amplified by having such a skilled dwarf working them. Fastdwarf is also enabled, which basically means teleportation and insane work speed. This is to ensure a high turnover rate of crops. More data is better.
When the season is about to change, I'll make a save to revert to for every test run so that the dwarf is in roughly the same mental state for every run. I'll have them farm each plot for a season and leave it fallow the next, then tally the crop results after the last bunch has been harvested, taking note of number of stacks and stack sizes. Just for kicks I'll do runs with and without fertilizer.
There will be eight plots in total. Two for each cavern layer and two for the layers near the surface. Each cavern layer will have a plot made up of natural cavern soil and a plot made up of mined out and irrigated stone on the same z-level. The surface layer will include normal soil and a layer of irrigated stone. This is just to check if there's any advantage to farming in the lower and more dangerous levels.
Once all the tests have been done with plump helmets, each plot will be exposed to the sun and the process will be repeated with grapes, just to see if the cavern soil bonus applies to surface crops.
Sound good to everyone? Anything about the procedure that needs editing?