Hi!
I criticize DF for the lack of intelligence in dwarfs. I would rather call them ants, because their behavior is not really much more complex then one of ants.
I would recommend adding some AI. Logical programming, goal-based planning, neural networks, etc... - I'm sure game author knows all these strange words (although I still do recommend a nice book about all this: [1]). They might free player from lots of mechanical boring tasks.
I would rather tell "Ok, dwarfs! I want walls here and huge cave channelled there", which would imply followings:
** get the stones somewhere, if you lack them
** butchering and tanning tasks still has more priority
** when channelling don't fall with cave-ins
** when building wall, make sure you don't isolate yourselves (since I still need you for other tasks, like butchering)
** if the path lays through territory where you saw goblins and other beasts, please try to avoid these dangerous territories
** maybe even make temporary stockpile for food and alcohol somewhere near workplaces
** etc
The dwarfs manager (noble?) would propose me plans to solve my given task - I approve it, or reject feeding him back info about what I disliked...
I understand, that computational resource for dwarf behavior is a subject of serious economy; however intelligent decisions are relatively rare comparing to nonintelligent ones - so, this wouldn't make game much slower...
In fact the space for application of AI in this game is pretty big. And I really hope it will be applied. In any case I'm really enjoying the game and respect author's efforts and wish all the best to your Art, Toady!
Well... the creative community of the project is also great!
[1] Stuart J. Russel, Peter Norvig - "
Artificial Intelligence: A Modern Approach", Prentice-Hall inc., 1995.