Not having farming will murder a fortress if you don't do it (or more likely, don't figure it out), having it means feeding dwarves is a piece of cake. A couple of good military dwarves will eviscerate almost all opponents (that's getting much better with the HFS and the forgotten beasts - but still nothing can defeat the mighty constructed wall.)
...
With the farming revamp, what I'm worried will happen is not that the game will be more challenging to experienced players, but that farming becomes automatic and irrelevant after a lot more work - and all that work will be necessary to get any food out of farming. I don't want it to just mandate a long wiki cross-referencing session where you compare the alkalinity and moisture of soil to plant the best crops, then you forget about farming entirely (because that only raises the thin line between annihilation and irrelevancy). Nor do I want to constantly micromanage seasonal crop rotation, because it's boring, easy to forget and screw up your whole food industry, and almost certainly not what the player wants to do in a fantasy world.
Well, being as you're setting up everything I could possibly say as either being "more micromangament" or "more automation", and BOTH are always bad, and we're only talking about this in the most utter abstract, tell me, Kilo, how, exactly, am I supposed to satisfy these mutually exclusive goals, especially when we're not even talking about the nuance or details, but just pure Gaming Philosophy?
Can you still make farming more complex and yet not either a constant micromanagement nightmare or just another roadblock to a new person and another wiki-dive for an experienced one? Yes. Suppose that a race of snail-men invade, and their acidic trails screw with the soil composition which kills off the crops that they walked over; but that also lets you import acid-loving plants and grow them too. Suppose that the sea gods get annoyed with you and send a tidal wave that, in addition to the obvious effects, leaves a lot of salt on the ground that screws with the plants you can grow. Or have the invading goblins who can't find a way into your fortress get frustrated and start salting the ground and the water supply you use to water your plants. These things are unlikely to happen to a new player yet bring new challenges to an experienced one - that's the best kind of challenge I can think of. Forcing you to do the same thing the same way for each fort isn't fun.
And here we go, the rare actual suggestion, which happens to be something already in the suggestion, but since people only talk about it in the abstract, they don't realize it.
I have done my best to try to create situations like this - mainly through the use of pests. Although perhaps a little unrealistic, pests are the best means of introducing some dynamic threat to your crops, and as such, the more I've gone over the system, the more I've elevated their place as a threat to farming. Pests are more attracted to your fields the larger they become, and specific crop-targeting pests are attracted by having the same crops planted continuously. The more you attract, the more overwhelmingly numerous they become. Insect pests can be killed directly, if not nearly fast enough when they become numerous, but pests that are diseases or fungal parasites are far more difficult to combat once they take hold, except by simply cycling out of those crops for a few years (keeping the seeds in storage) to wait until those specialized diseases effectively starve out after not having their prey available to them. Potentially, we could have cultured fungi that act as special fungicide. We could also have plants that act as natural repellants of certain pests.
This is all in the actual Improved Farming thread. (I actually did another post on pests just yesterday.) This has already been discussed by people who were interested in the subject and talking on the thread, as has most of the other fears people keep bringing up in this thread or others when farming comes up. It's not like I just pulled this completely out of my rear to hoist upon people, there have been discussions of what the system should use to be neither micromanagement nor routine and fully automated.
I know that you, kilo24, are certainly capable of thoughtful discussion, and I would really welcome it if you would join the actual discussion, but when Improved Farming keeps getting dragged out into these arguments about abstract concepts about what Improved Farming will entail, it always involves arguments against things Improved Farming isn't, and people wishing Improved Farming were changed more towards becoming what it already is.
The current round pretty much starts here:
http://www.bay12forums.com/smf/index.php?topic=22015.450;start=%1$d
Ad Farming:
My idea of farming in Dwarf Fortress is:
- I designate an area of land as a farmplot
- I choose farmers and tell them: "Farm!"
- It works!
Anything more complicated is just bad design.
Actually, no, THIS is bad design.
What's the point in even having dwarves eat or drink at all if you want all your food handed to you without effort? As Askot said, wouldn't this mean that it would be better still to just put [no_eat] and [no_drink], since in that way, you don't need the "bad design" of making people make a farm in the first place? Why even bother with the "bad design" of having to look for metals or chop down trees, either, when you can just set up reactions that give you adamantine versions of everything you could ever want generated from nothing?
I've spent the past week or so with people coming up with every way they possibly could to mischaracterize the Farming system, and any time you ask someone to come up with something they WOULD like, it always comes up as either exactly what the suggestion already is (Oh, and hey, for that whole "let the game tell you when it's good to plant what?" is the Farm Overseer position), or it's some variation "Don't do anything, change is bad! I hate having anything new, because then I'd have to learn something! Don't improve anything in the game!"
I'm getting just a little annoyed with it, to say the least. For the past month, I've more or less wound up hijacking the whole Improved Farming thread because nobody but Draco18s, a small number of people who made one to three posts with useful suggestions, and myself were really willing to put in some input. Now, everything we've done to try to make the system realistic, automated, and as flexible and exciting as we could is being hit with random potshots from the peanut gallery by people who don't even bother to understand the concept, attacks based on "not being Civilization" or based on it actually being realistic or based upon the notion that - God forbid - it won't be a total mockery of the notion that it actually takes some measure of skill to play this game. Nobody who has made these complaints has come up with any serious way of improving the suggestion, and only one of them has even bothered to post ON the suggestion thread itself.