I have similar phases as...
Rick? Hyndis.
First there is the outpost, a clusterfuck of rooms, and workshops, and the other essentials ( Depot, Hall of Meeting, and The Anti-Depressant Uber Hall )
When forces have achieved greater greatness, I start out creating an obsidian farm, and hollowing out a large space for the fort, and start grinding the troops, and civilian masons, the fort is started.
Please Note: Due to the fact that the fort is made out of blocks, it can be reformed as master plan unveils.When the fort has it's basic districts ( Food, Farm, Housing ) the Dwarves make the perilous journey to the other side of the map. And then the Vault is started.
Please Note: The Vault is an impeccable district, able to isolate from the rest of the Fort and is impervious to any super force. It comes complete with every single need, including it's own militia and Magma Camp, to deal with any lingering threats.Whenever there is a need, someone bleeds, and some one else gets walled in, thanks to the modularity of said fort, I can change it into any design needed, need some more Deep Blue Suites, Billy? No problem, just dig and mold. Need any more Forgetech slots, just adapt it to the Deep Blue Suites to test, and then you can use it in the Arena.
A large ass stadium where only the greatest strive, where the evil reside, where I force feed elves Nightshade. Where I designate elve in the shade of an Arenatech feature, to get Cave-In Raped.
It is the arena district, one of the outer reaches of the fort that is directly after the Pass, it is used to rat out the Fort's Foes, including Elves ( survivors are used to lay Elf Eggs, yum ) and other threats.
It consists of many features, like the Archers Collect, has been reinforced with floodgates for another feature, the housing and playing field of the archers.
That Hall, the hallway that connects to the Fort, don't even try gobbos, you'd be dead before you die, it is a branch-off of the Archer's Collect.
The Barrack Doors, the only way in for the defensive field troops, it used for another feature, and is a fast way to die, if entered, considering the heavy militia group stationed there ( Canine Guardians, ftw ) .
Arenatech: Hammer Fall, a preemptive strike, can pierce through floors, and can clear the arena, it is made by Laborer Masons, from the Forge District, it is tall ass tower, note that the Elven Depot is on the floor directly beneath it.
Forgetech: Flaming-Styx, every troop is evacuated, and the Collect is sealed, the Pass is locked, and the Elven Depot is made vunerable, a lock is opened, and out pours magma, if there is any other lingering foe outside, the Pass is opened, therefore setting the fields to flame, and killing bout everyone in the process.
CarpFest: Check yourself Jonah, when there is enough vile water demons, a secondary tank is filled with water and water demons, when released, the bastards will kill of everyone, and then is released out of the pass.
CarpFest: One in your Throat is Two in the Moat, the pits are filled with water demons, and water, blah blah, released out Pass
A large, heavily defended, lock, it is the only way in/out for anyone, but leaving alive isn't guaranteed, connected to the Archer's Collect, it is a vile place to be when a Forgetech, or CarpFest is primed for a leave, it also has features. It occasionally has some Patrollers outside, but the Side Enterances are one-way, so causulties from DoubleRaves are common, unless I think of a more suitable method...
MeMetech: It's A Trap, small compartments open, filled with cats, and cage traps.
MeMeTech: Imma Chargin Mah Lazer, the DoubleRave of Carpfest: Check yourself Jonah, and Forgetech: Flaming-Styx