Just going to link this handy summary of what we the players know about behind-the-scenes war stuff here.With all that mind, there are a few ways to encourage wars.
If you want wars to be more frequent, but not an always-happening sort of thing, you can set Ethics for each Civ to hold more extreme differences. The df wiki page on Ethics has a helpful chart to compare point values for that.
If you want specific groups of civs (ie. Dwarf + Humans vs Goblins + Elves or something) to go to war with one another more frequently, you can use tags like BABYSNATCHER and/or ITEM_THIEF to prevent friendships along a certain line. These tags work together and separately: Let's say Civs 1-3 have neither BABYSNATCHER or ITEM_THIEF, Civs 2-5 have only BABYSNATCHER and Civ 6 has both BABYSNATCHER and ITEM_THIEF. Civs 1-3 will be hostile (and thus inclined to go to war) with all civs who have either BABYSNATCHER or ITEM_THIEF -- so 1-3 will be hostile to 2-6. Civs 2-5 will be hostile towards anyone who does
not have BABYSNATCHER or anyone who
does have ITEM_THIEF -- so they are hostile to Civs 1-3 and Civ 6. Civ 6 will be hostile towards anyone who does
not have BABYSNATCHER
and does
not have ITEM_THIEF -- civs 1-5, therefor.
You can alter the VALUES of each Entity and the FACETS of each creature to make them more inclined to violence. This should, hypothetically at least, encourage warmongering. Things like a high POWER level and a low PEACE level would probably do the trick. Tweak it around a bit to try and get whatever works best.
You can use very specific worldgen parameters in conjunction with entity biomes to force everyone to start in more or less the same area, once they hit the world/civ site limits they'll need to fight to expand. I'm not sure if this actually encourages wars, but having everyone close enough to fight will help remove obstacles to warfare. A smaller map helps with this. Other worldgen stuff that can help (and you can further increase some of these in the entity files): Lower site cap, higher pop cap + higher pop/site cap (results in larger battles, larger armies, etc.).
You can combine the above methods, and while that won't guarantee constant warfare it will contribute to it.
If there is a civilization that you want to
always be at war with
everyone, you can give their creatures the UNINTELLIGIBLE tag. Since they won't be able to communicate, they'll never be able to form peace treaties and any wars they start or have started on them will not end until one side is wiped out. UNINTELLIGIBLE does not create pseudo-factions (true factions/alliances/whatever aren't possible) the same way that BABYSNATCHER and ITEM_THIEF does - UNINTELLIGIBLE kobolds will be hostile to UNINTELLIGIBLE orcs or whathaveyou. CRAZED should accomplish the same goal with the added bonus of being able to talk to the creatures, though I haven't tested it.