I gen a new world, and experimenting with the use of dfhack.
Well I like to have aquifer, and using liquids does not remove the aquifer-ness of a tile.
So I use "reveal" to see where the damp stones are, so I find my spot where I can make a cube of obsidian without the hassle of hitting aquifer.
I "liquids" to create obsidian cube,
then "fastdwarf 1 1" to dig faster to flatten 2z worth of sand.
Then of course, I was not satisfied at this fast pace progress, that I "createitem" 5 iron picks and set everyone to mining.
The digging goes nice, but then digging out obsidian created on sand does not leave an obsidian floor.
So I "createitem" obsidian blocks, then floored all over.
Might as well smooth everything too, so I set everyone as engraver now.
Now that I have a cube of obsidian, with smooth walls, I need bridges and lever.
I also dig and smooth a maze-dodge trap for my entrance, that can handle with a future project of flushing with water (or magma) in the bottom of a 2z pit.
I then expanded by cube to have a 2z dry moat with climbable smoothed natural obsidian walls.
Then I spent time adding an air lock Trade Depot.
I created a 23 wide diameter hall, room for 60 tables and chairs.
At this point, the drab gray of obsidian is looking lame. So I add purple (Rutile) and yellow (Orthoclase) furniture, and purple (Glumprong) beds.
I have 1 Carpenter create 100 glumprongs beds. I can use create item on the bed, but the description will not have any maker's name.
So I just created a carpenter workshop, createitem logs, then set the stockpile to give to shop, and repeat make beds.
But before I place the bed, I did a changeitem and all the beds are not masterful.
I repeat for Orthoclase Doors, and Rutile Coffers. The 2nd floor, 100x bedrooms are done next.
The 2nd floor is also roofed with natural obsidian walls, has an overhang carved into fortification, and a 2 tile hallway for future patrols.
I even have a shooting gallery of the maze-dodge trap area.
I dig the basement 2 and 3 to house the food and textile industry, including an 5z indoor refuse dump and atom smasher.
I also dug the 5z ammo splitter, archery training.
Basement 4 becomes the forge area, 5 is the magma fuel area and storage.
Basement 6 is the hospital and jail, 6 and 7 being the cistern area.
I find where the aquifer tiles are, dug a power generator, and then a pump to fill the cistern below, add levers for shutoff.
And the final thing I did so far is to "feature" change to reveal magma so I can make the magma smelters, forge, glass furnace and kiln.
It's not even Autumn yet, and I only had 2 migrants +kids.
Next to do: Add water drain to map edge.
Thinking about it, I should have just tried to start with the max pop dwarf because 7 dwarves, even in fastdwarf 1 1 mode are still too slow.