>>20274>idk what the FUCK Im doing
Use the lazy newb pack. If you still feel intimidated by fort mode, play adventure mode.
Make a world with low savagery, and few beasts. Put sites very low as well because it'll keep civilizations from spreading over the whole damn map , especially those fucking gobbos. Also set minerals to everywhere.
Avoid aquifers. Avoid Towers. Avoid Tombs. If you want a mostly peaceful run, avoid being near any goblins and elves.
The very early game believe it or not is like an rts in which you will be setting up the foundations/resources to your fort much like a base in a traditional rts, the thing is, the way the UI presents it almost all the minute options available to you instead of having a structure like lets say startcraft. While in starcraft you would build a barracks to unlock the armory, in DF you are given the option to build the armory, science facility, and academy straight from the get go.
The two things you need straight away in terms of workshops are the carpentry and masonry shops. For processing the two fundamental resources of your fort; wood and rock. Chop around ten trees down and you'll have all the wood you need to start out. Stone you'll get as you mine your base out. Another important thing to do, make a big ass stock pile for all you embark gear and supplies in you base early so you can begin the transition from living off the wagon and living in the fortress. Also make like a big living room/hall and zone it out as a meeting place so your dwarves don't spend their time outside in the wilderness.
Don't worry about a kitchen so early on, Dwarves will eat raw meat and prepared fish.
I usually set up near a creek and put down two fisheries to have a steady influx of fish.
Also butcher your embark pack animals if you feel you are low on food, unless they are egg layers.
Create a refuse pile away from you fort beforehand (trust me).
Rooms are created from beds which are created from wood.
Always build for more dwarves, and plan your food stockpiles for that, Migrant waves can hit hard.
Building a still is the equivalent of building a power plant in an rts, they are the life blood of your fort.
Secondary shit after you have established the basics:
Militias (for soldiers), Forges (for weapons/armor for the soldiers), an infirmary (for the eventual fuck ups), Coffins/tomb (for the inevitable fuck up deaths, underground farming (to ween off the external fishing but not replace just yet), Craftshop (for trade).
After that there is more to do, but you should have the foundations set and you got more leeway to order your dorfs to do more shit (build sculptures, make crafts, mine out more intricate rooms and living space, carve out a temple to a god of death, etc). Hope this helps.