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Editing 23a:Trading

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* Food inside the Trade Depot can go bad. Have a food stockpile nearby so you can quickly haul goods inside.
 
* Food inside the Trade Depot can go bad. Have a food stockpile nearby so you can quickly haul goods inside.
 
* Thieves and thieving critters tend to follow caravans. Expect assaults and intruders.
 
* Thieves and thieving critters tend to follow caravans. Expect assaults and intruders.
* All caravans will bring extra food (meat and edible plants) and cloth/leather (for making clothes) if the supplies of your fortress are low enough, independent of whether or not you requested them. This does not apply in the case that the weight limit is exceeded by (other) items you requested. The supply situation, as observed by traders, is based solely on the number of items in your fortress, stockpiled or not. In order to '''avoid''' this behavior, you should make sure that, for each dwarf in your fortress, you have the following items:
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* Be careful about asking traders to bring lots of individual lightweight items (such as meat and fish) as it can result in traders taking a very long time to unload their goods. Unless the path to your depot is extremely long, though, this is unlikely to cause significant problems.
** 5 pieces of food - meat, fish, plants, or "other" in your [[Status]] screen (even though "other" includes inedible items)
 
** 5 pieces of undamaged cloth, pieces of leather, or complete sets of [[wear|pristine]] clothing (shirt+pants+shoe)
 
  
 
== Caravans ==
 
== Caravans ==

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