Fortress name: ScorchedSkies
5x5 embark. Rocky wasteland (no surface plants/trees, no surface water). Aquifer in a soil layer 1 level below surface. Untamed wilds. Deep marble, scarce tetrahedrite is the only metal.
-virtually all constructions/buildings are blocks
-very large central area of the map enclosed by a ditch, then a 2 z-level high double wall (2 layers of wall, 3 tiles between is roofed. The second level has fortifications, the inner wall of the second level does not. The second level is not roofed over. Some corners have turrets built into the wall, some corners have have a towers built the 3-tiles in from the wall. The walls/floors are all blocks of granite/marble/quartzite. Tower floors are microcline blocks.
-outer structure is roughly L shaped
______
| ___|
|__| ---
-there is a long causeway on z-level 2 as marked on the diagram with (---). It allows wagon access. There are 2 retracting bridges, one to the north is 5-wide and allows access to the second floor of the depot building. The second connects south and is used so the causeway can be skipped by citizens retrieving corpses and scrap metal. The causeway is protected by a battery of 4 masterwork ballistas that fire copper bolts. They are manned by 6 legendary siege operators who began training as children.
-The trade depot building is on raised stilts, and only connects to the rest of the fort via a retracting bridge to the main tower to the west, and a retracting bridge along the outside that connects to the eastern battlements. Inside the building are two rooms, each housing a depot of gold. These rooms can be isolated via a 1-tile wide retracting bridge.
-in the center of the southwest section is a tower of marble, with granite/microcline floors. The center of this tower has a spiral ramp that goes from the top, down at least 50 z levels, piercing the aquifer.
-the first level of soil has a chain of 10x10 rooms along the south and western walls, providing workshop areas and space for subterranean trees to grow.
-The north-western area has a very large part of the first z-level channeled out, allowing grasses, but no plants or trees to grow. This is pasture area.
-The north eastern corner has a tunnel leading to a small enclosed building onthe edge of the map where sand can be collected.
-The north eastern corner has the aquifer at z-level 1, there is a water-wheel station here (see thataussieguy's thread on free aquifer power with no fps loss) There's a large patch of mud where I accidently build a waterwheel next to the primer pump.
-The power station provides power for over 100 pumps that i've recently used to clear a roughly 20x35 sized area of the aquifer at once. This is the site of a future open-air pit/quarry.
-Subterranean tomb for memorials for fallen megabeasts, forgotten beasts, enemy generals, dwarves, named war-pets, and were-beasts.
-Zoo for captured were-sloth (haven't thought what to do with him yet)
-Tower in the south-west has a mass-pitting station for caged trolls. This drops them for marksdwarf target practice. I've noticed they can destroy retracted grates, which is IMO a bit silly.
-The magma forges have a adjoining dormitory and dining room.
-There is a trap for cave-creatures. I've caught giant olms, dralthas, several blind cave ogres, some troglodytes, and a female jabberer. I hope to breed the female with some captured male war jabberers from a previous siege.
-The fortress has growing and viable population of war tigers.
-I plan to build a torture-room, where disarmed goblins can be beaten to death with wooden weapons while chained.
-The countess is insane.