I honestly didn't bother reading 8 pages of this but I'll just throw the way I think DF should be and a few suggestions. As I see it, DF was written with these things in mind, and to appeal to it's current fanbase should adhere to principles like these:
- DF is intended to be immersive, but the game's rich and complex decision making and creative problem solving based game play is much more important. If Toady only released "legends" or somehow made the dwarves act on their own without building walls around themselves and starving to death the game would undoubtedly have a much smaller, and very different fanbase than it has now.
- Doing the same thing every time you start your fortress is repetitive and from what I've heard Toady is quite averse to repetitiveness. But don't take my word for it, you need only look at the massive procedurally generated worlds and histories, the incredibly diverse wildlife/biomes/rocks/minerals, and of course the seemingly infinite possibilities for what you can DO.
- No pointless micromanaging. All items should have a use, there should be no pointless transition stages for objects, this increases the work unnecessarily. Things like this are "filler" and don't add in any way to the game's work/reward complex. There is always a much more interesting and entertaining way to do things.
Now, I'll talk about what I think the problem with farming is. The main issue seems to be that it's not challenging enough, not enough work and too much reward. A game that simply states how fabulously wealthy and successful you are would not be fun, as odd as it may sometimes seem this is the way it is. Farms produce far too much food and don't require enough of the problem solving that makes the game so fun. They're simplistic food factories. As far as anyone can tell, the dwarves poke the seeds in, go to sleep and make a wish, and the next wake period there's a bounty of flawlessly healthy, exquisite mushrooms growing by the dozens regardless of the hordes of vermin or the terrible plant diseases or the inhospitable soil, which should be rock hard and sucked dry of nutrition the way dwarves currently farm.
I don't really feel that bigger plots are the way to go about this. Why? For one, it's filler, there's more interesting ways this could be solved. All this is is more hauling and assigning more farmers instead of assigning them to something more interesting. I don't exactly like the idea of having 20 farmers in my 100 dwarf fortress. DF is all about problem solving. This is too much work, not enough reward. Farming is now exactly the opposite of the current problem and now it's somehow worse. Also, DF does NOT have to adhere to reality. In fact, DF is so awesome it defies the concept of fixed amounts of space! You can fit 55 cows in a hallway without even knowing how wide it is! A water level of 7/7 which fully takes up a tile has been compared to the height of a dwarf (supposedly 4 feet or so I believe), which of course is much smaller than us humans. Yet, mountains might be 100 z-levels high at most, making The Incredible Mountain of Extreme Height only 400 feet. If DF adhered to the concept of fixed space, that mountain's worth of stone inside that tiny tile (come on, I'm not the only one who uses it) would probably start fusing if it could.
Anyway, I suggested earlier that the quality of soil could be based purely on ratings and modifiers. Different soils would have an overall quality rating. Certain plants in particular might not grow very well, or might thrive, in certain soils and there could be an additive modifier to reflect this. Also, fertilizer could increase the soil's base quality, depending on the fertilizer's quality. A multiplicative modifier based on soil moisture could be implemented by representing soil moisture as the most water that recently occupied the tile, from 0.0 to 7.0. The moisture modifier would multiply (base_soil_quality + good_or_bad_soil_for_plant + fertilizer_value) by the soil moisture. Moisture would be depleted by your crops, drainage, and evaporation. Any amount of moisture above 1.0 is excess and is counted as 1.0. It would be safe to have a moisture of 2.0 with no detrimental effects and you wouldn't have to irrigate them as much this way, but beyond 2.0 the moisture value is subtracted from [(base_soil_quality + good_or_bad_soil_for_plant + fertilizer_value) * moisture_value]. If the crops are submerged in 3 depth water (not 3.0 moisture) for, say, 2-3 minutes at 100 FPS your entire harvest will be ruined.
The final value could be how many crops will grow in the tile. If the final number is a decimal, the tenths place would represent the chance that an extra crop will appear. A value of 3.3 for example means that you will always get 3 crops, and you have an approximately 1 in 3 chance of getting an extra one. Here's the final problem.
[(base_soil_quality + good_or_bad_soil_for_plant + fertilizer_value) * moisture_value]
Here's the possible fertilizer values. Different fertilizers could be obtained in different ways and be more or less effective than potash.
Shoddy:0.06
Well-crafted:0.12
Finely-crafted:0.25
Superior quality:0.5
Exceptional:1
Masterful:2
Here's some standard soil base quality ratings. Some are negative or zero, which means you cannot farm in them without fertilizer.
-2: completely unusable for farming, period
-1: dismal soil, completely impractical to use for farming, you'd probably be better off with another food source
0: bleak soil, incredibly difficult to grow crops in
1: harsh soil
2: poor soil
3: average soil
4:rich soil
Here's some overall examples.
I'm planting in poor(2, sand?) soil with exceptional(1) fertilizer. The water is getting low at 0.7. I'll only get a meager 2.1 crops for each tile, which is reasonable.
I'm planting in rich(4, loam?) soil with masterful(2) fertilizer. A plumbing accident has flooded the area in 4 depth water. Luckily it was drained before the entire harvest was ruined. I'll get a good 4 crops per tile.
I'm planting in dismal(-1, eeeviiiillll soil) soil. I'm using masterful(2) fertilizer. The moisture is good at 1.3. I will get one crop per tile.
So what do you think about this method?