Short report on current fortress state
This is the surface gate, with refuse pile and trap defenses. I dismounted outer cage traps because i tired of caged undead yetis. Put disc traps there - we made some.
Levers have notes on them.
This is an ice cellar. Stockpile of goods (filled) and stockpile of woods (empty). I have no idea why they store useless goblin-elf crap and don't give a shit about useful logs, ore and furniture. Also there's some random workshops and tombs. I suggest move tombs to special tomb level, for aesthetic purposes.
Here's trade depot filled with wood logs. Mechanic's shop (noted) is profiled for high-skilled masters only. Useful for deadly traps.
Tomb level, and masons shops. We need a lot of doors and cabinets, by the way, to make living quarters for all those migrants.
An arena lever. Large colloseum is left after massive magnetite minigs. We dug out whole cluster, then smoothed it. Use it at your wish.
Mechanic's shop (noted) is profiled for low-skilled workers only, useful for danger room and cave-in traps.
Entrance to first cavern. Bridge is operated by lever next to it, and entrance is protected by two cage traps one level down.
South-west corner of first cavern, with rock mines. It's almost completely sealed, just the topmost level left. It's important to seal it off - our animals need safe pastures.
Danger room. And tracks of various cave-in works.
We're short of armor and weapons. And have just one squad of 10 soldiers - that's too little, especially if you think of hostile elves and goblins. We have a lot of iron, and I asked traders to bring us some flux. And with proper care we can retake adamantine mines!
Old hall, full of webs, cave plants and stuff. Also there is pasture on this lever, to the north, where's the gobbler wandering.
The farms and food processing shops.
Living quarters. You see, we lack doors and cabinets. And beds too. And good rooms for nobles.
This is the control room of Revenge Project. All levers are marked.
This is the Revenge Project itself. It can be useful, but should be rerouted - the entrance is from west, while now it should guard us from cavern invaders.
Just north from stairwell there are control switches of Burden project. Levers are marked.
Also far to the west the only entrance to second cavern. It's blocked by walls but still accessible by fliers. Beware.
The Burden project. It has some issues that should be fixed before being used. I suggest to make plain bridges at z4 around solid rock, to block fliers.
Bridges and support are operated from control room.
Third cavern. Currently sealed. To the east there is adamantine mines, but I suggest to seal that zone before mining.
Magma sea and metal industry. Hole with hatch is the quantum stockpile of ores. Dwarves refuse just to store ore at ordinal stockpile, don't know why.
Save is here:
http://dffd.wimbli.com/file.php?id=4286Good luck!