1. Most booze requires water (I cant believe people thing thats legitimately a good idea. that makes a large amount of embarks actually impossible)
2. Dry food and strong booze makes dwarves thirsty. Water makes dwarves less drunk, so they go and get more booze. Yes this can infinitely loop.
3. Dwarves can generate and enter your fort with one or more addictions besides alcohol. These can be benign things, an addiction to a certain category of food, or smoking a plant. Or they can be more... harmful, such as huffing Forgotten Beast extract, or drinking Cave Blob fluid. If the materials are available, even if theyre forbidden, dwarves will take the objects of their addiction. if you try to take them away, they will go instantly berserk and instantly go up to Legendary +5 in all combat skills (only against dwarves in your fortress) until the object of their desire is returned. If they cannot get their hands on their addictions, they will slowly get depressed, and for each addiction they cant satisfy, it will like being without booze... but it stacks. Eventually a dwarf might sober up after going cold turkey... or they might commit suicide. Elves and humans will bring tons of addictive substances, and sell it to individual dwarves without your consent. They will then charge exorbitantly high amounts for those substances on trade. They will never sell you the seeds if its a plant. Some dwarves will be so desperate for their addiction, that, if they dont get access to it, they will sell themselves into slavery for it.
4. Depressed dwarves actively commit suicide a lot more. Dwarves hide their depression the best they can. Suicide isn't only magma or drowning. A dwarf will often use a step ladder and a rope, or whatever bladed weapon is available. If an item is used for suicide, its considered cursed, and dwarves will avoid it. If suicide is committed, the area it was in, and the whole fortress for that matter, has a high chance of being considered cursed, causing fell moods to happen more, which makes the fortress seem even more cursed. In addition, "cursed" fortresses are avoided by almost everyone, except extremely dark dwarves. Exceptionally depressed or cultish dwarves will make suicide pacts with each other, to kill themselves as easily as possible. If a suicide is prevented, every dwarf will still be on edge for a period of time.
5. Religious dwarves may start crusades, and murder any and all dwarves of other religions. If a full scale holy war breaks out, you lose all control of any aspect of your fortress until it ends, and you are basically put into spectator mode. It you try to quit the game, Toady tracks you down and burns you at the stake for "ruining the game"
6. Sometimes a dorf will hate an aspect of themself. They will go to such extreme lengths to "fix" themselves, that they will commit self mutilation in secret to "fix" it. This will often happen under stress, especially stress induced by having a high skill in something and ever making anything below masterwork quality. Namely that scenario would end in them cutting their "dirty, dirty hands" off
7. Evil biomes spread and need to be contained. You have no way to do such. Also evil biomes make migrant waves come up far more. for some reason