Here is my plan: Maximizing wealth will either need 100% industry (probably textiles) or multiple Planepackeds. Depending on artifacts seems too risky. So I'll go textiles, along with a compact fort layout.
Keeping everyone alive is harder. No solid idea how to make it foolproof, but it will involve a lot of tunnels for safe immigration. And so many war dogs.
Of course, all this assumes quickly getting through the aquifer without casualties. This might be a very short challenge.
Titthalstukos ("Call me Stu, dammit!") looked across the barren waste. The occasional acacia stood among the scorched grass.
"They said there would be water, lots of water. There is not even wet mud at the bottom the the dry ponds!" He grumbled about the mistake of bringing two fish workers. A hoard of chimpanzes could be heard in the distance.
"Doesn't seem to be much in the way of plants for them to eat. Unless they are car..." Stu stopped in mid sentence. No need to worry his fellow dwarfs.
"Tear down that wagon and get everything inside now!"
1051
Spring - Channeled out a safe zone. Surface farm growing prickle berries. Carved out a cave in device. Still no rock for mechanisms though, and no one volunteered to sacrifice themselves.
Summer - Trade depot up. Pumped through the aquifer, seems there is a second layer.
Autumn - Slowly enlarging the dry area. Dwarfs were not meant to play in the water. Seriously considering clear cutting the surface and building a blasted human hut. Dwarven traders arrived! Some salvation, but at the expense of our honor. The only item of value we have to trade is our anvil. These are dark times indeed.
Winter - No one else is working. I pump and I pump until my hands bleed and yet still no one goes into the pit to finish the job!
1052
Spring - Starting over. I should feel bad for all the wood wasted in the first attempt, but the pointy ears do not seem to be around. 17 migrants! More hands for the pumps.
Summer - Disaster. A migrant gem setter has gone moody. A few more migrants have arrived. They think this will be their tomb. It's more like a shallow grave, really.
And in less than a season, the gem setter went insane. Usually they last two. Did not think to wall him in, as he did not seem the violent sort. Killed a cat and spent a day chasing a woodcutter around. It did not end well for the gem setter.
On the 11th of Malachite 1052, Getsetter Kabcerol was struck down. The fort had created a small but unknown amount of wealth as a broker had not yet been appointed. We'll round this number down to zero dwarfbucks.
End save:
http://kmkeen.com/tmp/df-dojo-01-keenerd.zip
The bar is set. Can you produce more than zero? :-)