I see in my mind's eye my eldest aunt's cold cellar (...).
Thanks. I'm a villager myself and we used to can pretty much everything Still, I'm not sure if people in history could can as easily as we can ( ). I mean, you need glass jars to can things in, right? How common would glass jars be around 1400? Not much I think. So when I wrote "with difficulties and in small amounts", I meant that and should have been more direct. "Small amounts" is to avoid canning whole barrels at once, and "with difficulties" = requires glass jars you need to create in your glass smelter first.
However, that made me look up canning at wikipedia. Turns out it was invented in 1809, which means we might have to omit it completely. The problem is I guess that you need an air-tight container. While dwarves could probably invent something along the lines, I'm not sure how Toady feels about modern inventions in the game (he doesn't like steam power, though dwarves could invent that too).
I had forgotten that the game was supposed to be set in 1400. Very well then, no canning in the modern sense. But food was still preserved in pottery containers by candying, pickling, salting, and even, in the case of eggs, liming. Those methods only required immersion in a material and a cover to keep flies out. Am I correct that we don't have to limit ourselves to the continent of Europe, where at that time people were dying of bubonic plague and suffering from a mini-ice age?
That completely overlooks dried fruit, vegetables, and mushrooms, which are also possible.
I omitted that to avoid too much complexity. If we could can/pickle everything, there would be no need for just another way of preservation, right? But now that we might have to forget about canning, drying seems the way to go. Although I'm not sure. You can't dry everything - you can dry mushrooms, but not carrots or potatoes. How to handle that in game and not make it confusing? Ideally, one way of preservation would apply to a whole category of foods, not to specific examples. That way, you would be able to dry mushrooms, but not fruit nor vegetables. How does it sound?
You can dry carrots and potatoes if you slice them thinly in the same way you slice fruit for drying. People usually don't though, because root crops store well in root cellars, along with apples (but not in the same section because of the ethylene given off by ripe apples). If the climate allowed, cabbages were left in the garden but covered with straw so that they could be dug out for eating "fresh" even when snow covered the ground. Which comes to another point. As long as all crops grow at all times of the year, waste won't change anyone's playing style other than forcing them to make huge refuse piles. In 40d, I often had a lot of rotted vegetation on my refuse piles until I learned how small a plot was actually needed. When I first started playing, I was making 11x11 plots for each type of plant. Now I plant everything in 3x3 plots inside one 11x11 room. If you want a more realistic food supply, one place to make changes is in the growing seasons. At the end of 40d's lifetime, I was playing with a farming mod that changed the seasons and the yields for every crop. To that I added a couple that I favored (honey and chocolate).
I quite enjoy seeing the various dishes that emerge from the larger variety of edible animal parts. If I had a wish that could be fulfilled, it would be for more realistic descriptions of the dishes that are cooked. Calling something made of intestines, grain, and meat, "stew", when it could be a perfectly good sausage, seems like a waste of the variety that now exists in the game. Also, the word "roast" does not bring to my mind a dish made of four items. A roast is a hunk of meat. I think when the new version settles down that I will change those to "snack", "meal", and "banquet". It still won't be a fully correct description, but it will be less wrong. But recipes are a different topic from your premise, as I understand it.
I haven't read the discussions in this thread other than to skim over them to see if my point on food preservation had been made. Therefore, my comments now may be duplicates and most certainly a ramble through my opinions.
If caravans are not going to buy preserved foods, on the basis that foods are grown and preserved for local use and won't survive transit, then they also cannot bring any foods. That ought to apply to booze as well, because beers and wines did not travel well in barrels and casks. That is why so many local "labels" sprang up. We had to wait until modern times to make beers and wines so bland and tasteless that they won't suffer from being delivered by UPS (company slogan: "If it was damaged in transit then it wasn't packaged well enough").
It seems then that the only food-related things the caravan can carry are seeds, spices, and salt, which is again historically accurate. Marco Polo didn't bring back cellophane packages of pasta. He brought back the idea of pasta, and possibly the spices with which to season the sauces. The life-saving effects of the first caravan in spring, after a tantrum spiral killed off all but a man and two boys, will therefore be greatly reduced. Of course, caravans in European history were long-distance travellers. Local villages carried produce to nearby large cities, for sale. Perhaps the Elves are to be considered as natives living in the woods, trading their harvested nuts and berries to the Dwarven settlers in return for beads made of stone. Then what are the Humans? And how close is the parent Dwarven civilization?
I am all for greater variety in food preparation. It would require that we be able to make our own reactions involving food in containers. Once that is done, we can make our own custom workshops that create edible foods. It would be easier if there was an edible food type raw file other than the blanket "2=biscuit, 3=stew, 4=roast". However, there needs to be a simpler underlying mode in which beginning players can learn the game. And as long as there is a simpler underlying mode, such as living entirely on plump helmets and water, people who don't like to bother with the cooking aspect can leave it that way.
No one should be forced to play with a complicated food system if they don't want to, or with any other aspect of the game that they dislike. The introduction of randomly constituted Forgotten Beasts and Fun House Clowns comes close to violating that principle for me with regards to combat, because I can't change the raw files to prevent them from being a hazard. This effectively closes off magma to me in the game because I simply don't ever get my military up and running in time to defend against those things. I had already given up adamantine, which didn't bother me since it was only used for combat purposes unless there was a mandate. I wouldn't like the same thing to be done to me in the food arena, ie, the removal of free choice in how I play the game. As long as your proposed improvements leave loopholes for those who don't want to use them, I don't see that they hurt anything and they might actually improve recipies.
A side-note on loopholes. DF is a single-player game. There is no point in hunting down "exploits" in a single-player game, because we aren't in competition with each other. We are playing the game for individual fun and satisfaction. If people join a contest then there must be rules and then can be cheating and "exploits". Otherwise, there is just "my set of conditions" for each person.
Edit: Not all of us think "losing is fun". We don't mind that Tarn Adams uses that for a slogan. We appreciate that he gives us methods by which we don't have to lose, so we are not forced to lose in order to start a new fortress, which is in fact a lot of fun. The broad-based appeal of DF is due to its flexibility. It has always amazed me that this forum can contain the broad spectrum of attitudes that it does, but somehow Bay12Games makes it work.