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« on: March 04, 2010, 08:18:58 pm »
backflip, as a supply-chain guy, you're probably trying to do the most with the least, but I would encourage you to think like a union organizer. Dwarves get paid a flat rate for hauling jobs, but they are lazy and easily distracted, so if the hauling path is too long, you can end up with rotten food and miasma. I like to think of my food in two supply chains: barrel foods and bag foods.
(1) Barrel Foods - two plots; one on the surface and one directly below, with a staircase that leads to a secluded seed pile that only allows seeds from plants you grow in this sector. Rotate crops to include anything you want to brew. In winter, be sure to grow plump helmet. Also guarantee one season of sweet pods, which you should process into syrup for high-value roasts. Nearby workshops include a still, a farmer's workshop, and a carpenter's workshop with a full queue of barrel jobs. A small dorm, a woodpile, or even a tiny dining room are also nice luxuries for this area. If you fertilize your fields, a pile that will accept potash is nice too. The "output" pile for this area should be a single stockpile that can accommodate all of this zone's products.
(2) Bag Foods - another pair of plots, same arrangement. These fields grow rope reed and pig tail for making bags, longland grass and dwarven wheat for processing into flour, sweet pods if you don't mind the inefficiency of sugar, and quarry bushes because they are super awesome. In the winter grow dye crops like dimple cup. Workshops in this zone include a loom, dyer, clothier, mill, and farmer's workshop (you may want two in this zone). A bag stockpile that accepts low- and mediocre-quality bags should be nearby, but you should also have an overflow area for higher-quality dyed bags to be used as containers in dwarves' rooms. Again, having an 'output' pile is nice.
(3) Meat and Leather - cages, breeding pits, a butcher, a tanner, a dyer, and a leather works. Produces leather bags (back to 2) and meat (ahead to 4 and 5), as well as bones and skulls for crafting.
(4) Luxury Kitchen - a single kitchen that only allows your best cook. This kitchen should pull from zones (1) and (2) and take quarry bush leaves, dwarven syrup, whip vine flour, and sunshine booze. It should also accept cheese and luxury meats like dragon or unicorn. Makes roasts (4 ingredient meals) all the time. Should have easy access to the trade depot.
(5) Common Kitchen - accepts all other ingredients that can't be eaten raw as well as lower-preference booze, and makes Easy meals all the time, to maximize the number of cooking jobs per ingredient and skill up additional cooking staff. Should also be near the trade depot to accommodate inexpensive meat that you import.
(6) Pantry - accepts all raw foodstuffs and is near the dining hall.
Because of pile rules (A can take from B and C, but A and B can't take from C) you'll need to be careful how you set up your pile exclusions. This setup gives you extraordinarily high-value roasts good for trading, cloth and leather supplies good for crafting, and a wide variety of foods that your dwarves will love. I find that this strategy allows me to operate a fortress as a drive-through restaurant, trading single ludicrously-ornate roasts for the entire contents of an elven caravan.