Are you insane?
...words...
That is a ridiculous number.
Sometimes, and I agree. As for the tile unit thing: I know that there are no official measurements. I hope one day there will be. 5x5ft and 2x2m are just what I think they ought to be and I base my suggestions under the assumption that those would be the approximate possible areas of tiles. If you don't like it, that's cool! I just wanted to make a lowball estimate of required land if things are actually going to be realistic with farming. Anyway. Yes, 35000 = ridiculous. 60306 is even more ridiculous. But they are only ridiculous in the context of the current version of DF.
As I said before, the only way realistic farming with realistic land and labor requirements could ever be implemented is to have the ability to delegate the task of farming and have it automated in addition to other necessary things, like improved hauling, animal labor, control of outside lands, the military arc, and possibly the caravan arc. The last five things are stuff Toady is going to do anyway, so I think realistic farming can be done.
As for the farming automation system, here's a loose idea of what it could be like:
1. Designate dorfs to live outside of the immediate fortress area in an area that you control (what determines control is up to how Toady decides to do the land control thingy).
2. Set the dorfs to work the land for agriculture or animal husbandry or both.
3. Farm plots would automatically be designated at this time utilizing some sort of procedurally generated farm layout algorithm thing akin to how human settlements and stuff are set up during world gen.
4. The player could have the option of micromanaging it at any time while allowing the fort to run in the background.
Here is how I envision a game with my above suggestions:
I start my fort as normal except I might have food imported to my fort for the first few years until I get a military force ready to guard lands outside and/or underground of the immediate fort area. If I feel like it, I send some doods to scout the land out and make sure no baddies are there before sending some peasants (maybe 3 or so for a 48x48 tile area) with supplies and animals to work the land. I allow the dorfs to automatically do their thing. I just make sure to protect them from sieges or ambushes, maybe sending some soldiers on patrol over there. I could at some point choose to switch to farm micromanage mode (or something) and send some masons over there to build a small fortification for those patrols. I'd then switch back to my fort and continue playing and having Fun. Occasionally I'd send out supplies to the farmers if needed. Things like fertilizer, animals, tools and stuff might be requested every once in a while.
If I didn't want the headache of farming, I'd just import food through trade treaties or something and not worry about it.
The fort building would remain pretty much the same. No need to change Dwarf Fortress to Dwarf Farm. Is that a little more sane sounding?
Like cutting farm yield down by 25%. This could achieve the same goal.
If the goal is realistic farming, then no. My goal is realistic farming. If realistic farming is never implemented, I'd be fine with it being the way it is now forever. But I'd find it hard to justify (to me) such ridiculously unrealistic farming if other parts of the game are going to try to be realistic, such as the caravan arc, military arc, and kingdom/land control/whatever. That's just what I think. From what I gather from the planned developments of the game, I feel that Toady wants to make it so that conflicts and other events during world gen and in-game have more substantial causes and purposes (Procedurally generated wars! Think of that!). Control of resources IRL was the cause of many wars and is a big part of what war is about. Land is a resource. Land is used for farming among other economic activities, though farming and animal husbandry are probably the most land intensive. I would find the game more compelling and pleasing if such factors were taken into account, and implementing realistic farming would be in my opinion a step in the right direction if it is to be a fantasy world generator and simulator.