If we really need underground farming, we can hack the tiles we want to have the subterranean status again, if we can agree to cheat a tiny bit.
It would be really cool to have a full drainage system in place, and one big control room with possibly hundreds of levers. (thank goodness for notes
)
A little extra design to minimize hauling traffic into and out of the fort:
on surface:
+++++++
+-----+
+-----+
+-----+
+-----+
+-----+
+++++++
many z-levels down, underwater:
++++++++
+-----++
+-----++
+-----++
+-----++
+-----++
++++++++
one more level down:
OOOOOOOO
O %%
O O+
O O+
O O+
O %%
OOOOOOOO
another level down:
OOOOOOO
O+++++OO
O+++++#+
O+++++#+ --> to rest of fort
O+++++#+
O+++++OO
OOOOOOO
+ = floor
- = retractable bridge
# = raising bridge (base)
%% = pump
O = wall
= open space
Items (such as wood) from the surface are placed on the retracting bridge on the surface. Once enough have piled up, the retracting bridge underwater is opened after the area below it is cleared of creatures, and the raising bridge is raised to seal the area. Then, the bridge on the surface is retracted, dropping the items on it right through the opening to the floor below. Both bridges are extended again, and the room is pumped out, while items can be piled up on the surface again. Once the room is pumped out, the seal is lowered, and the items are hauled the rest of the way into the fort.
I didn't check stockpiles, but zones can be placed on bridges, so we can just put a dump zone on the bridge, and dump items we want shipped in. This could make for a much faster trip for new merchandise into the fort, and maybe even support an external trade depot. I guess the main point is to minimize traffic through the airlock tunnel, so it can be closed sooner.
Heh, we could possibly even modify the plans a little to support dropping dwarves down into the fort in an emergency. Anyone know how fast dwarves fall through water?