Firstly, thanks for the kind replies.
Could you expand on this a little? The idea is interesting, but I don't quite understand your argument behind it. I totally agree with a few of the themes- IE, when you first set out, plain SURVIVING should be tough- but once you get going to 30+ dwarves, I think there are better solutions for what you're saying- again, assuming I understand your arguments, which I don't.
My main argument is that it's stupid that dwarves only walk 127 squares a day if they walk non-stop. Even if a square can hold a dragon, I seriously doubt that that is even near correct. In adventure mode, for example, the day is seven times longer. You can hunt sasquatches in the morning, butcher them at noon, then head back to town to get +large bronze breastplate+ in the afternoon. And that's just the daytime. In fortress mode, if a dwarf tries to do so, he would take three days (day + night, though night doesn't exist). If all dwarves were in adventure mode, then all the problems I outlined would be solved.
I think that you shouldn't receive any immigrants until spring, because who would set off for this crazy outpost, whose inhabitants are probably dead, until you get word from the fall caravan that they're doing well? What's more, you're not going to walk half the world in the middle of winter, so it makes sense for no migrants to arrive until Spring, year 1052 (or whenever the hell you stopped worldgen.) I realize this might raise a lot of other issues, especially if you set out with a project in mind, but the first few years could be a lot more interesting.
The first year is already exciting, at least for me. It's really the only time you set up farming, basic housing, basic workshops, and everything that needs to start from scratch. This suggestion should make you able to do more the first year, but also needing to spend more time caring about supplies.
Farms need to be nerfed, with this I agree. The 10x10 plot you made with your starting seven will keep you up to your waist in helmets for a good decade. I don't know what the best fix for this would be- longer days, make dwarves eat more, whatever you would do would create balance issues elsewhere. I don't have all the answers, which is why it's a suggestion forum and not a suggestion hotline.
Heh, balence. The only downside to complexity in DF is balence. I don't think DF will ever be in a state of "balence". But, yeah. I see what you mean. Basically, my point is to keep the dwarves eating at the same pace. Because all actions still take the same number of frames, they can still walk the same amount squares before they get hungry. This ways, it reduces the amount of "unbalence" caused.
To your third point- I think that's more a consequence of the UI than anything. On the one hand, it's possible to get your fortress pretty close to autonomous, and then just deal with the invading griblies, but on the other hand, if swarms of monsters were banging on your front door, you wouldn't be able to focus on much then either. Even if you were perfectly safe.
One of the main annoyences in DF for me is strangely not accessibility, but interuptions. I don't mean damp stone ones (those can be turned off), I mean caravans, immigrants, sieges, etc. When my dwarves are digging the magma channel, I don't want to be dealing with gobbos or moving stuff or changing jobs, I want to focus on the more important task. Yes, I know I can pause the game, but it interupts me. I forget I need to pull a lever I'm supposed to pull to stop the magma immediately, and the dwarf burns. I really think more "quiet time" helps.
Finally, what do you mean by not being able to prepare for caravans? I've never had a trading problem "make rock mugs on repeat" didn't fix.
It's usually not much, but when the humans have a lot of valuable stuff, my mugs are gone for the dwarves. I guess it's because I'm close to my civ but quite far from the others, but it's still annoying when you can't buy anything.
First, some facts. Dwarves act once every 10 frames, not 11, on average, although having a more continuous agility rating with randomized starting points changes that some. Also, hours are 50 frames long and hence, days are 1200 frames long (120 dwarven actions). Judging by the units used in most of the raws, very little that is even very long term is measured in "days". Plump helmets have a growing time (GROW_DUR) of 300, which is 25 days. (This appears to work off a counter that is incrimented until it hits the GROW_DUR value, and this counter is only checked every 100 frames. 25 days * 1200 frames per day = 30,000 frames.)
Yes, I know that. I mean some should be measured in days, and some not. Sorry, I thought it was 1400 for some reason. Also, from my testing, it is 11 squares per move for dwarves (I preformed such testing for a bug report), but that doesn't matter. It would be nice if GROW_DUR was measured in hours, because crops are supposed to change with the season, for purposes of this suggestion.
Second, Toady has stated that he doesn't really want dwarves "eating more often". Of course, if you just double the length of the year, and make them eat 1.5 times as much, they're technically eating less often, but whatever.
The point is to make the dwarves
not eat more often. They just move/do work/etc more per day.
Fourth, things like immigrants are currently best handled by simply pausing the game (since it's mostly about looking through data charts to figure out what you want to do with them), making game speed irrelevant. Likewise, I routinely pause in the middle of seiges to handle more pressing issues, like allocating how wood is being used.
I know, it was just annoying when I lost a dwarf to forgetting to pull the lever.
Ultimately, it boils down to this, according to my analysis:
Pros - dwarves will now spend more time doing things in workshops, and since it means more time is spent in the workshop relative to running around from stockpile to workshop to stockpile, the most relevant stat for how fast tasks are completed will shift more towards a dwarf's skill than simple stockpile pathing efficiency.
Cons - The game will just plain go slower. Forts already die of boredom or impatience (or FPS drop, which is essentially the same thing) more than any other cause.
Well, my idea was to not increase workshop time (in frames), but I guess you could measure in 1/50 hours...
Also, FPS is supposed to stay the same, even increase (less calculation of caravan/immigrant/farming). Just events that are seasonal in RL remain seasonal.
Honestly, as a general rule, I'm not much on "tweak one specific harcoded variable" suggestions (because then there's always people who think that it should be "3", no "5", no five is just stupid, you obviously need "10"!), but I can see the reasoning behind this.
Phht. Make it NOT hardcoded! An init option could work wonders:
[FRAMES_PER_DAY:1200]
How it would work? Keep a variable called framesleft, whatever. Decrement that per frame. When 0, new day. framesleft is set to the init option.