Forum section to place games in: If running an actual software version of DF, then DF community games (It's a sort of "multiplayer" we've stitched together with people taking turns running a save game or something).
If not using the software and doing a forum post RPG game (perhaps with pictures or just test), then you probably want "Forum Games and Roleplaying."
I hope that helps, but I'm not sure it does. It almost seems like you want to mix and merge the two concepts?
The remainder of your post is actually dealing with the ultimate questions of the thread. Simply, we're not entirely sure and we're getting together to talk about those things. So, whatever else is true, you're in the right place for that. Welcome.
To summarize, you're looking for, player roles and characters, how players control them, what options to present players, how/when to reveal info, basically how to run a game like this. Again, welcome to the thread where we try to figure that stuff out, have a seat and stay a while.
. Maybe we can figure that out.
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Another factor for farms is how many laborers it actually takes to run them. Even with a grown crop, two people can't really harvest enough food for 2000 in a reasonable time, at least not with manual labor.
Quite right. This may be solved with prerequisites and quotas. Much like a recipie, to harvest food you need things, like labor, and it can't happen without that. Then there are added things not strictly necessary but they do help quite a bit: farm tools. (adding positive modifiers).
Quotas are goals you have to meet in order to finish a task, including harvesting food. Quotas measure productivity; productivity is produced by labor; labor is modified by skills; people have skills.....
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Example (This is the simplified version): Let's say you have an example farm field needing harvest.
The prerequisites are labor, storage/transport, and decent weather (not harvesting in the rain/snow etc),
The additionals are farming tools, and perhaps some infrastructure (work with me here for now).
The quota for labor is determined by how much food it produced, let's say .... 50 production is required. (for an example).
That production is produced by your people's labor.
You have Farmy McFarmerson, who surprise, is a farmer. His production is as follows:
He has ... +2 to strength, +4 skill in farming, and those farming tools add a +2 to his labor. Totaling +8
That means, all by himself it takes Farmy McFarmerson 6.25 turns (days, or whatever you're measuring time in) to harvest that one field. (50/8 = 6.25)
If only he had some help.... Let's say he does.
Handy McFieldhand has a +1 Strength and +1 skill in farming. He therefore adds a +2 production through his labor, boosting it from +8 to +10.
Thus, if Handy and Farmy work together, then finish the harvest in only 5 days (50/10) instead of 6.25.
This scales well. If two farmhands help, then you have +12, finishing in 4.2 days (50/12)
Three farmhands helping is +14, finishing in 3.57 days (50/14).
If you have 100 farmhands for (8 + 200 = 208) +208, then you finish in 0.24 days. Meaning, you could do about 4 of those fields a day....
Larger scale labor and production calculations can be improved by infrastructure (roads, canals, transit systems, etc etc) giving either a one time flat bonus, (+3 and that's it) or a bonus to each and every worker (+1 ... to all 100 farmhands for a total of +100). Or, you could have individual tools/items. Say you have 100 workers, but only 43 farming carts; each cart gives +1 for a total of +43, because that's how many carts you have.
Yet another way I've taught kids math....
Keep in mind, each of those people are going to have needs that need met: food, shelter, morale, etc. That's part of why all that food is being grown.
Basically you have a task with a quota bucket. (X/50, or however much production it costs). Fill that up with production and it gets done. The more production you dump into it in the less time, the faster it gets done. Trust me, it can be way more complex than this, but yeah....
Note, if you want to see one of the complicated systems....