I started a similar Bloodline game this past weekend.
Of the 16x16 local map, I figured break them down to 2x2 embarks, with the center as 4x4.
I marked each embark from Year 02 to 60+.
Some notes.
1. I made a macro to mark designate dig/channel, split the 2x2 embark into 4 sections of 48x48.
Each sections is made of
5 tiles left map edge
2 tiles for dry moat
1 tile for wall
11 tiles for the tower/keep floor space
1 tile for wall.
9 tiles for road between tower/keep
1 tile for wall of 2nd 1 tile for wall.
11 tiles for the tower/keep floor space
1 tile for wall
6 road tile
= 48 tiles sub total.
So I just mirror this for the NW, NE, SW, and SE sections.
The wagon starts somewhere in the middle in a flat area (0 to 1 elevation).
With the macro to mark, it is easy to figure out where the road will be if I were to make it a project.
2. Since each embark is only for 1 year, there was not much time to do things. I set the pop-cap to 20.
Year 02. 7 Founder + 6 summer + 6 autumn migrants = 20 pop.
3. I renamed with 3 to 4 letter First Names that refelect gender. Shea is female, Asmo is male.
Last Names are related to profession/labor of likes.
Professional Title "02 Shea" indicates Founder of Year 02, while "02.3 Asmo" means Year 2 autumn migrant.
I also added (m. 02.3 Kaga) to indicate dward is married to Kaga of Year 2 autumn migrant.
4. Founder's starting skill determine what the year will unfold.
My embark had no iron, but I can bring hematite and marble. Unfortunately, not bituminous coal. So I was making charcoal just to smelt and make steel bars all of spring. Hauling these down to the keep takes longer that making 3 wood burners, 3 smelters, and 2 forge out in the open is easier until you have a pack of stealing animals come in the area.
5. I brought 40+ stones and made blocks to make a 2 level keep with roof (7x7 floor space). The keep was not finished being roofed until end of summer.
6. Prepared meals are the way to go to have something to trade. 8 x 10 meat, 4 x 10 garden vege, 25 drinks x 4 each type is good enough.
7. Local Herbalism by 4 founders bring in plenty to brew and cook later. Worth doing while 2 miners dig, and 1 wood cutter mass cut all surface trees.
8. Water source can be an issue, so cavern digging to get a well is somewhat important. 5 to 10 Cage traps come in handy for cavern 1.
9. I would probably just do a 20 room dorm next time, with a tavern: 5x5 dance floor, 4x4 table and chairs, 3x3 drinks, 1x2 food, and 1x1 coffer.
10. Farmer's workshop, loom, and clothier comes into play when setting up a hospital. Just need a water source.
11. I was able to start military training by autumn after the depot is setup. Untamed Wild embark, so I had 8 Giant Gray Langurs wanting to steel my outdoor steel weapons. 2 Marksdwarf, 3 Axedwarfs, and 2 Hammerdwarfs gained decent xp defending 2 waves of those packs. With some injuries.
12. I was caught up to min/max potential moods for weapons or armor. No moods happened in the year. Probably because I did not dig much.
Although I think it's worth it my founders to start with Crossbow+5, Weaponsmith+5.
Each workshop (carpenter, mason, etc) is profiled to be used Max Novice level forexample. So enabling the others labors will not mess up highest moodable skills.
13. I find it convenient to have a founder do manager and record keeper asap so I can queue 20 beds, 20 barrels, 20 buckets, etc after I make a chair office.
14. Had 1 petition from a female human bard whose dreams is to ruling the world.
Year 03 was less successful due to a deeper dig to 2nd cavern to find water.
1. Made 20 2x2 bedrooms around the tavern area. Big mistake. I should have just started with 7 bedrooms, or a simple dorm.
2. 2 Founders are Mace+3, Teacher+3, Weaponsmith+2. But they did not get to train util mid autumn.
3. Summer has 2 migrants from Year 02, and Autumn has 4 migrants from Year 02. No new void dwarf migrants.
4. So I had a population of 13, but had 1 killed (a miner getting wood to make charcoal) by a Giant Gray Langur.
5. Langurs manages to steel stuff from embark wagon.
6. Using trade depot to move junk from wagon seems like priority. Got gypsum plasters and sand bags moved that way, plus all the scattered wood buckets, barrels, and mechanisms from the dismantled surface workshops.
7. My plan project of building a road to connect to the Year 02 fort to the west did not happen. Not enough people. Not enough time. Not enough blocks made.
8. In the end, I had a nice hospital with a well water pumped fresh from cavern 2.
9. I only had a few Human Bard visitors.
Anyway, those are my notes over the 2 forts to see how Bloodline plays.