Terrapin2190: Great tutorial! I'm gonna try this and see how it works out! Seems there are a few random happenings tho that could put a damper on such a plan, but doing all that in only 2 years time sounds like it would work quite well.
More things I forgot:
1. There's a command called the priority tool. Select an area, and work in said area will be done above all else, if possible.
2. No work is done at a building site if it's paused. This includes removing resources from it. However, you will often want to prioritize remove resources from future building sites without actually building anything there yet. It appears that, after buildings are planned, it can only be done manually (or by removing the planned buildings and prioritizing independent resource gathering in a selected area).
3. Once you've sold a quantity of items, unless you're swimming in resources, pause the game and adjust the new Trading Post targets, else the Trading Post will be restocked from your village's essential stash.
Update:
I started a new game and rolled up a map with a nice flat region... except the starting location was across a small (unfishable) river from it, smack down in the center of a cramped triangular valley barely large for a single forester.
So I did as described, except the first thing I built was a
bridge. Immediately across the river and a little bit to the side, I planned a barn, and the circular area south of the river was exactly the right size for a forest 4-pack node (hunter and gatherer built immediately and set to 4 workers each, forester and herbalist on hold). I put up a second stockpile right next to the node, to save time (to be later dismantled). Because most of the produce was still kept in the cart, I put the longhouse in the valley (but near the bridge), next to the initial stockpile and the (temporary) woodcutter.
The core village was laid out to the east, 12 houses around a marketplace with a school, a tailor, a blacksmith, and yet another temporary stockpile close by. The two food producers were producing a surplus, so I figured out I can live a bit without tools and had got a school up by the time the first child born in the village was old enough to attend (Winter 3) and a tailor by the time clothes started wearing out (because the distances to and from the future town were huge, without clothes I ran the risk of the nekkid builders chain-freezing on the way to it, with laborers replacing builders only to immediately die, so the tailor took priority over the blacksmith). No one whatsoever was hungry or cold.
The blacksmith took its sweet time to go up and even more time to start cranking out tools. The tool deficit maxed out at 12 before it started receding, and the dumbass blacksmith was literally the last one to get a tool. Only then I was able to finish the marketplace (and the barn) and start building the first individual stone houses around it. After everyone moved out of the longhouse (but before building more homes for nuclear families to encourage childbirth) I finally put up a forester and a herbalist, and as the stones from the surrounding area finally trickled in (laborers were the last to move to new housing), a Trading Post (and then a fishery and a second Trading Post).
New houses went up so fast that, although I don't have a Town Hall yet (so, no access to graphs), it looks like I've been able to fully avoid the usual population slump (when childbirth incentives miss most of or all of the first, uneducated wave of young people). I moved the woodcutter closer to the village. I plan to turn the initial starting area into a dedicated log producer by setting up a forester to plant only, then cutting the whole area bare with Remove Resources, and export firewood.