I really enjoy the premise and depth of this game and even more just the learning experience... but...
After you get your head around the mechanics, is there anything remotely challenging about the game itself (aside from user-created challenges/mega constructions/wastes of time)? From playing DF, I gather that it is essentially simAnt*Rogue in a persistent world. Roguelikes are a lot of fun because thr difficulty risk of dying typically increases proportionally with time spent playing. Roguelikes basically test your patience to advance to more challenging areas. If you set out in difficult places too early, you get deaded without any chance of reloading. with such a great deal riding on the life of your character, there is a certain intimacy and realism in how you play the game- it is first and foremost a question of survival. Dwarf Fortress manages to make a similar impression at first glance, but... I think I've found the game to be a little too ridiculously easy.
I'm a complete DF noob, so I think it's important to outline where my point of view is coming from.
With there being no clear objective, the only substantive measure of score is 'created wealth,' which ends up being porportional to population and the degree to which immigrants are attracted. In this sense, maximizing immigration as quickly as possible also makes the game as challenging as possible as quickly as possible (as your created wealth also attracts goblins/kobolds etc). As a result, Created Wealth/time is ultimately the best way to measure how effective your fortress is running. With this in mind, I set about creating the fastest and most efficient 'created wealth' team I could possibly manage. I took a High Savage/Evil zone over an obsidian biome because I thought it would be more challenging...
Stonecrafter/Appraiser
Carpenter/Book Keeper
Miner/Thresher
Miner/Engraver
Grower/Brewer
Grower/Cook
Herbalist/Wood Cutter/Axedwarf
I think starting with an anvil is an absolute waste (despite the fact that your wood cutter's axe only costs 30p if you do), so I'll just say that I brought 2 picks, 1 axe, lots of meat, 3 cows, 6 war dogs, a cat, and lots of seeds and your typical 30 food/60 drink- also quite a few extra bags.
My carpenter is full-time making barrels, bins, beds, tables, doors and thrones (in this sense a mason in the beginning is pointless unless you've got obsidian).
I have a stonecrafter making crafts 24/7 from the excess stone that my miners are producing.
I mine out 4 4x4 plots for farming and set them all to different things. I also mine out dormitories (a room/office/dining room for every dwarf) and a mess hall/barracks. My farms are directly over my food stockpile/kitchen/still/mill/farmer's workshop/clothier/dyer, which is directly over another food stockpile with butcher/tanner/cows (obviously not all this stuff is doing work yet).
My war dogs on the axedwarf/wood cutter ensures that I am never bothered by early skeletons.
So my farmers are focusing on sweet pod and quarry bush. The idea is quite simple, A gathered whip vine + Dwarven Syrup + a stack of quarry leaves + Meat (q3) = a ridiculous amount of created wealth. Syrup pads the value, quarry leaves increase stack, q3 meats are inexpensive from the beginning and yield lots of end value, and whip vines are fairly common and more valuable than most plants. If you ever hit this roast on a 'masterpiece' level the stack is easily worth 7k created wealth. When you have a cook doing nothing but making lavish meals where most of your ingredients are limited to syrup and leaves, your created wealth explodes. Your dwarves are also treated to some pretty awesome meals.
Stone Crafter and Carpenter supplement this by producing lots of trade product and infrastructure to make people happy. Your miners are making large apartments, the stone of which fuels your stone crafter. It all just works out TOO nicely. I think Stone Crafting is bugged, in that my stone crafter makes more than several masterpieces a minute...
So you can easily generate over 100k wealth in the first year with 7 dwarves, I imagine if you drop the stonecrafter and extra miner, you could just do 4 dual-class growers (cook, brewer, thresher, herbalist) and lots of farms and your wealth would just explode... regardless, by the time the dwarven caravan came, I could buy just about everything they had (although I didn't need anything, just wanted to up my export/import wealths) + I could donate all my remaining stone crafts to ensure happy relations. After my stone stockpile is oversized, I can stop mining and start smoothing my interiors to make everything look nice.
I then expand into more housing projects for the expected immigrants (designing up to 24 rooms + current population). At this point, the ONLY micromanaging I have to do is mining/engraving designations and furniture insallations. My carpenter needs a few varying jobs tasked, but my food industry requires absolutely no management (with the exception of disabling the automated kitchen so that clutter is removed).
My first wave of immigrants, using this method, typically jumps me up to 25-30 population.
Clothing industry begins. Clothing is pretty ridiculous in that it involves 3 levels of quality improvement. The weaver, dyer, and clothier all add to quality, so it's no surprise that clothes become very valuable (and also make your people happy). Your bag needs are met, you can now have above ground farming, butching/tanning, masonry (statues!), extra wood cutters and strip mining for ores/gems.
Metal industry also takes off, with 2 24/7 wood burners, 1 24/7 smelter, and a blacksmith. From here you can also start making ash for potash to further increase the ridiculousness of your farms. Essentially, metal is only useful for making weapons/armor for your military and is somewhat pointless as an export (unless it is a non-military metal, in which case- detailing ftw), so melting down weapons after they're made is a pretty easy way to recycle low-quality equipment and up the skill level.
It's also typically no trouble to be buying out everything from each trade caravan while giving them 100%+ profits (easily doable in the second year).
The second immigration wave unlocks fishing, bone carving, hunting, gems and the remaining petty crafts. Getting an army of masons for stone blocks and constructions as well as extra smoothers can really streamline future projects, your army is also pretty huge by now (though it isn't like it has to do anything with how lazy goblins are). 2-3 artifacts have already been made and sit in the meeting hall, your happiness is unrivaled, your military is huge, your created wealth is growing exponentially with population, you welcome nobles because they actually give you something to do...
...and now it's boring (after about 12 hours of total play), with nothing to do except double up peasants into mining, wood cutting, block making and eventually crafts. The survivalistic appeal of the rogue-like is lost. It just seems like there are no possible negative repercussions for any decision that you make, only the possibility of making a bad decision with respect to the opportunity cost. The tediousness of managing everything in the first 2 seasons is a very very HIGH learning curve but also very SHORT. Afterwards any challenging aspects of the game are nonexistent. Random encounters early on only add to the tediousness a little bit and don't actually make the game more difficult.
Understandably, the game is an alpha. The military aspect of the game is set to be evolved into something more intuitive and global, which I'm looking forward to, but... I'm still a bit concerned about this issue of reaching boredom in such a short time. I've played rogue-likes where I have felt an aversion just to opening the game (IVAN), the possibility of losing a high level character can be something that you almost don't even want to face.
I feel that Dwarf Fortress lacks the progressive difficulty that you may typically find in a rogue-like. I do look forward to further versions with a greater complexity of military and diplomacy options (it'd be neat if you had to send out emissaries, build protective pacts, prevent goblins from taking over the world, and then take over the world yourself- enslaving other civilizations, putting down rebellions...) as well as a greater need* for military to begin with.
*I found that, given certain conditions, having any military is almost pointless. Pumping water up to the top of a mountain from a brook, then out to flood the roof of the mountain up over the edge into your valley floor is quite amusing...
Anyhow, this is kind of a rant... After the learning the curve, I was very disappointed, but am greatly looking forward to future installments.
I really just want to know if my first impressions are accurate or not. Can the game eventually become more challenging? Or is it plagued by montonous redundancy? I can see that being resolved in the future with more advanced military/diplomacy options, but with what we ahve now, how far on/off am I?