I had a plan to hybrid-build when I was working on an island map (until I learned the disturbing truth an aquifer takes up the whole map, so no stone; worse, it's salt water.).
Basically, I had plans to use a modular town setup as a side-project. It would possess a town, low-town and high-town. Think similar to Rabanastre from FFXII (though it has only town and low-town. Another example would be Midgar from FFVII with a town and high-town. You see where I'm getting at with this right?
Anyway, I had an idea to incorporate these ideas together, but on an island. But yeah, with aquifers in the way? Fat chance.
As for blueprints, I would follow this pattern to plan the low-town from. It's more of a grid derived from Shift+(Up, Down, Left, Right) Using a plus sign to signify the center of each usable space. Now that's infrastructure. An excellent way to plan really complex cities, and still keep travel nice and simple; hightown would use highways of course.
Low-Town Blueprint Base (which can be used to map out Town and High-Town (other setups will be condensed).
. . .
. + .
. . .
And simple identifiers defining different uses
Path
▲▼ = Ramps
-/\() = paths
</>/X = Stairway
Central columns
+ = 3x3 +-Shape
o = 4x4 circle
O = 5x5 circle
# = 3x3 box
() = (if stated) Large 7x7 or 9x9 circles (enough to fit in each Shift+Direction
Town Center UG (Underground):
\ ▲ /
/|\
▲-o-▲
\|/
/ ▲ \
Mine (base) (ramps are actually upward near the column, and in each storage room, there's a series of downward ramps)
Above ground is pathways or gem shops and storage:
/-|-\
|▲|▲|
--#--
|▲|▲|
\-|-/
Farms (UG base, AG is open (IE- No highways or high-towns); the circles contain each crop:
\-▲-/
()|()
▲-+-▲
()|()
/-▲-\
Still haven't put it into full practice yet.