The EP store isn't open yet, so prices may change.
I should say in advance though that I don't know how many players plan for multiple businesses. Obviously, the more businesses you plan to own personally, the lower your chances become of finding workers for them all as they may have their own aspirations too. Most likely easier to achieve, regardless of EP cost, if you work with other players who aim to run one or more of those supporting trades.
Anyway, in terms of costs, I happen to have a little over that in EP and looked previously so have a pretty good idea. Note if you work with a count, you may not need to buy EP plots for all of this - they may just zone land and attact residents.. at that pooint you might just rent one of the 4 plots and build your businesses on it.
This is therefore an exaggerated cost, assuming you're planning to "buy" everything yourself rather than working with other people, and you're happy to take on board the risk of empty shops, trying to find workers etc.
ORIGINAL COSTS:
EP PLOT 400 x 4 = 1600 (For a hamlet, assuming you don't plan to work with anyone else, which would be a shame). Each comes with a small commercial building, which may include Store / Tailor / Library / Leatherworker / Glassworker / Carpenter / Map shop / Alchemy lab / Paper Mill / Mason / Smithy / Tavern etc. Perhaps a Stable. However, I'm pretty sure they said some of that list require larger buildings including Taverns.
Wooden house x 1 = 500 (Assuming you don't want a smaller cottage for 225)
Wooden Tavern x 1 = 400 (Assuming it's too big for small!)
Total 2500.
Your "land" for farming is potentially included above within the plots. Now there are some catches. Firstly, you'll get no workers with no homes. Either you need to look at adding houses for commercials, the cheapest being wooden 4 shacks coming in at 100 each. You'll likely want rooms in your tavern for adventurers too - I think it was ballpark about the same for those, bringing your total closer to 3,000.
You've got some breathing room for a breeding pair of animals to get your started then too.
Looks feasible on paper, but if you plan to buy everything and be fully independant you're in for an uphill struggle. A smithy will need a house to live in. He'll also need a source of iron to work. Don't assume any such hamlet will be entirely independant. A tinker might supply his mining tools, using metal and perhaps carved handles from a carpenter. The smaller the settlement as a rule, the more you'll be a jack of all trades, and the less able you'll be at any one profession - that's why it's well worth working with other players.
The reality is that as far as I'm aware, EVERY profession within elyria will have interdependancies on other trades. Thus, you will most likely want to make use of a merchants wagon if you plan to do most of the above, to ensure your hemlet remains well stocked with all that it needs, by trading your goods elsewhere.
Hopefully once the well overdue selection (none of us can wait - we're all too excited) process happens you'll be able to make more solid plans and organise things with other locals. You might find it simpler to look for a spot where there's a few NPCs already, perhaps half a dozen with little development, maybe a single farm, woodcutter etc. From there, you could add the tavern, and ranch etc, and you're up and running. Spend the rest on stock, more houses etc.