After a series of failed forts, I've put together a blueprint for my next fort;
http://i10.tinypic.com/67pnj83.jpg It's shallow, with a population cap of 20 and feeds the farms from the outside river, as I want to minimise combat and have been overwhelmed in the past by waves of immigrants.
Center you can see the entrance, flanked by what will eventually be siege positions, and opening into the moat and drawbridge, then deeper into the floodable "Trade Complex", backed by controls and the five-wide main hallway.
Above, Upper Siege Access houses floodgate and main bridge controls(the lower dead-end is an artifact from an earlier version and will be eliminated in application), where locked doors prevent unwanted triggering. Raised mini-bridges(indestructible?) prevent access through the waterway and protect the floodgates from and building-destroyer that wanders by(kinda cheating, I know, but until we can rebuild destroyed floodgates...).
Above that is the farming, irrigated by the outside river - my fort is shallow, so I don't really see this as cheating. If nothing else, you can pretend there's a little dam or the ilk. Anyway, doors backed by a channel prevent accidental flooding, with a floodgate attached for draining. Farm flooding and ditch controls are in a locked alcove. In the hall are food storage and associated workshops, with a dining hall and then well/meeting hall below.
Going down, a kennel has been added to the 'kink' in Lower Siege Access, with a barracks across the hall, and two goods storage rooms below - one likely to be re-purposed as needed, after I can box goods to save room.
First Workshop Tier contains Mechanics, Jeweler, Crafts, Mason, and Carpentry, with a Door'd graveyard, gem storage, bone/shell storage, ore, and bar/blocks in the extended rooms below.
Below this, a pending purpose work tier, also providing control access to the southern bridge, which has been recessed for drawbridge functionality(Elephant Stampedes are efficient teachers). The trade road goes through here, and a similar setup may be established above for controlled drawf access, and redundancy in the event of bridge-loss.
Stone, wood, and refuse(minus shell and bone) stockpiles are outside.
Say, does killing trade caravans anger their nation? Even if none leave the map? 'cause I'm getting elephants on Calm maps and Unicorns of Serene, and they are taking a serious toll on travelers.
Oh, and I was maybe planning to drown a few myself.[ May 21, 2007: Message edited by: Wolfius ]