I believe you misunderstood my notion of 'discreet' nutritional value. It is in fact analogous to portion size.
No, I got it, and it would still be an improvement over portion size. I think we're on the same page. I just meant that, it would be possible to go even further, and have different types of nutrition provided by different foodsources. That on top of monetary value, quality level, and the different happy thoughts a dwarf gets dependent on their specific food preferences.
If this process takes three months, the dwarf is 'on schedual', even if no actual schedual exists but rather a series of checks to an internal hunger clock.
I somehow had got the idea that you were talking about meals per actual-in-game day
But yeah, and the numbers can be tweaked here to better fit gameplay - which could well mean giving food larger nutrition values and dwarves larger hunger values (just as the creature sizes have been inflated for the next version) - thus giving some complexity to the system, and allowing for actual variance between a three-seed-biscuit and a giant-cave-swallow-roast.
not only do wild animals not sneak up and eat your crops, or a sudden drought cause the entire harvest to be lost, but goblins do not pop out of the earth surrounding your fields and kill your farmers. This is why cave farms are especially good in siege situations; perfect saftey.
I agree with the general sentiment about subterranean farms. I should note though that in current gameplay terms, it's really really easy to make an enormous, completely secure
aboveground farm: just channel out the top soil layer and pave over it with stone, thus making it part of your fortress and effectively an underground farm. It would be easy to make above-ground farms require the [outside] tag, not just the [light] one, but then greenhouses paved over with glass blocks - which
should work - wouldn't.
@ Impaler[WrG] and Joakim - Yes, something like a fixed draining value for the type of soil (sand vs peat, as you say) would be just as effective. Now that I think about it, I can't actually think of a reason why you'd have to alter the specific drainage value of a tile, because all you can really do to terrain is make it muddy or burn it.
@ Aquillion - I appreciate the FPS problem, because my computer is rubbish. I personally agree that "desire to increase the space required for farming is pointless", or at least fairly pointless.
I've pointed out that simply requiring extra space isn't going to cut it, because you could boost the plot-per-dwarf ratio a literal
hundredfold and still feed your fortress by mining out a single soil layer on a 2-by-2 map. (That's the tiny embark area you're talking about).
Basically, you said that the only solutions fell into FPS-busting, micromanagement, or raising the difficulty curve . This almost matches up to how I initially categorised solutions: extra work for dwarves, extra regular work for the player, or extra work to get farming set up.
However, differences: I don't agree that a greater dwarfpower requirement equates to a FPS hit. It equates to more difficult farming, because,
with the same number of dwarves, you have to assign more of them to farming. i.e. you have to make do with less.
Also, seriously, even a gigantic increase in the required farm area per dwarf would only give a negligible FPS hit. Even if it was an issue, it would just make farming harder in that it would encourage aboveground farming, or more streamlined fortress design to compensate.
Also, you didn't consider the reduced-yield-unless-player-works-on-farms, e.g. composting (the optional-micromanagement scenario). Or the idea that farming can be made more difficult through soil depletion or what-have-you which doesn't affect the learning curve because it only sets in for older fortresses. Or the possibility that people who don't want to be more involved in their farms might have to supplement their food sources with one of the many other ones already available in the game.
Edit: ninja'd by Joakim's calculations.