Here's my checklist for my new aesthetic fortress. It's a few pages and not finished yet.
Bedrooms
Hexagonal design, naturally shaped to terrain. Curving.
~11 Tiles each.
Water and magma plumbing
Clean and dirty supplies. One in, one out.
Private showers/bathrooms
Windows
Balconies
Individual wells
Overlooking important areas: plaza, gardens, groves
Aerial walkways between groups.
Enough for 400 dwarfs.
Courtyards - residential
Statues
Water features
Plants
Small Zoo
Seats
Murals
Fountains
Street lights
Vistas
Courtyards – commercial
Small shops
Workshops
“Stores” - Stockpiles: crafts
Market Stalls
Significant Areas
Grand Halls
Large meeting areas, around entrances and near important sites
Large engraved pillars
3x3 every 6 rows
Multi Z level
3-5
Meeting zones
Some double as dining rooms?
Museum
Immortal enemies and remains stored behind glass
Wagon, if possible. Capture one from traders
Caged enemies, too.
Pit creatures?
Clear/Crystal glass walls.
Archives
In Admin building
Lots of cabinets
Engravings
Practical use?
Cathedral
Large, multi-Z
Lots of gem windows, meeting zone
Statues, seating
Casket in middle for ceremonies
Unused
Pulpit
Undercroft
Mausoleum
Largest burial site
Lots of narrow passages
Engrave richest sites
Family tombs
Royal wing
Final resting place for non military.
Zoo
Traded and captured animals
Taming and breeding separate, but close?
Above Dungeon Master's Abode?
Animal shaped rooms.
Spider.
Bat?
Dragon, with magma mouth.
Temples:
Nature: Underground, in caverns → Mud to grow things?
Fire: Lots of magma, down near the magma sea.
Water: Lots of waterfalls, canals, floating platforms
Shadow: Lots of totems, around the grave yard, large voids, deep pits
Spirit: Carved into a cliff, bright, open rooms, long corridors, lots of statues
Time: First built, into centre of fortress. River of water and magma to show flows of time.
Light: Artefact weapon vault, altar, bright open room, large, ornate, red carpet
Shrines
Battle – War and animals
Kennels, Barracks
Victory and retribution
Military Hall
Food – Harvest
Fields, dining halls, Nature Temple.
Drink – Wine and parties
Meeting areas, taverns
Weather – Rain/Sun/Snow/Water
Fishing hall, above ground farms, Water Temple.
Wealth
Industry – Fire and forge
Metalworkers Guildhall, Fire Temple.
Trade – messengers, trade and thieves
Merchants Guildhall.
Earth – Beasts and Caverns
Caverns, Rangers Guildhall. Nature Temple.
Fertility – Children
Meeting area, outside hospital.
Love & Friendship
Meeting areas, taverns.
Sun – Light, Messengers
Above ground, Light Temple.
Post Office.
Moon – Hunting
Ranger Guildhall, Shadow Temple.
Mountain.
Stoneworker Guildhall.
Justice
Hall of Justice. Prison.
Death
Shadow Temple.
Ossuary – Animal remains in veins.
Medicine and healing
Hospital.
Memorials for major battles
Alcoves with statues
Small place to offer thanks
Possibly individual graves
Tomb of the unknown soldier.
Dedicated to military dwarves.
Palace
Royal Vault
Well guarded
Labyrinth.
Animals.
Traps.
Magma.
Bars, pressure plates.
Retracting bridges, pressure plates.
All the wealth of the fortress.
Royal throne room (In direct line with Grand Entrance)
Preferred Materials, large rooms, moving water.
Royal bedroom (located above/below)
Royal dining hall (separate, but openly accessible for grand occasions)
Boudoir for the consort
Separate wing for the Duke and consort
Waterfalls
Balconies
High ceilings
Statue alcoves
Rooms for Royal Guard
At least ten for full sized fortress.
Attendants and kitchens
Separate entrance
Room for Diplomat
Adjacent Embassy
Gardens
Maze
Fountain at the centre
Trap doors
Guildhalls
Miner:
Pick mosaic
Deep
Natural stone
Small offices
Lots of picks
Weapon stands
Tributes to cave ins and lucky discoveries (Native ore statues)
Excavated lake
Natural bridge over.
Guild Master's Office.
Woodworker
Tree/axe/carving mosaic
Lots of axes
Wooden furniture
Crossbow design?
Guild Master's Office
Workshops in Guild.
Bowyer
Couple of Carpenter Workshops.
Barrels!
Stoneworker
Natural stone design
Build to ensure all one colour for flooring.
Supports.
Marble, if possible.
Lots of engraved pillars.
Smoothed and engraved
Block/tower mosaic
Ore statues and furniture.
Guild Master's Office.
Ranger
Animal design
Lots of traps
Cages.
In caverns
Crossbow stocks.
Kennels.
Guild Master's Office.
Doctor
In front of hospital
Lots of offices
Red cross
Shrine to Health & Recovery.
Guild Master's Office.
Farmer
Split into disciplines
Plants
Grower/Herbalist/Miller/Thresher/Dyer
Windmill design
Powered buildings.
Fields
Caverns
Artificial and irrigated.
Farmer's Workshop.
Millstone.
Dyer's Shop.
Preparing.
Cook/Brewer
Barrel design
Offices.
Separate kitchens.
Large brewery on site.
Chemicals
Soaper/Lye Maker/Potash Maker/Wood Burner
Wood Furnace.
Ashery.
Soap Maker's Workshop.
Bucket design
Workshops behind Guild.
Magma kiln furthest away. Exports to fields.
Animals
Butcher/Tanner/Milker/Cheese Maker
Butcher Shop.
Tannery.
Farmer's Workshop.
Meat design?
Nearby refuse dump.
Export foods to kitchens around fortress.
Windmill designs
Four rooms, off main chamber.
Near fields
Guild Master's Office.
Fishery worker
Harbour side
Underground harbour.
Jetty.
Port buildings.
Stockpiles.
Fishery.
Caverns
Built above the water
Wooden.
Pump out water to make foundations.
Fishing hut
Shrine to Water.
Guild Master's Office
Metalsmith
Tongs/Hammer/Anvil Mural
Shaped rooms.
All metal constructions
Iron floors
Steel grates
Furniture of every alloy
Constructed pillars
Magma flows, covered with grates
Forges in side rooms
Smelters behind
Stockpiles above and below.
Low quality is melted down or sent to market.
High quality is sold to military.
Shrine to Fire and Forge
Guild Master's Office
Jewellers
Gem mosaic.
Encrusted furniture.
Small offices
Workshops in Guildhall.
Fortress Guard on patrol.
Shrine to Wealth/Mountain.
Guild Master's Office.
Craftsmen
Totems
Glass
Clear glass constructions and flooring.
Crafts
Cloth tapestry
Craft mosaic
Workshops around Guild.
Leather-works.
Craft Workshops – Several.
Glass furnaces – Magma.
Looms.
Clothier's Shop.
Guild Master's Office.
Export leather to Military and clothing stores, bone and wooden bolts to military, adamantine to forges, crafts to Merchant Guild.
Engineers
Dry dock
Construct ships in harbour.
Power generation
Large water wheels.
Separate rooms and systems across fortress.
Build above largest/most important.
Pumps – Masterpiece examples.
Automated
Pressure plates, moving bridges/doors
Spike traps on repeaters, where they can't be reached.
Waterworks
Water and magma moving around.
Gear assemblies, moving axles.
Siege workshop
Siege engines, production and repair.
Training individuals.
Lots of levers
Control point for most power supplies.
Guild Master's Office.
Military
Long armoury
Lots of racks/suits
Training rooms
Archery ranges
Fortifications
Parade ground
Express routes to main entrance and caverns.
Fast response.
Reduced traffic to stop other dwarves.
Large plaza
Hammer/axe, sword/spear, shield?
Lots of triggered spear traps
Trophies, memorials
Behind glass?
Weapon vaults
Shrine to Victory.
Guild Master's Office.
Justice
Fortress Guard Halls
Training barracks
Individual rooms.
Prison
Restricted access
Long, narrow bridge
Long drop.
Large, multilevel
Bars instead of walls along one side.
Solitary confinement.
Exercise yard (never used).
Marksmen Towers.
Hammerer
Office
Bedroom
Dungeon
Courtroom
Shrine to Justice
Captain of the Guard
Office
Bedroom
Guards' mess
Dining hall
Gallows
Long drop off a short bridge.
Magma
Hauling
Post Office
Large warehouse
Sorting offices
Temporary stockpiles.
Distribute to small ones.
Holdovers and extras.
Guild Master's Office.
Merchants
Trade Depot
Golden
Shops surrounding
Various colours and materials
Brokers Office
Vault
Lots of coins
Heavily guarded
Shrine to Trade
Golden
Lots of small offices for shop owners
Golden paved.
Guild Master's Office – Broker?
Undertakers
Sombre and dark.
Black and red.
Statues
Casket for ceremony.
Church?
Responsible for all the burial.
Unused cremation service, lots of magma.
Guild Master's Office.
Shrine to Death.
Cleaners
Simple
Lots of water.
No decoration.
Worn clothes stockpiles.
Guild Master's Office.
Taverns + Pubs
Bar, barrels behind it
Made of wood above ground.
Alcohol in cellar.
Dormitory beds above
Meeting area, tables, chairs
Fireplace?
Stables aboveground.
Supermarkets
Raw ingredients storage. Lots of rows. No barrels.
Multilevel, possibly
Big
Near restaurants.
Marketplace
Smaller market stalls, like supermarkets
Other goods
Lots of crafts
Clothes
Furniture to show off type of items.
Chest or Cabinet, etc.
Low quality arms and armour
Armour stands and racks weapon shop.
Shops on mezzanine levels
Around and above Merchants Guildhall.
Around housing areas.
Near nobles.
Materials to show expensive versus cheap stores.
Statue gardens
Nature areas
Courtyards
Rings of statues showing history
Lots of water.
Shrines.
Dining Halls
Own kitchens. Food stockpiles below. Buffet style.
Large, legendary
Open, engraved
Multilevel
Noble housing above?
Balconies.
Pillars
Water flows
Watchtower → Beacon
Top Z-level
Lignite fire at top
Raised platform for observation
Sentries?
Warning lever
Mountaintop View
Meeting area/statue garden
Shrine to the Mountain.
Dedicated to Dwarven achievement.
Top of the Endless Stair.
Alternatively, top of the water tower. (Or vents.)
Sewage System
Flushes through, lots of floodgates, levers. Grates.
Connects every room and building.
Clean water in one side, dirty water out the other.
Arena
Flood-able for naval battles. Drowning victims, cleaning blood, etc.
Lots of chains
Cages
Tiered seating
Window boxes
Forum
Seated, tiered meeting area.
Near markets.
Socialising.
Philosopher's office.
Theatre
Tiered seating.
Stage.
Scenery.
Changing rooms.
Props.
Strip club
Stage
Chains
Booze
Seating around stage
Poles? Supports?
Brothel
Out back, lots of dormitories
Beds and chains
Exotic clothing
Restaurants
Seating on ground floor, food stores above and below.
Kitchens, behind. Raw foods stored above and below.
Themed places
Vegetarian
Seafood
Exotic monster (Hydra-burger Co.)
Steak & Steak.
Boozecooking.
Cisterns
Water
Central tower, 3x3 height of the fortress.
Uses baffles to lower pressure
Magma
Pump up to mountaintop for beacon.
Use for street lights.
Metalworker Forges.
Kilns.
Fire Temple.
Gym
Lot of screw pumps
Stone hauling
Bar lifting
Wrestling mats
Running track
Swimming pools
School
Kids only mechanism.
Playground.
Classrooms.
Dwarf teacher?
Sanatorium
Similar to prison.
Right in the depths.
Horrible conditions.
Rough stone and mud.
Lots of cages.
Bread and water.
Dance Hall
Lots of instruments.
Dance floor.
Disco ball.
Watchtowers along the roads
Fencing
Courtyard and Keep → Draw enemies in → Marksman Towers
Great Hall-esque
Killing fields
Ramparts
Town Square
Large, open, no walled sides
Extended plaza.
Marketplace
Town Hall
Offices
Mayor
Broker?
Manager
Bookkeeper.
Lots of supports
Merchant Guild.
Civilisation/Group symbols
Local map mural.
Justice Building
Archives/Library
Wedding Hall
Cathedral?
Aviary
Mountaintop
No foot access?
Eagles nesting place.
Kennels
Training animals
Dungeon Master/Ranger Guildhall.
Barrows for Original 7?
Large, public tombs around the city.
Animal pens
Holding cattle, etc.
Full above ground farms
Groves → Pet Cemeteries
Ranger Shacks
Places for hunters to sleep and restock
Guarded checkpoints
Grand Vault
Tree farm meeting areas
Architectural Style:
Vaulted Ceilings
Engraved 3x3 pillars supporting ceilings. 2X2 perhaps. Long series of 1x1 possible if alternating.
Mezzanine Levels where possible
Water flowing around → Canals
Gantry ways, aerial bridges.
Long passages, high up.
Service corridors.
Ramps where possible, stairs for industrial areas.
Balconies
Large, open spaces, lots of excavation
Spacious, lots of black space between buildings.
Following veins to make passages, building between them, but not congested.
Mosaics, Murals, where possible and fitting. Plain designs. Spirals, fractals.
Fireplaces, genuine touches.
Winding roads and waterways. Avoid straight lines.
Lots of nooks and crannies. Corners to hide details away in.
Alcoves → in rooms, dining halls, etc.
Lakes
Vents and other closed passages to allow air movement.
Points to Consider:
Bathrooms (Public, near/around courtyards; fairly secluded)
Atria (high, open spaces, antechambers)
Loggia → Corridors open on one side.
Pergola → Shaded walkways → Supports and grates?
Barns (Above ground storage from farms?)
Military and Defence: Active
Large standing military
Lots of marksmen
Sniping towers, wide range of view and fire.
Double backs and ramparts allowing fire on enemies moving in behind.
Watchtowers along patrol routes.
Long, narrow bridges concentrate enemies
Bottle necks for ambushes
Long falls
Checkpoints act as bottlenecks, guarded and patrolled.
Traps if necessary.
Cage traps for wildlife.
Eagles if possible.
Fortifications to pick off enemies in “tank traps”.
Changing routes through the fortress.
Large areas seal-able from enemies/flooding.
Military: Passive
Large armouries allowing easy equipping.
Frequent ammo stores.
Food and drink stockpiles in training/patrol areas.
Ranges near barracks and stockpiles
Close to hospital
Lots of attribute building and cross training
Industries:
Carpentry (Little business, base in Guildhall)
Masonry (Large business, still in Guildhall)
Farming (Massive industry, lots of bases around Guildhall, restaurants, pubs, farms)
Fishing (Tiny industry, entirely around Guildhall)
Metalworking (Big industry, near Guildhall and magma) (Same thing.)
Jewelling (Medium industry, near Guildhall and furniture stores)
Crafting (Potentially massive, but based around Guildhall, small outlets perhaps. Near farming for processed thread and cloth and dyes.)
Engineering (Isolated, entirely Guildhall and Engine rooms)
Guilds:
Mining
Woodworking
Stoneworking
Ranger
Doctor
Farming
Fishing
Metalworking
Jewelling
Crafting
Engineering
Administrating
Military
Trading? - Merchant Guild.
Guildhalls:
Plumbing:
Central spire, converted central staircase, holds all water and releases through baffles.
Discharges into cavern water or other dump. Molten rock? Evaporate?
Fountains:
Water pressure
Power
Enjoy/I'm sorry you had to read that.