It only covers the right side, of course, so that things can still come in through the left.
But, if I am not mistaken, zombie sieges arrive from all sides.
The wall can't be built on the map edge, so there's a four tiles of space all around it that caravans and zombies can walk through.
OOC:
...I had trouble figuring out which lever did what, and apparently a sneaky thief died right in the door that was supposed to seal off the rest of the fort from the entrance. It seems that one of the levers and bridges aren't connected, but I already forgot which ones.
Most levers and bridges should be labled with (N)otes. The outermost drawbridge didn't have a lever in the dining room as of my last turn, but I think a lever on the surface will still activate it.
The levers in the dining room are labelled, but the ones that control the outside aren't. I like the dining room, I've never made nonsquare rooms before in my forts.
Here's a thought:
make a "dimple" in the wall deep enough to build a Depot, then put a pitted drawbridge in front of it and a couple doors behind it. Link the bridge and doors to a single lever and suddenly there's a defensible area for a caravan pretty much right on the wall. (Also, if you're gonna wall, wall all around, otherwise, what's the point?)
Throw up a couple archer's towers to either side of that "dimple" and now you basically have a defensible "gatehouse" too.
If there are two trade depots, will the caravan go for the closest one?
I removed the ramps along the unwalled side and channeled a bit so that the only way in past the map edge of four squares is a particular spot. I guess I could build a tower there instead, and maybe an underground path for archers to get in, or maybe some minecart traps. I've only tried minecart traps a couple of times in other forts and both times they killed more dwarves than enemies, but third time's the charm, right? :3
EDIT: The walls and channeling are actually keeping any enemies from entering the right half of the map, which is now exclusively ours, instead of defending the fort itself from invasion. I guess we could... grow plants there? or trees or something?
SECOND EDIT: I think I turned on the "water trap" by accident. There's a stream flowing down the mountain now... Was it supposed to do something?
THIRDIT: Migrants have arrived! Here's their professions so Evil can pick one.
6 farmers, 6 children, a wood burner, a clothier, a weaver, a miner and a mason.
Is there a way to export to text directly from Dwarf Therapist instead of having to type things out by hand?