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There is a point where "management" becomes a chore in DF and that's the fault of the game and it's UI, not the intended design itself. There isn't anything difficult to manage in DF, the game just makes good management features inaccessible. I feel your pain. :) (And, no, I don't want the game to do it for me, I want access to useful tools that help me manage it, myself.)
That dreaded middle-of-the-game is an issue in many games. You're at the point where you can do a lot of things, but may not have a good direction to go in or may not know which one to take.
Try to achieve some personal goals. Are you using Lava Smelters? Why not? Do it. :) Did you build a Waterfall? Any mechanisms and power generation? Why not? Do it. Did you start destroying your enemies on the map? Why not? Do it...
Make very good use of the Work Order manager tab. Use it to set up all of your standard inventory levels and production needs. ONLY give separate Orders to specific Workshops for very specific reasons. Assign Dorfs to workshops in professions you need a Legendary Crafter. Start building up, push the population limit and try to become the capitol of your civilization. etc..
(Look up Dwarf Megaprojects. You may want to engage with those creative bits of gameplay/building.)
There are plenty of good games that have enthusiastic players that really just love the gameplay up to the middle of the game, where things might get a bit more complicated. That's fine and if you like starting new fortresses, that's even better. :)
It takes me several in-game years to get to the point where I consider my fortress at bare necessary comfort level, and that's even before I start getting creative on automated ways of greeting unwanted visitors, much less go into first cavern level and below.
Probably doesn't help that I tend to restart multiple times early on, when I realize some of my intended layouts are sub-optimal...
Then comes the glorious task of building up obsidian spire above the ground level - either to keep pesky fliers away, or (more likely) to pump-stack magma and water above for the inevitable "you and what obsidian garden" response to larger hostile attempts.
Then again, I end up waking up in the morning still thinking about designs or some new ideas for work order implementation, so can't say I am experiencing this kind of inability of the game to keep my attention.
Incidentally, if you don't like the exploding population, you can adjust popcap according to your fortress' needs along the way - migrant waves will stop when you hit your selected cap number until you raise it again.
This spreads out the need for constant micromanagement while you do more dorfy things like building that magma shower over your entrance, or setting up magma-filled carts to empty in face of anyone daring to charge your entrance, or build retractable bridges to drop such invaders into a magma moat.
Ultimately, it's all about magma.
I will usually generate 15-20 worlds before I find one with a river, a temperate forest, humans, elves, *and* goblins as neighbors, iron and flux stone, but after that I'm not letting anyone take it away. Large trees and lots of vegetation means you have to work hard to run out of food and booze, and a ready water supply of any kind (especially if it's temperate and can freeze) means waterworks and a state-of-the-fort hospital are just around the corner, along with temples, a taven, a library, and "fun" around every corner.
...and I'm kinda flexible on flux stone as long as there's sand or clay to work with because eventually the goblinite ore starts churning out the steel for you and glass sawblades don't ding it up that much.
world i'm in now is a pocket-sized one ravaged by necromancers so my fort's goal is to endure, repel, and eradicate the undead hordes and reclaim the world from them. having that noble goal in mind helps me deal with the management and years-long onslaught of angry giant birds and such
If so, I'd suggest retiring the fort and starting a new one in the same world. That way you can keep advancing the timeline of one world. You can always check legends mode between forts to see how your old ones are doing or even resume an older fort from the embark screen.
You need flux stones to turn goblinite into steel, though
As others have said, find some goal. Make your fortress out of gold. Cast a giant Armok statue out of obsidian. Enslave all elves and make them fight in you arena. Possibilities are limitless.
Now it's like a drug, I can't wait to get new artifacts or beasts, resulting in a collection representing the highlights of the fort's history. It gives me a lot of fun.
If I have no concrete idea, I basically just use the site finder + my standard embark template, tweaked for material availability, and go in blind.
For me, the game has this 'one more turn' syndrome. There is always something new to do, something to set up. Something to prepare for. The stories come organically while I'm during that. I'm not looking to entice them in any way.
I'm also not a fast player. I usually have just the bare minimum at the end of the first year: a farm, couple workshops and about a dozen bedrooms.
FYI, resource management conundrums are a huge part of why I'm playing this game, so for me the problem you described is actually a draw.
Staying in a world can be difficult at first because you wont have yet discovered what makes that particular world interesting or unique, The first thing I do is decide which dwarven civilization im going to stick with because there are various things that carry over between forts such as migrants and animal training levels. Then i play a few forts in my parent civs mountain region, In this world my parent civs home mountain region is basically devoid of cavern life as they've driven most the regional population to extinction, so it lead to some very chill early forts. If I settle anywhere else though the rest of the worlds cavern regions are so untouched that they are teeming with huge packs of cave critters and I've had to abandon 5 or so forts to the relentless savagery of these regions.
My advice is to stick to a fort, avoid staying paused for too long, and fight the instinct to rollback or restart. If you run into a problem, see it through. Your early mistakes and poor planning will eventually become the foundation for all the fun challenges in the future - embrace rebuilding, walling off mined areas, widening corridors as needed and tearing up bedroom layouts. Make mistakes on purpose and shake yourself out of the urge to get it perfect the first time. You'll have more fun that way.