All in all the system has intent and some merits,
but with psychology not being updated "with" social skill balance, alcohol syndromes besides being potentially fatal to dwarves/non-dwarves are a lot more trouble than they are worth.
Its not hard to modify some of the effects, or even define different types of alcohol with inebriation effects to consume with some tricksy RAW editing. Dwarves spilling out all the details of the lives and being constantly drunk because the DWF_STRETCH can be too long or short, plus top ups in the tavern whenever doesn't bode well for dwarves who invest into skills like liar with slow growth in other areas.
Currently im having to run modded workshops that manually build xp of other skills just to stop dwarves getting rusty on social skills so they don't
not use their social skills, (since all workshops give 34xp and dabbling to novice cap is 0-500 it would take 15 long repeats and constant use to ensure that rust doesn't actually stop them from progressing when they are off working not chatting)
- Children born in fortresses & true non-married migrants from your civ's historical sites can have no social skills whatsoever after the first 2 hardcoded waves making this a uphill battle.
Sorry to stake the derail @Putnam & @RandomDragon.
Q: Are you still quite fond of that mini-game concept for animal taming if time allowing, you roll around to having adventurers lock up animals in cages?
Q: Will we see any more mini-games sub-activities that aren't explicitly 'games' per say (dwarvish backgammon in the tavern) but rather game-ified actions for the player's enjoyment?
Later edit:
5. To expand on an old question: since we already have the carpenter's workshop in adventure mode anyway could we start making cages and caging up animals we already own? Could we dedicate an area as a zoo in our sinister bandit fort, since all these nice adventurers will be dropping by to stop us now?
5. Getting closer! I haven't added new designations or reactions, but with pets going, things slowly begin to make more sense until they happen.
My own experience of this is that in theory, you can process vermin and harvest the blood/item specific materials from them and do whatever with the product by using the trap as a container and the creature defined by itself with VERMIN and material arguement.
Successful egg reactions are (like enclosed) and extend to other specific arguements like [USE_BODY_PART] where item type allows.
[REAGENT:A:5:EGG:NO_SUBTYPE:CREATURE:CREATURE_MAT:FEMALE:EGG][UNROTTEN]
However it'd be nice if in the future we could define a creature in a cage container or without, or conjure one up with a CREATURE item tag if im not inferring the end-destination too hard to what workshop reactions might achieve or require.