Telgim, I've noticed You took the liberty of ignoring my recommendations for setting labours for Indigo. Please, at the very least enable "Dye Cloth" on him. We have 200
Giraffe meat. This is a lot. Looks like Giraffes are a good source of meat and bones.
There is a big variety of
seeds, but most of them aren't being planted. There is an anomaly, tough. Seeds are supposed to cap at 200 per plant, but there are 350
Carrot seeds, so maybe start cooking them.
There are barely enough weapons. I'd make more
axes and
crossbows, so the military will upgrade to better quality.
There are 170 iron bolts, and not much else. Personally I'd use iron for other things, and make a lot of
wooden and bone bolts.
Ponies use
a lot of shoes.
There are not enough
backpacks. Every soldier needs one to carry food, so we should make about 20 more.
We are very short on
leather, we should order more from caravans.
We need more
wood! There were 880 normal and 375 conjured logs used for constructions so far. I propose another workshop to conjure wood, and more woodcrafter Unicorns. We are currently down to six logs of wood.
We have a surprisingly low number of
bins. Barrels are supplemented by stone pots, so that is OK.
Every soldier should have a
flask or
water skin. They are made in groups of 3, so five jobs to make them will suffice.
There are 34 Steel and 18 Glass Serrated disks. Glass is suitable for the cavern traps, because enemies there have no armour.
14 Honey bee
honeycombs need pressing, so get a press and a presser. Otherwise we won't be able to eat honey or drink mead.
We have a lot of
bones. They should be converted to
crossbow bolts.
Skulls should be made into totems for sale.
Hospital could use a
traction bench.
I wouldn't "melt a metal object" on anything but steel. Since this place has no magma workshops for RP reasons, the stranding factor on metal production is the lack of fuel. It takes 3 charcoal to make a steel bar, and only 1 for other metals from ore and even less for alloys. Smelting metal items produces only small fractions (0.1 to 0.6) of a metal bar, and is therefore very inficient. I suggest buying exotic alloys from caravans.
All in all, the amount of clutter except for various clothes is surprisingly low for such a mature fort.
EDIT: I wanted to post some screenshots from Stonesense or overseer, but failed. I looked over stuff instead, and noticed this:
I think You should wall off the well on the kitchen level before somepony opens the door and floods the fort.
Only less then half the rooms have their windows.
Some ponies drop clothes everywhere around their rooms. Give them one or two extra cabinets. Cabinets seem to hold 5 items each.
1-wide corridors in the mines force ponies to slow down when they try to go in opposite directions. consider upgrading to 2-wide.
Ah, so the mines are outside the walls, that's why invaders wander inside the mines. Well, at least if anything nasty comes up from the caverns, it will have to come through the main defenses, and the miners can often defend themselves. The downside is anypony inside the mines is screwed during sieges.
Consider giving the military more cloaks and hoods. Since there isn't much leather around, cloth will do.
I'd make the FB trap bigger. I'm rather surprised it worked at all. The siege engine needs to be farther away, otherwise Arableast will flee when he sees something. 20 tiles away from the fortification would be fine. Also, make the corridor longer and wider. Siege engines have 50 range for catapults, and 150 for balistas, IIRC.
You definitely want more bins. Bars of steel and charcoal are lying alone, which is a sure sign of lack of bins.
Is orchard workshop even doing anything? I haven't noticed any fruit tree products. Ah, I checked and there were no jobs available there, and trees seem unripe.
You might be able to get some exotic seed by designating the entire inside of the camp to gather plants. You have idlers and lots of ponies with herbalism enabled.
You have a lot of tame parasprites. It is a good thing, there is a 50 per species cap. Would it make sense to butcher them OR make them available for adoption?
I just noticed Your enclosed fishing pier with a bridge to it. I wouldn't even come up with the idea for something like that. I wonder if it will work, or just provide an easy way into the fort for fliers.
I'm surprised you make due with such small stockpiles, but it works. I normally need like 500+ tiles just for furniture. I'm amazed by the generally low amount of clutter, except for food.
Don't hesitate moving stockpiles and workshops around. As long as they aren't inside buildings that's pretty fast and easy.
Having roads everywhere is nice.
A tip about building things: Have a temporary stockpile with stone, blocks or wood (whichever you're using), and designating stuff to be built when the stockpile fills up. That way masons and carpenters only walk short distance to get their materials, and everypony with stone or wood hauling helps the construction. Just remove the stockpile when the building is ready.
I don't think we will be getting sieges or ambushes. Mm, Diamond dogs replace Kobolds. Maybe let them steal a few worthless items (have some finished goods stockpiles outside that only accept low quality crap and no bins for them to steal). supposedly Kobolds start sieging after they steal three items. Honey badgers seem to be like goblins, and should siege on their own.
You have surprisingly low trade. Only 10k bits in all these years. I normally trade more than that yearly.
There are a lot of idlers.
You may want to disable auto-collecting webs with o->W->w, but caverns are sealed off, so its OK either way.
Armour materials go like this: cloth < leather < wood < bone << copper, silver < iron, bronze < steel. bone artifact armour is better then leather, and just as light, so excellent for Partisan or one of his squad.
It would be nice to have a master list of Your updates, especially in the first post.
You mentioned not wanting to figure out Dwarf Therapist. Basic sorting and assigning labors in it has virtually no learning curve. Instructions:
0) Download and unzip DT in a directory.
This will work with 31.251) Run Dwarf Fortress, do whatever, then PAUSE THE GAME.
2) Run Dwarf Therapist. You may need to click 'Connect to DF' or 'Reload Dwarves'
3) View and assign labors.
4) Click 'Commit'.
5) Unpause DF and keep playing.
Once You get the hang of it, You probably will get hooked on this program, and will find playing without it harder.