Warning: Slightly hacked together post.
@Potjeh and DoG, you're asking for the complete opposite of the intended function, though.
I agree, myself, that the most useful aspect of crossroads is local movement. Those are the trails you walk the most, eliminating a lot of tedium in gathering materials and performing tasks. Unfortunately, this is the opposite of what they were intended for
[1].
Then there's this
[2]. Crossroads are supposed to be long distance travel, skipping the vast, uninteresting and unthreatening terrain between places of interest. Travel in the same village is a way of breaking gates, but that is beneficial because the same mechanic allows powerful people to easily come from anywhere, knock you out and steal your copy of the village key. Travel makes and breaks its own safety. You can reasonably assume that if the kings of combat have little reason to haul their asses all the way out to your little hermitage for a cupboard or two of cheese or baked goods or just to break your infrastructure, they aren't going to bother because you're not worth it.
I'm basically arguing against teleports now. My world doth stand on its head. The problem is that the risk of death can be reduced to virtually nothing to the most developed players and not the other way around. Easy bake alts that you can send on a mission and then strip naked before leaving them to die. The ease of the teleportation system makes you have to build a wall to be safe from people from stupidly far away. The world itself is a problem, too, as there seem to be a great number of people who throw themselves to the world's end quite literally, using the edge of the map as a point of reference, effectively guaranteeing that as long as the map remains finite, you will be found. The equation here is complex, but ultimately I don't think the realism argument will make a fun world, just a 'safe' one. I still think local teleports are great. Honestly, I think that you mentioned drinking an entire bucket of wine in a session, and 50 glasses of wine, whether in an hour or a day, is absolutely going to kill you. Don't make the wine reduce more TW, though, just makes those stages of alcoholism progress a lot faster. Death by suicide, does that one actually work?
@Page 3 posts, Con should, if anything, represent tolerance, and should reduce the negative stat effects that are imparted by the different stages. It might also effect the sobering rate, which should be made longer anyway. Really, beyond 2 glasses everyone should be considered stage 2, and full-on drunk after a few more. Getting towards 10 drinks and more should be approaching the real danger of passing out and potentially dying.
And of course the mass traders will have a serious problem in this case. I don't really think it should be that extreme, or it should still run out quickly.
Read this because it is awesome:
A proper wall of text by JorbEdit: Also, I think higher quality beverages actually make you less drunk. I don't think I raised my Con that quickly.