I had hoped for this, and planned ahead a generalized overview of my thoughts on what we should do.
Embark Data:
Dwarves:
Evaris (female) +5 leader, teacher
Urist Oteles (male) +5 Diagnosetician, +1 Wound dresser, surgeon, bone doctor, sturer, gelder
Galena (male) +1 Mason, engraver, wood burner, furnace operator, stone crafter
Immortal-D (male) +1 Building designer, mechanic, gem cutter
Dwarf A: +1 mining
Dwarf B: +1 mining
Dwarf C: +1 wood cutting
Items:
10 plump helmet seeds
5 cave wheat seeds
5 rock nuts
5 sweet pod seeds
5 pig tail seeds
40 dwarven rum (or replaced with something else that's not dwarven wine)
20 dwarven wine
20 random single units of different animal meat
20 berries (prefer blackberries)
10 lye
20 sheep's milk
2 wood training axes
2 copper picks
5 cave spider silk thread
5 cave spider silk ropes
5 cave spider silk bags
5 cave spider silk cloth
1 wood stepladder
3 wood buckets
30-40 boulders of jet. (if jet is not available, another lightweight 3U worth stone.)
Animals:
2 male war dogs
2 female war dogs
1 boar
4 sows
10 turkey hens
1 turkey gobler
step 1:
Plan A: Find embark location with river but lacking an aquifer. (or only having an aquifer on part of the map)
Plan B: Find embark location with river and aquifer with part of the map lacking an aquifer.
Plan C: Find embark location with river and aquifer with rocky hills.
Plan D: Settle on the most wooded area with a river.
Zone-only fishing should be set.
Step 2:
If no aquifer is present, begin planning out a straight dig down to rock layers, forming a 3-wide path 21 tiles long, leading to the center of a 9x9 wide area with an ajacant 9x21 room (1x1 tile for a door between them), leading to another 3x21 path, and another 9x9. Farming areas will have a stairway leading back up to soil levels elsewhere. the second 9x9 area is a terminal room, branching off to the rest of the areas of the fortress, whereas the first 9x9 area should be set as a pen/pasture for the war dogs. A food stockpile is the first thing to be built, following a corridor for 3x3 bedrooms for dwarves, then making a few more stockpile rooms, space for workshops, and then begin making probing tunnels on the Z level for minerals (and mining out anything that won't interfere with the rooms.) If an aquifer is present, the layout should remain the same, however it should be in the deepest non-aquifer level that can be dug to after aquifer depth has been found. A 15x15 cistern should be made, in the case of a river it should be dug next to with a 3 wide path leading to stairs below the living level, to a channeled out area, using a pair of 2x3 raising bridges to control the waterflow, and ensure no one single accidental lever pull will lead to flooding. These levers should have their own control room ajacant to the cistern. If an aquifer is present, simply channel out the area 1x15 section at a time till the 15x15 sized cistern is reached. A hospital should be built ajacant to the cistern. The Cistern should be set both as water source and fishing. (and as such, the optimal location would be below the river) The farming area should have 4 5x5 dug out sections for farmland, a 7x7 room, and two 10x3 rooms. The 10x3 rooms should be for the pigs and turkeys, each with their own room.
3: send woodcutters to begin chopping down what trees they can away from the river, while non-mining non-woodcutting dwarves build a mechanics workshop, carpeter, butcher, tanner, farmer, kitchen, soap maker, and brewer. A temporary food stockpile is to be set next to the wagon, with a refuse stockpile next to the butcher and tanner. The berries brought with should be brewed immeadiatly. Milk should be made into cheese immeadiatly as well. Once the above are done, pack animals may be butchered for food and soap. The mechanic should begin working on 20 or so mechanisms. One dwarf should be set to gathing plants.
4. 2x3 sized raising bridges should be set up in the 3x9 paths underground in a double-airlock setup, and a 7x7 sized control room should be dug out well away from the area, with four levers spaced one aprat in the top of it, to prevent confusion.
5. An walled-in aboveground area should begin to be set up around the down stairs, 23x23 tiles in size, with a 3 wide area left for entry to the south. If the living area is more than one tile down, then a channel should be dug five-wide around the walls. Once the channel is finished, a 3x7 north raising bridge should be placed, and a 3 wide tunnel mined to one square away from the river. The final three squares should be channeled from above for the sake of safety. Within the walled in area, nine 7x1 sized farms should be east side (set within a 21x3 area), stairs up to the walls should be placed to the north, and all workshops built should be torn down and rebuilt either in the walls (in the case of butcher / tanner ) or moved underground by overseer discrestion. Refuse should be stored within the walls as well. A carpenter workshop should be built on the other side of the moat, with a wood stockpile nearby. The first things to be made by the carpenter should be Seven beds, one chair, two crutches, two splints, nine tables, nine chairs, eight chests should be made. After that, whatever is presently necessary, such as barrels as being the most likely. A craftsdwarf workshop should be also made, set to making ten next boxes for the turkeys, and immediatly placed in their room.
6. A dining room should be set up near the food stockpile underground, and a chest should be set up next to the tables and set as barracks. (to be used as training area by the first squad created in the future soas to give observer skill points to all dwarves eating.) The underground farm area should have it's workshops set up in the 7x7 room. 5x1 sized farm plots are to be placed in three of the the 5x5 sized rooms, to be used by whatever seeds are available in the season, except plump helmets. The final 5x5 sized room is to have plump helmets set to all seasons. Aboveground farm plots are to be filled with whatever is available, with priorty given to rope reeds and blackberries.
7. As resources allow, the aboveground walls should be built upon, extending out over the moat one square by constructed floors, and one square beyond that by fortifications. A bowyer should be built and wooden crossbows begin to be constructed. An area of fruit/nut bearing trees should be selected as a plant gathering area as near to the fort as possible.
8. If an aquifer is present, now a project should begin to first construct windmils (or watermills, if the river is more suitable) and vertical axels down to an area suitable for utilizing the double-slit method to breach the aquifer, with wider areas above soas to allow artificial walls to be constructed to allow a permanant downward path, and rock layers smoothed. Once the aquifer is breached, the rock layer should begin to have feeler tunnels sent out to find resources.
9. A wood burner, smelter, glass furnace, and kiln should all be set up. Charcoal should begin to be produced, any ores available smelted, and the sand brought with on embark turned to raw green glass for gem cutter training and making available of bags. If Gypsum is present, three units of plaster powder should be made.
10. If enough ores are available, the beginnings of armor should be made if iron or bronze are available, in the form of mail shirts + greaves + helm + gauntlets. Shields should begin to be made from wood, and if time allows, iron short swords be made. If both iron and copper are available, iron should be used for armor and weapons, and copper be used instead for bolts. Hunters should have wood bolts specified and begin to be produced. Any bones available should be converted to bone bolts. At end of year, develop coinstar machine, make Evaris (teacher+leader) militia commander, set up for full armor, and proceed to send militia commander to train in coinstar machine until legendary+ armor user with maxed out stats by coinstar (the coinstar should use actual single coins for the sake of safety, made from whatever soft or light metal is handy, such as aluminum or lead).
(also, if there are multiple female dwarves on embark, I'd like a chance to see what their personalities are to choose which one should be me.)
Oh, on a side note, what would everyone say to forbidding hunting in our fortress, and putting our efforts with the surrounding wilds instead to capturing and domesticating wildlife for the sake of profits?