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DF Suggestions / Re: More reasonable food system (aka Down with prepared meals!)
« on: July 08, 2010, 01:10:07 pm »Additional costs to the system you propose:
1) You can't use prepared meals to buy out caravans or increase the value of your fortress. The meals will rot too quickly.
2) You can't use prepared meals to consolidate food stockpiles, since you can't save prepared food.
3) You can't take advantage of quality bonuses as easily. both because you have individual, non-specialist cooking, and because with the dangers involved in degradation, you can't put a single dwarf on just cooking duty.
Oh I see. All of these (perhaps except the last one) are what I hate about the current system, what feels weird and "unrealistic" to me and why I bothered to come up with a different solution in the first place
Buying out caravans by steaks and stews might seem like a benefit, I call it an "exploit". As for the second one, food would be stored before cooking instead of after cooking, but it would still be stored! The change is almost merely cosmetic and it shouldn't affect the size of your foodstocks in any significant way. If, as a second step, ingredients like vegetables or raw meat were made to rot even in barrels (they don't now), then we would get workshops to smoke/dry/salt/pickle them to preserve them indefinitelly. This might look as more micromanagement, but isn't, because these workshop would replace the current kitchen workshop and otherwise be almost the same. Instead of making roasts that last indefinitely, you'd make dried ham that lasts indefinitely. Not much of a change. The workshops could also be automated for less micromanagement.
But I do agree the end result might be that it would be a bit more difficult to keep large foodstocks - even if only because you had to build more workshops and divert some workforce to meat smoking or something. Again, this is what I call "gameplay" because the current system of having 2000 roasted steaks in a cellar sounds too much like an exploit. In medieval times, people were always on the verge of famine. I'm not saying to go this far (and this suggestion wouldn't even come close), but a bit more attention to food couldn't hurt.
Number three is very dependent on the actual implementantion, and whether we choose "individual cooking" or "communal cooking" or whatever. Dwarves right now use something like communal cooking. If they used my idea of communal cooking even in the new system, nothing in terms of bonuses would change. You seem to dislike the idea of "individual cooking" but please note this is only one of several proposed ways of implementation.
Hauling is the same as number three.
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My concern with prisoners/wounded isn't about cooking, which seems simple enough to me, but to your suggestion that dwarfs ought to require multiple units of food for a single meal. If you do that, you increase the risk of jobs being abandoned and dwarfs going hungry, which already happens very easily.
I'm not actually suggesting dwarves should eat more food units in a single meal. I was suggesting to limit the supply of food in fortress mode by dividing all food sources by 10. The end result: a single cow gives 1 to 2 meat and a single dwarf still eats 1 unit of food per meal.
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Anyway, thanks for your questions. I now see I must rewrite the OP to prevent misunderstandings like these.
By clicking "make set of leather clothing", you would get "make any leather headwear", "make any leather bodywear", "make any leather handwear", etc. All in one click! This is something I always wanted to have in the vanilla game and now it actually seems easy to do! I would set my clothier's workshop to make full sets on repeat and never care again!
(My fault, Phreak). But Rvlion seems to understand me 
How much easier would it be to switch to fortress mode, issue professions using the same system (v-p-l), quering a couple of jobs in workshops, drafting one guy to a military and setting him to guard the "farm burrow", then switching back to adventure mode. Now I can go kill an ettin and be sure the farm won't explode.