Not a particularly descriptive thread title, but I've got a bit to say before I get into the question that wouldn't really go up there.
Okay, I'm working on a fortress that completely ignores metal. My army would consist entirely of leather armored marksdwarves with wooden crossbows and bone bolts. All trap components will be made of wood or glass and the only things I plan on using stone for are mechanisms and fire safe workshops. This whole plan will get me working on industries that I've previously ignored and shift my focus away from increasing fortress value solely with metal items. Purchasing pre-made metal items from caravans or on embark wouldn't be forbidden, but that should only be used for replacement picks if I get my miners killed. I would be using a map that contains sand, a river, and hopefully a volcano, but I'm waiting to start until marksdwarves get a little more refined.
My problems are a little vague but mainly consist of worries about the strength of glass weapons when compared to the hoards of enemies that will eventually come knocking on my door. I know that the usual 3-10x Steel or Bronze serrated disks make mincemeat out of whatever may walk up to the trap hallway, but I haven't been able to find anything in the raws that will allow me to compare the strength of the various glasses with metal. Thus the first question, does anyone know of a way to unearth that information or otherwise compare the two without insane amounts of effort?
Second, I'm also concerned about framerate. I've never had a fortress go past 100 dwarves or so simply because I always feel like I've been doing stupid things that reduce it to a third or less of normal. I understand that it's still playable like that, but I know that if I hadn't been as ignorant as I was when designing the fortress things would have been much faster. I think I've got the gist of it now and I'm going to attempt to set what I know out in a list, but if anyone else has tips or sees something incorrect then help would be greatly appreciated.
-Minimum numbers of pets, preferably caged or chained depending on need for meat. Cats are restricted to male only. (In that regard, what animal is best for bones/meat without the threat of adoption by Dwarves if there is one?)
-Wide (3+) passageways for regular travel
-As little flowing water as possible, including damming rivers when needed.
-Small embark size - Anything over 3x3 is too much, but as you get smaller it reduces your chances of finding enough trees.
-Wide open mining when you need to get more stone or stockpile space. However, the game should run faster if you could dig out less in the first place.
-Central staircase problems, perhaps ramps are better, but I really haven't gotten a firm picture of what the issues are. Could anyone offer advice here?
-Well-defined burrows keeping some citizens out of areas where they obviously will never need to go.
-Methods of cutting down on excess supplies and items from farming/brewing/glassmaking that end up creating piles of unneeded food/booze/furniture. (Atomsmashing? - Feels too wasteful)
And finally, if anyone has statements about the problems a fort ignoring metal might undergo, please feel free to help me along. At the moment I can only think of issues with mandates and moods that will sadly be solved through accidents.