The desire for fewer starting workshops probably derives from my playing style. I am quite new to this game, so if you want to tell me why my strategy is all wrong go ahead.
Show me where I said it was wrong. All I said is that I genuinely don't see the point.
How are these better than that, aside from serving multiple roles? And they're not even very good at that, since they work at reduced capacity. Before long you'd have lost whatever time you saved setting up multiple workshops to inefficiency caused by increased suceptability to clutter.
The clutter issue would not kick in early on in the game, nor would a skill/quality cap. Losing time to rearranging a workshop probably is a bad though.
In the first post you said "They would suffer worse from clutter." Clutter in regular workshops accrues very quickly if you're low on haulers and/or you're cranking out a lot of stuff. So basically you're suggestinga workshop with a wider range of buildable goods, but in exchange work is almost guarenteed to be done slower and what you DO make with it is going to be basic quality, even if the guy making it is legendary. Meanwhile, the proficient-level artisan is turning out moderate quality stuff at a dedicated workshop, and he's probably doing it faster.
PLEASE explain tol me how this is an improvement, because I'm not seeing it.
I'm sorry, I seriously don't see how these are in any way something beneficial to anybody. Is it more realistic to use them? Maybe, but more importantly, does it make the game more fun? Because I honestly can't see how it would.
At the start there are a variety of tasks that need to be done only once or twice. Often you don't realise you need a butchers shop until your hunter turns of on the doorstep with a hoary marmot carcass, which then proceeds to rot away and spread miasma all over while you wait for:
- a dwarf wiith the mining task to dig a space to dig a space to put the butchers
- a dwarf with the butchery job tagged to build the butcher's shop
- that same dwarf to stop drinking, eating, sleeping or doing something else irrelevant to get around to actually perform the task he built the butcher's shop to do
Then of course the meat and the hide rot away because you don't have your industry set up to deal with those.
Then turn off hunting until you get the capacity to make it worthwhile ( consisting of a butcher's shop and a tanner's shop, and just for the hell of it why don't you go ahead and turn butchery and tanning on for your hunter while you're at it if you insist of having him hunt?)