That great, but I already know this, sorry. Maybe instead of 5 tips of, "get food", more like, "to build a succesful food supply..."
"Success" is a funny term to use when discussing DF, but I'll take a stab at it. A single high-quality lavish prepared meal stack made with Quarry Bush Leaves or flour can often be exchanged for most of an early caravan's trade goods. QBLs also stretch your food supply like no other crop, leaving plenty of high-value meals for your dorfs to nosh on while they admire the carvings in your dining hall.
To get that meal made, though, you need to plant seeds, harvest pig tails and quarry bushes, process pig tails to thread (haul it) to cloth (haul it) to bags (haul them), haul the pig tail seeds, process quarry bushes to leaves, haul the rock nuts, cook the QBLs, haul the empty bag to a stockpile, and haul the meal to its stockpile. Fifteen jobs, all varying in who can do them and how much quality impacts the final product. An
efficient agriculture layout can make this process much faster. Since the crops grow in a predictable place (your fields) you have the luxury of developing a food industry layout that is optimized from the moment the seeds are planted. Try to plan the layout so that the shortest hauling trips are allocated to the most skilled dwarves, whose time you would rather see spent in other ways. Planting seeds and processing the harvested plants requires a minor hauling job at the beginning of each job, so it pays to keep those distances small.
Consider this crop rotation:
- Dimple Cups in winter, for dye
- Quarry Bushes in spring, for food
- Pig Tails in summer, for thread
- Cave Wheat in fall, for booze and flour
In the first year you might want to grow Plump Helmets in spring (or send all of your non-miners out to gather plants), since you won't have bags yet. Place a single very large (11x11 works, but larger is okay) "harvest" stockpile near the farm plot, and surround it with workshops and stockpiles that you'll need: Farmer's Workshop, Loom, Clothier's Workshop, Dyer's Workshop, Quern or Millstone. Don't forget a large stockpile for low-quality cloth bags (your high-quality bags can be sold off as trade goods or placed in rooms as containers!), and place the low-quality bag stockpile near the Farmer's Workshop to speed up production of Quarry Bush Leaves, and also near the Quern to speed up flour and dye production. Each of the workshops should have a small stockpile either above, below, or surrounding it that will accept that workshop's primary input -- the input is the item that the skilled craftsdwarf must haul. I like to use 5x5 work areas with the 3x3 workshop centered in the middle, and a single tile of input storage ringing the facility. This also keeps me from worrying about where the workshop's blocked tiles are.
Your kitchen and brewery could be nearby. The kitchen should help the chef maximize the value of his time; that means short trips to grab high-value ingredients. The nearest ingredient stockpile to the kitchen should accept
only your highest-value foods:
- Any Cheeses
- Quarry Bush Leaves
- Any flour
- High-value creature byproducts
- Dwarven Syrup
- Dwarven Sugar
...and make sure that your KITCHEN menu specifies which of your crops you wish to cook or brew. The kitchen also shouldn't be too far from a stockpile that accepts prepared meals
only, no barrels (save 'em for booze, fish, and meat). One last note: to really make this setup go, you'll need a Proficient Grower (big stack sizes) and a Proficient Cook (high chance of masterwork prep) early on. Weaving, Clothesmaking, Milling, and Harvesting don't require any great skill but the first two will start you down the road to having a clothing industry. Dyeing is optional at this stage but a skilled dyer can also help rake in the dorfbucks.