Like others have said, burrows separating populations and automated mine carts.
I'd use impulse ramps and have a track loop with stops at both ends (I assume you're building at the remote end and producing stuff at the near end, with nothing useful in between). It's possible to use rollers and a lot of power generation (and transmission), but that's a lot more work. If the remote end doesn't produce anything, I'd have the cart just dump the goods and return.
Note though, that that you can't move booze with mine carts, because that's bugged. The barrels get labeled as belonging to the stockpile you load the cart from, and morons will try to carry them back.
To make the situation worse, you can't produce anything on farm plots in the ocean biome, because it supports no crops. I can see two ways to work around that:
1. Build upward to reach the air biome (biome of world tile to the NW). If that biome isn't Ocean you'd be able to muddy floors there to build farm plots (you may have to be quick to place the plots, because of cleaning).
2. Build downwards to reach the ocean floor (you really need support pylons anyway
) and dig down to create underground farms. Requires pumping to get the water out (or magma to build with obsidian).
For booze supply, I'd consider groups of dorfs tasked solely with hauling booze between stockpiles along the way. Each hauler (group) would be burrowed in a section covering a supply stockpile and a delivery stockpile, so burrows would overlap at the stockpiles, and each stockpile would take from its supply and deliver to its delivery stockpile. This can be extended to cover all goods, in which case you don't need the mine carts (but carting magma IS dwarfy...).