3. If their clothes are worn out, the manage should have the option to order random clothes to be made...
I know there are many similar features. My point is the player shouldn't do evertyhing for them, the survival isntinct should do.
I agree that level of micromanaging in fort is beyond hope.
For a clothing however I would recommend expanding LOCATIONS, creating "Clothing Store".
To put it simply, a meeting hall that has a cloth storage, a loom and a cloth workshop build into its area;
Weaver and clothmaker are assigned to it.
When a citizen's clothes are in tatters he goes to that location and has new clothes made for him from available materials in the size that fits him/her.
His old clothes are automatically passed to the location and a weaver tries to recover thread for them (let's say 2 worn clothes items are needs and a chance of recovering a single thread roll is 25%)
I seriously don't understand why I have to keep ordering clothes for my citizens and storing them for future use when this could be done automatically.
And oh yeah. In Cloth Shop menu let us set allowed materials.
The more non-essential jobs automation the better.
Brewing could be handled in the same manner - another location, "Canteen" that has a food storage, still, kitchen.
it has a cook and a brewer assigned and kicks into action when there are less than XX drinks or prepared meals available in the entire fortress.
It should have "Prepare meals" option with Y/N setting to avoid certain situations.
Basically LOCATIONS are the way to go. Things like food/clothes management should be automated and that is not even a topic for a discussion.
Edit:
I actually think I should post that suggestion about expanding locations into a separate tread.
I mean locations are already in the game - let's just take them further than just a tavern and a temple and a library.
Would be totally cool to see goblin visitors entering the fort with the hope of buying clothes!