Final report: Victory.
It is the year 209. The Basement has been colonized, no siege has killed a soldier in the past 4 or so years and my fortress has become the capitol. Unfortunately the monarch was already dead.
The surface of the map. Surrounded entirely with walls, except for an opening at the end of each of the four roads. Thanks to the trees everywhere all caravans will spawn on or close to the roads, minimizing the chances of them getting caught in a siege or ambush.
5 squads of 5 soldiers each are constantly roaming the surface. 4 squads are patrolling each edge, with the last squad defending the entire surface.
Go down the ramp to reach:
The entrance. The depot is located here, with the broker's quarters directly across from it. The depot entrance can be sealed off with a bridge, but I've never had to use it.
To the north of the depot and the broker's quarters is the hospital. 12 rooms, a well, a storage area and the doctors' quarters with their own food supplies.
And finally, the upper barracks, containing the danger room and the sleeping quarters for the soldiers. Many animals and babies have died here.
This floor contains the storage space for most goods, the bookkeeper's office, the farms, the lower barracks and several mined hematite veins.
The lower barracks contain the weapon storage, a dining hall for the soldiers and quarters for the commander and the captains of the four surface squads.
You can also see the well here. The aquifer's water was apparently salt, so I made this well of constructed walls and floors and I pumped the water into it.
There are also a few slabs here from before I had crypts and some paved roads to increase the total value of my roads.
The workshops. Divided into stone workshops, wood workshops, cloth workshops and the leather and gem workshops. All stone, wood and gems got dumped here for efficiency reasons.
To the left are also the manager's quarters.
The refuse dump, as well as two butcheries, a fish cleaner and a tanner's shop. There is also a path here to the garbage chute, which runs from the surface all the way to the magma sea.
Food production. To the left are two kitchen's, a Soap Maker's Workshop and a storage area for all their ingredients, while to the right are a brewery, a Farmer's Workshop and a storage area for bags, barrels and their ingredients.
Main storage area of prepared food and drinks.
Living area, with the dining hall to the left and sleeping hall to the right.
The nobles quarters. Here is where the mayor and duchess live. Complete with their own food stockpile in case they I needed to burrow them here when they refused to speak with the diplomats.
The crypts. Only half of these coffins are being used, but before invading the carnival I wanted to make sure there were enough crypts. This also doubled as one of my two marble mines.
Prisons and the Captain of the Guard's quarters. I didn't want my nobles to go berserk after failed mandates, but I didn't really feel like completing all these mandates either. So I made these. The food and drinks here are legendary like always, so my prisoner's are usually very happy.
Metal stockpile and entrance to the basement. All metal bars and metal objects ready to be melted are waiting here. I also dumped all stones here before invading the carnival so I could quickly wall off the glowing pits near the edges and later to seal of my colony once I'd lost too many soldiers to the clowns.
Magma workshops and furnaces and the entry hall to the basement. I had already breached the cotton candy tube here in my first year, but luckily I didn't get the clown parade so I could seal it off. But I figured that once I breached the tube again, all the clowns that were already waiting there in the basement would quickly invade my fortress. So I constructed this hall to give my soldiers enough room to battle and I could seal it off if everything were to go wrong. In the end only two weak clowns decided to greet me, so this wasn't really needed after all.
And finally, the basement. Take note, these are true spoilers. Don't open them unless you really want to.
After the first battle with the two Fiend of Snows or something, I constructed a staircase down to the underworld. From past experiences I have learned that the glowing pits are far more dangerous than the demons. So while my 50 soldiers that I trained specifically for this task set out to kill all demons, I ordered my workforce to wall off all the pits near the edges of the map. Before I completed this I had lost 15 dwarves due to dodging into the pits and 2 dwarves due to actual injuries. After a while a few demons appeared with a breath attack that caused necrosis. My soldiers killed them without any trouble, but thanks to their breath I still lost 7 dwarves after the battle. After losing another 10 or so dwarves to the same kind of demons, I realized that it would be impossible to hold the underworld without sealing it off. I wanted to keep a glowing pit to build my royal quarters in, so I walled off the largest pit next to my stair, build a roof over it and sealed off the stair with walls.
By the time I finished this construction, only two of my original 50 soldiers remained. 17 died by dodging into the pits, 6 died from their injuries when fighting the demons and the other 25 died because of the necrosis breath attack. I also lost a few civilians when they got attacked.
And just as my dwarves were putting down the last few tiles, I got a message. The king has arrived and I have become the capitol! At this time I forbidden my dwarves from entering the surface because I didn't want them to waste their time putting away goblin corpses. So after I got this message, I got job cancellation spam of a corpse being in forbidden area. So I looked at my unit list, couldn't find the king, looked at my civilization's page and couldn't find a king there either. By then I realized the monarch arrived as a corpse dragged to my fortress by his guard.
At this point I decided not to bother with the monarch quarter's anymore.
Here is some spoilerrific advice for you:
There are three adamantine tubes. One is located about (26,23) from the top-left corner of the map. The hollow part of this tube starts at -18. One is located at about (77,71) from the top-left corner. The hollow part of this one starts at -12. This was also the tube I breached first and this one doesn't activate the full clown invasion. The last tube is located at about (70,118) from the top-left corner. The hollow part of this one doesn't start until -2.
I have encountered 10 types of demons:
-Fiend of Snow. Pathetic, only danger with these are soldiers dodging into glowing pits.
-Steam Demon. Again pathetic, no danger.
-Pterosaur Brute. Deadly blood. I lost two civilians due to syndromes, but I don't know which demon caused it. So just be careful.
-Shadow Wraith. I don't remember seeing these, but there are a few dead ones in my unit list. Their description doesn't mention anything dangerous, so I don't think you should worry about these.
-Winged Fiend. Deadly blood.
-Moth Devil. Nothing dangerous about it.
-Shade Fiend. Again nothing dangerous.
-Cricket Fiend. Breathes fire, but no soldier has died in it.
-Horned Monster. No syndromes or fire. It has killed a few of my soldiers, but that was when there were only 5 left to fight them so I don't know for sure how dangerous these really are.
-Tortoise Devil. The true terrors. They release poisonous vapors that cause necrosis. All soldiers fighting this thing will be dead before diagnosis. Attack them with as small groups of soldiers as possible to minimize the losses, but remember that you will lose soldiers when fighting this terror.