Been following a mixture of
Tatter's & Elfhater's starting builds, and I find they tend to be quite efficient in saving EPs to upgrade your dorfs to their max available skills at embark. Here's what I normally do on a non-volcano embark, adjust the smelting requirements for magma furnaces (less coal, magma-safe stone) when required:
1) PRE-EMBARK:
a) Remove the following: 2 x battleaxes and 2 x picks. Keep the anvil.
b) 31 x each of dwarven ale, beer, rum and 10 x wine
c) 41 x of 2 EP meat, preferably 1 of each type of meat (1 dog meat, 1 cat meat, etc). As different types of meat are stored in their own barrels, this, combined with the booze barrels, will give you the maximum amount of barrels at embark.
d) Materials enough to make 2 full sets of Bismuth Bronze armor (1 of each type; helm, mail shirt, breastplate, greaves, gauntlets, shield) and 1 x pick & 1 x battle axe. This is a personal preference, it is cheaper than bringing materials for steel implements (the same EP will only give me enough steel for 1 pick & 1 battle axe, roughly) and Bronze is 2nd behind steel for strength. (the Bismuth addition is so that I can sell the weapons at a higher price later, when I have access to steel). The materials are (taken from
here):
d1) 8 x copper ore, 4 x cassiterite, 4 x bismuthinite, 10 x bituminous coal, 2 x fire-proof stone, 2 x any wood
e) Keep the 5 seeds of each type of seed (I personally keep only 1 x Dimple Cup, I don't dye my dorf clothes), plus 5-10 bags of sand (1 EP each) and 5-10 bags of gypsum plaster. How much sand and plaster you bring is up to you, just don't bring too much. I usually choose skills for my dorfs first, then decide. The main reason for this is for the cheap bags provided. An empty bag costs around 20 EP each, so one can see the savings here. Seed, Sand & Plaster are stored in random bags on embark.
f) Tab to your dwarves, choose the skillz you want them to have. My personal choice would be 1 leader/miner, 1 mason/miner, 1 carpenter/woodcutter, 1 smith (weapon, armor, metal), 1 doctor (all doctor skillz), 1 mechanist (mechanic + siege op skill) & 1 farmer (farm + forager).
g) Finally, Tab back to items and keep only 3 thread, 3 cloth, 1 crutch, 2 splints. You can do this earlier if you don't have enough EP for your dorfs. I would also remove all but 10 plant food, if any.
2) POST-EMBARK:
a) Build a Carpentry with 1 wood, make a training axe, go axe-happy on the surrounding trees. Make a wood stockpile and refuse stockpile near the proposed entrance of your fort, or near your wagon. Make 6-10 beds for your future dormitory.
b) Build a Smelter & a Wood Furnace. You can dismantle your Carpentry for the wood if your surroundings are not Nature-friendly. If you're in a hostile environment, I suggest you do not dismantle your wagon until you have a new meeting place setup. (Once, my mechanic wandered off to get eaten by a crocodile when I dismantled the wagon)
c) Make 1 charcoal, and use it to make coke of all your bituminous coals.
d) Use the coke to smelt your Copper, Tin and Bismuth Bars. Continue on to make Bismuth Bronze Bars. Dismantle your Wood Furnace.
e) Build a Metalsmith Shop, make your weapons and armor. Suggest you start making a pick and 1 set of armor 1st.
f) Dig your entrance, put down stockpiles for everything else, search out location for subterranean farm. Put down separate stockpiles for food and seeds. Put down a still immediately. Start foraging the surroundings. Dismantle your wagon.
If you're in a hostile embark (haunted or terrifying, for others, it should be safe to just keep your Wagon intact until you've carved out your abode), you might want to bring along some cheap stone for a quick barricade while you make your weapons.