I just figured out a new approach to playing the game: A giant booze party. With only one rule:
NOBODY DOES ANY WORK.
This means nobody, anywhere, does any labor that could create an item that does NOT have those parentheses around it meaning "imported object."
NO digging, not even in dirt. NO woodcutting. NO crafts. NO hunting, NO butchery, NO fishing, NO cooking, NO planting/gathering, NO brewing.
The only things you are allowed to do are: Build a depot and trade at it, build beds and roofs for sleeping and a chair for bookkeeping if you're a wuss, set up a hospital and tend to wounds (with tables and traction benches if you're a superwuss) (also, sutures and bandages don't count as items unless you're REALLY dwarfcore), do military things like spar at a barracks (which had BETTER be defined at a bag that YOU DIDN'T MAKE!) and chase off monkeys, build chairs and tables and a roof for a dining hall if you're a SUPER-MEGA-ULTRA-WUSS, and get hammered 28/12.
In order to survive, you will have to trade other imported goods. Meaning unless you CHEAT and disassemble the depot, you'll have to trade clothing. Clothing which will have to come from dead dorfs. Meaning, you'll have to either wait for dorfs to start dying (the hard way) or your starting dorfs will have to realize there isn't enough to go around and bump off some migrants to get things started. ("Hey, can you deconstruct that staircase? The one holding up a floor right over your head?" "Sure thing!")
Eventually, you'll need to amass enough wealth to come out ahead in scrums against goblins, meaning you'll have to trade for armor and weapons as well as food and booze, carefully managing your two main resources: dwarves and tradeable goods, one of which can be "cashed in" for the other, the other of which can only be renewed through migrant waves and, eventually, perhaps, babies.
You can also allow yourself to build artifacts, meaning you'll have to keep some of everything handy (TRADE for them!) in case of a mood.