You can change the game window size through init, but there are only two font types (the default one and 800x600 one), so if you enlarge the window too much it will start to look weird.
Correction: I meant whether its possible to show more of the map. I'm used to seeing a lot of different tiles on the map and taking in a good deal of the fortress.
The current situation is dealing with the migrants. The mayor and at least one other noble may be sharing what seems to be the future Baron's room, and some of the military has been re-arranged. We have one whole new squad of three, Limulvolalizeg "The Golden White Apes" under Doren Geardworker, a swordsdwarf. The marksdwarf squad "The Helmed Eternal Cloister" under Kadol Gatetests has been increased in size by one. We also have a speardwarf, Ral Flamemirror, under "The Gloved Oars". I really want to make her a commander of a squad. The peasants have been ordered to get farming, and the miners have been told not to bother with hauling stuff around and carve out some more rooms for the nobles.
The diagrams from Captain Archmage appear to indicate the excavation of a whole new town, complete with food storage, in the direction opposite from the long channels carved out (if the bottom of the map were "South", it would be "to the south of the main fortress". Based on my extremely limited experience with the 2D version, this is not necessarily the case.). They also indicate that the marksdwarf squad should move to the Chasm barracks to prevent more trouble happening in there whilst the place gets floored over. The new swordsdwarf squad will be defending the aqueduct zones.
Update: Another colossal ratman ambush in the chasm barracks. This is getting really serious now and doors have been ordered on all the entrances to areas open to the chasm. Because of the absence of military dwarves, another squad had to be formed. Orders have been given to stop dumping items into the chasm until we get this sorted out.
Update 2: Yet another ratman ambush hit the long array of channels. No casualties; the new swordsdwarves successfully defended. Doors will be installed as soon as possible. Also the craftsdwarf may be going insane soon if we don't get the stuff he needs. A kiln has been designated but nobody seems to be building it.
Update 3: The craftsdwarf went berserk. Because of some crazy things with the supply chain, Captain Archmage deactivated all the bar stockpiles to stop fuel, ash, and potash from being transported to the very ends of the fortress. No casualties were had from the berserk dwarf besides said berserk dwarf.
(If people want, I can play around with a backup save with invasions off to see exactly what the dwarf wanted.)
The draft milita were told to stand down to increase the civilian population. The miners have been busy carving out new accommodation. Doors have been placed on the pipes so hopefully nothing will get in.
Update 4: Food has really run out, but the farms are now actually producing some. We may also cook some of the fat we have to increase food supplies. Supplementary meat has been obtained from the kittens. The miners have finished with the mayor's new house, moving in as of now. I've designed the mayor's residence to allow the incorporation of windows, which when combined with a fortification will allow viewing of the street outside). A new dining hall is now under construction, and we've hit a large quantity of galena. This will yield us a good deal of lead and silver.