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If you are playing on pioneer and see fertile soil in the starting glade you might be able to farm for the components of oil. Trading or attacking traders might add other options, however I don't think you'd be intending to do much more than rush through the orders and get some quick resolve from harpies and lizards.
I did it on bandit map(No trading possible), with trading it should not really be that hard :D
Admittedly, I did the deed on Settler difficulty but it's not like the deed forbids that and afterwards it doesn't seem as bad as I anticipated. You are however are lot less flexible than you usually would be, especially with blueprints.
For food, the Ranch seems like an almost obligatory choice being the only building I can think of that does not, directly or indirectly, rely on resource nodes and/or fertile soil to produce food. Even if you do find fertile soil within your starting glade I doubt that single patch will be enough to feed your entire settlement in the long run, on the other hand you could always build an additional Ranch if your food production feels too slow, besides since you wont have a need for camps (aside from Woodcutters') that means more potential workforce for the Ranches. And the Ranch can work solely with plant fiber, which you can just get from trees (I haven't checked but I think that applies to all biomes). The Ranch also pair well with any building capable of producing Jerky.
I don't see how wood would be a bigger problem than with opening glades, but a permanent Beaver firekeeper definitely helps, other than that the Kiln blueprint should be a high priority for you. I would not try relying on Oil as fuel, though. Building up a sufficient production of plant fiber or grain for that seems difficult and even then those resources might be better used being turned into food by a Ranch.
I think the the most awkward part of playing without opening glades is the physical expansion of your settlement, but there is usually a path around glades. Keep in mind that trees that only border a glade diagonally are considered part of that glade's border but felling such trees does not open the glade. So you'll often have to manually mark a lot of trees and combine it with the "Avoid glades (except marked)" setting for woodcutter camps, any other "Avoid glades" setting will often result in the game telling you that there are no suitable trees nearby.
Additionally, the paths for the woodcutters to deliver their wood can get rather long since they have to walk around glades instead of through them, Harpy firekeepers can help with that as can the "Evaporating Rainwater" forest mystery as both increase the carrying capacity of woodcutters resulting in fewer trips to the warehouse. Consider cutting towards areas that are large enough to allow for building additional hubs or (if you can't spare the fuel) at least additional warehouses, the latter are luckily fairly small.
But it's not like this playstyle is without its positives. An arguable upside is that it streamlines your blueprint choices, since there now is very little reason to consider picking camps and agricultural buildings. And, more importantly, no open glades means less hostility: this allows you to more easily accept new villagers and/or have more woodcutters (even during storm), forest mysteries like "Greater threat" and "Creeping shadows" (which give a global resolve malus for discovered glades) become completely harmless and since you will never encounter glade events you also don't need to worry about having goods that would normally be used to solve those which means either more stuff to use for your own production or more goods to be potentially sold to traders.
Trading seems like the part where you are the least flexible and you'll just have to see what you can optimally mass produce with your blueprints, any trading goods would be a preferable choice as those are accepted by all traders, this especially includes provisions since meat and eggs from a Ranch can both be used for making those. Alternatively, the "Deserted Caravans" cornerstone seems in my opinion like an even better choice than usually.
Perhaps consider just playing with opening glades until you get a settlement with convenient forst mysteries (such as the aforementioned "Evaporating rainwater", "Greater threat" and/or "Creeping shadows") for this deed.
But the tl;dr is: unless I forgot about some building I seriously do not see any realistic way to complete this deed on any difficulty without the Ranch blueprint and constanly having an army of woodcutters to offset the suboptimal settlement layout that you will inevitably end up with.
Also a note: you might be able to get a little bit of fertile soil, from patches that stick through the boundaries of a glade?
Ah, that is good to know regarding the fiber, should be something to keep in mind when attempting this deed.
I doubt it would be worth attempting to get fertile soil that way, I cannot imagine finding more than two patches per glade that way at best (but usually much less) from my experience with how fertile soil is usually laid out. Getting a farm just for that would likely be a waste.
The problem with the "avoid glades" settings is that the game considers trees diagonally adjacent to a glade as part of that glade's border therefore the woodcutters with that setting will never fell those trees even though it wouls be safe to do so without opening the glade.
When expanding your settlement while attempting this deed you will often have to cut inbetween glades on paths only one tile wide so as to not open glades on either side. If you don't fell those diagonally adjacent trees it gives you even fewer directions to expand in, that is why described expanding a settlement as "awkward".
I combined this one with the 3-year speedrun to get them out of the way all at once. There wasn't really any challenge to it, so it was nice to get them both out of the way at the same time.
The only biome where you won't get fiber from trees is the marshlands (one of the reasons is the worst one for me)
There are also positive forest mysteries that can help: the one that turns nodes depleted during drizzle into fertile soil (i.e. micromanage for max benefit) and the one for extra node production during drizzle (i.e. only gather during drizzle). I had the latter for my no-glades run, no ranch necessary.