There isn't one. I can help write one up if I know some of the steps and played around. I'm definitely interested.
Now back to the challenge.
I've been genning smaller worlds, short history, high everything else, and most minerals for easier time finding iron.
I usually (a)bort and (y)go to re-gen quickly. Just looking at the map, I tend to like a smaller mountain cluster, and tiles for sand desert areas, or purple-evil ice areas. I just prefer flat surface.
For a challenge map like this, I end up going 3 miners, 2 axe, 2 military sword. Each with +3 to the weapon/tool, +1 Dodger, +1 Discipline at least.
And with a 2-year fort building, "beautifying" via smoothing stones or building above ground is labor intensive.
I notice that at least depending if the civ is dying or thriving, a quick boost to wealth can be done with Lavish meals.
At least 1 of each meat, garden vegetable, milk and fish can make a Cook make masterful roast faster.
Herbalism early on if biome isn't full of roaming zombies can further boosts lavish meals production.
So 1.Wood Cutter and 2.Herbalist can do these the first season and don't need to do anymore for the rest of the 2 years.
The 3.Carpenter can handle all the beds and barrels ratio of 2 beds:1barrel initially. Dorms or private rooms do not matter / affect migrant waves. So might as well crank out bed and barrels on repeat for season 1.
With 100 booze in the embark, brewing will not be a concern at least until autumn and have new migrants handle that.
Food and booze in the wagon do not spoil either, so no need to make stockpiles for drinks until there are migran haulers.
Only prepared meals and outdoor plants for stockpile.
Now I am not sure if fortress wealth affect the number of migrants coming in on Summer and Autumn. But I rather have the 4.Cook start making roasts and use up the containers of the meat and milk in the Season 1.
Definitely have the 3 miners dig out the dirt first as it is faster and helps level them up sooner.
For the most part, I like using z-2 as tunnels so tree roots do not hinder, and I have a more controlled paths compared to the surface; away from zombies, fogs, etc.
If there is aquifer, it will probably take a season to breach it. But with aquifer, comes plenty of power and even fancy drowning chambers, and water cannons.
Yeah, with a 2-year build time and aquifer, it's definitely water engineering projects for defenses.