Tools:
9,001 barrels
Farm plot set for plump helmets, sweet pods, pig tails, and dimple cups.
Farmer's shop, dyer, loom, and clothier.
A good waterfall and dining hall.
Now: With that number of barrels and a single still, you should hit the Booze Singularity Point, where you can set the brewing job on repeat and the amount of clutter will ensure that it never stops. Eventually, the clutter of barrels in the still will slow down production until it reaches the same rate as consumption, no matter how many dwarves you have. The Sweet Pods + Plump Helmets helps ensure that booze is never stale, and that the pods can always be brewed even if the helmets are all eaten.
In the meantime, produce ~100 thread, bags of dye, dyed thread, and dyed cloth. Once you've "primed" the system with a number of items, then go through the textile production line and set it to /R, as long as the farm produces more than a single shop can go through in a year (a 10x10 farm with a good farmer can outdo a farmer's shop with only 1 season of pig tail production) then the clutter effect should streamline production to make sure nothing ever runs out of resources. Keep this going, and you can automatically produce infinite goods of dyed cloth, and after ~5 years you should have legendary skills and produce 1,800☼+ of goods from every "cloth crafts" job.
Of course, that's a lot of goods produced, so you should sell them every year to 1: Make room for new goods, 2: Score up your Exported Wealth, and 3: Relieve some FPS drag.
You should need to merely act once a year to sell goods and check if your brewer/clothier/farmer has died, and the rest of the time it just runs on smooth. That is, assuming invaders and artifacts turned off. Not that invaders are so difficult anyways, and moods can be handled with trade or avoided with a small population.