Quite ironic that you took nine paragraphs to say
What can I say? I'm passionate about game design and I have way too much time on my hands. So yeah. I can definitely be a long-winded asshole.

@Bertinator.
Also kohaku's posts are ment to be realistic to the point of killing your computer, this isn't really a problem. These ideas are so long term that they require new hardware to be invented. Judging on the current projection for dwarf fortress 1.0's release date, we should have plenty of new hardware.
Except that Dwarf Fortress's demands for CPU power for every other element of the game will also be rising constantly, and much faster. There's also only so much effort Toady can put in. It's not just about improving farming in Dwarf Fortress. It's improving farming but leaving time for everything else.
I don't think you understand. Your sugestion doesn't make farming a constant factor, just a much more annoying task that must be completed before continuing the fort.
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PS. Trying to be as nice as possible here, you state distain for complex ideas In favor for shorter ones. Quite ironic that you took nine paragraphs to say "hey instead of adding all these compex, intriguing ideas, lets change how long it takes for crops to grow."
It's not that complexity is bad.
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Well, actually, let me revise that. Complexity is an awful,
terrible thing that should be taken behind the shed, shot several times, burnt, buried as deep underground as humanly possible, and never spoken of again. Depth is a wonderful, wonderful thing that you can pretty much never get enough of. Complexity inevitably comes with depth, but a lot of times you can strip out the complexity but keep most of the delicious depth. That's what I'm trying to do here. If I came off rude I apologize, but right now things are way too complicated in these ideas. Which doesn't mean the ideas themselves are all terrible. At heart, a lot of them are fantastic. But they could use some cutting down. Some of the things that would add depth add
way more complexity than anything else, so should probably be completely rethought.
I also don't mean to be rude, but I don't think you did more than skim over my post. Increasing how long it takes for crops to grow and how much effort it takes are
part of my suggestion, sure. But that's because it's the first, easiest step. It takes very little effort but makes a massive difference. Just changing the numbers to something realistic suddenly makes it so farms have to be 50 or 60 times larger to feed a 200-Dwarf fortress and so you need a small army of growers. That's the basics you iron out before you start making revisions to the system that could literally take months to fully implement.
The reason I think you just skimmed it is because you missed everything else I mentioned. You missed the part where above ground crops are significantly easier to grow than underground crops in terms of time and space, but are vulnerable to being cut off in a siege and could endanger your fortress, forcing you to weigh your dependence on them. That's trivial to implement, but it would contribute a hell of a lot to the depth of Dwarf Fortress without adding complexity. You also missed the part where I agreed with his biggest, core idea, but pointed out that it could be done much more simply without losing anything.
What I'm mainly trying to say is that you don't need to have things like the nitrogen content or acidity of the ground. The problem isn't that it's a lot of detail. It's just not intuitive. Not all detail is bad or makes things overly complicated. A lot of it is good for flourish or adding depth. Like the combat system. It goes into way more detail than a hitpoint system, but it's pretty simple to understand at its core because we can relate to it and digest the ideas easily. We know how a human body works. We know that have muscle sliced open or bones shattered are bad. We know that having your intestines spill out is bad. We know that having your brains torn to pieces is
very bad. We also know that bruises on your skin are not so bad. It's detail, but it's not hard to understand because we know how it works without having it explained to us.
Not so with soil quality. Knowing how the acidity of a soil relates to its ability to sustain different types of crops isn't something that just pops to us in an instant. Most people that play will not be agricultural scientists and won't be intimately knowledgeable with how farming works. That makes it much harder for people to pick up, since they won't know what anything in the interface
means, no matter how well designed it is. If I want to make my farm, I'll have to go on DF Wiki, and look at what all of the stats mean. I will then I have to look at each individual plant I might grow, figure out how it impacts the soil, the short-term benefits and the long-term benefits, cross-check with the soil I have, come up with some farming plans, and then crunch a lot of numbers to make sure I don't turn my landscape into hell on earth. I will probably have to look through half a dozen pages outside of these to get all the information I need, included different guides and suggestions for farming rotations to maintain soil quality. It could literally take hours for me to familiarize myself with it to the point where I can actually be functional with it. It's one thing to read for 5 minutes and know that one plant replenishes hydrogen and another helps with phosphorous. It's another to fully understand and process the information and use it to form a coherent, long-term farming plan and then merge that with the overall plans for my fortress.
Honestly, as a veteran player, that's already intimidating. But think of a new player. When I was new to Dwarf Fortress, just figuring out how farming and irrigation worked, figuring out what the plants did and how to effectively set up a farming industry. It took me several fortresses to master that. We are talking about something that can be set up in less than five minutes by someone who knows what they're doing and then they barely have to think about it again. It is something I would consider myself pants-on-head retarded for not knowing how to do now. It is also something that's intuitive at its core. Everyone knows that dirt + seeds = plants. Yet it was still difficult to get the hang of. Things like NPK, in contrast, are not intuitive and not easy to grasp at all. I don't even know if I heard of NPK before reading this thread, and I don't consider myself especially stupid or unknowledgeable.
Now, right now, as someone experienced with the game, I could probably learn how to do it and get a grasp of it. I could even do it quickly if it was designed well-enough. But if back then something like that were implemented, I would not be able to get it. Not when I was busy trying to figure out one ASCII squiggle from another and trying to figure out how to mine rock and make a workshop and assign bedrooms. I might eventually be able to get it, but it would add even more to an already steep learning curve. If Dwarf Fortress solely consisted of that, it wouldn't be insurmountable. But when, as a new player, you're already being thrown directly into the game with no tutorial, when you already have to learn how to do dozens of things and keystrokes at once and synthesize it all together into making a well-designed fortress, and when you are pretty much guaranteed to go through several fortresses and plenty of hours before you're even
competent at the game, it's a little much to ask.
Which is why I suggested simplifying it to "fertility". Fertility is very intuitive. You don't really need to know much about farming to get it. Fertile soil = Crops grow well. Non-fertile soil = Crops don't grow as well. It's quick. It's easy to understand. But it still has decision-making. It still has crop rotations. You still have to not only expand, but evolve your farms as you get a bigger fortress, going from making underground turnips to fields on carefully developed 4-year rotation cycles. You have to figure out things like whether you go almost purely cash crops with a reliance on fertilizer that will eventually run out, or you keep growing underground turnips to keep your fields fertile and easy to manage indefinitely. You still have short term but high value vs long term but low value, simple vs efficient, and all the other things that make his system good. I even added a new underground vs above ground dynamic to his ideas. The only difference is it's made easier and more intuitive for the player. It's either fertile or not. It keeps every last bit of depth, but without the complexity or confusion.
As a final point, I'd also like to add that it makes a hell of a lot more sense to keep it simpler. Dwarves and other medieval fantasy races will have a very good feeling for the land. They will know how to work it and what crops to plant when and what rotations to use, and they're probably fantastic at it. But it's not a scientific knowledge. It's rough and uncertain and intuitive. They don't know about NPK or the details of soil erosion and desertification. They know what works through a combination of passed down knowledge, common sense, and trial-and-error. Since we're taking the role of a Dwarf overseer, it doesn't make much sense to give us details that the Dwarves themselves would not be privy to. You are literally making it more in-depth for the player than it would be for the Dwarf farmers, who probably aren't taking soil samples to their labs to test them for nutrients and acidity.