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Editing 23a:Trading

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As a side note, if you deconstruct your trade depot with a caravan in it, the wagons will be killed and all the caravan's items will drop to the ground, to be readily hauled away by your Dwarves. This does not mark the items as stolen, but it still has all of the same negative effects as seizing goods - the civilization from which the caravan originated will observe that the value of their caravan was ''less'' than what they had when they visited you, so even if you came to possess the goods through no fault of your own ([[goblin]]s killed the merchants, for example) they will decide that you stole from them and may decide to attack you in response.
 
As a side note, if you deconstruct your trade depot with a caravan in it, the wagons will be killed and all the caravan's items will drop to the ground, to be readily hauled away by your Dwarves. This does not mark the items as stolen, but it still has all of the same negative effects as seizing goods - the civilization from which the caravan originated will observe that the value of their caravan was ''less'' than what they had when they visited you, so even if you came to possess the goods through no fault of your own ([[goblin]]s killed the merchants, for example) they will decide that you stole from them and may decide to attack you in response.
 
...or at least that's what's supposed to happen - due to a bug, this does not actually occur. See below for more information.
 
  
 
===Offering items===
 
===Offering items===
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If caravans are destroyed (intentionally or unintentionally), the items may remain for use. Traders caught in a [[cave-in]] will flee as if they were attacked but will leave all the items dropped by the caravan behind. Pack animals carrying items are affected just like a normal tamed [[mule]] and must be killed in the cave-in for them to drop items on the ground. It is however much more likely that the pack animal(s) will only be stunned or rendered unconscious and flee shortly after recovering from the hit. Wagons will collapse if caught in a cave-in, leaving all that it was carrying on the ground as a result.
 
If caravans are destroyed (intentionally or unintentionally), the items may remain for use. Traders caught in a [[cave-in]] will flee as if they were attacked but will leave all the items dropped by the caravan behind. Pack animals carrying items are affected just like a normal tamed [[mule]] and must be killed in the cave-in for them to drop items on the ground. It is however much more likely that the pack animal(s) will only be stunned or rendered unconscious and flee shortly after recovering from the hit. Wagons will collapse if caught in a cave-in, leaving all that it was carrying on the ground as a result.
  
While caravans can defend themselves, they don't like being ambushed. If any merchant (including any wagon or pack animal) is killed, the entire caravan will retreat and forget about trading with you for the season.  Repeated caravan destruction (intentional or unintentional) will strain diplomatic relations and may result in a [[siege]]; due to a bug, however, this does not actually happen.
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While caravans can defend themselves, they don't like being ambushed. If any merchant (including any wagon or pack animal) is killed, the entire caravan will retreat and forget about trading with you for the season.  Repeated caravan destruction (intentional or unintentional) will strain diplomatic relations and may result in a [[siege]].
  
 
=== Caravan Delay ===
 
=== Caravan Delay ===
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If you have locked the caravan into your fortress to hold out against a siege, it's a good idea to station a squad of soldiers near the trade depot in case the merchants [[Insanity#Types|go berserk]]. Alternatively, you can design the trade depot using [[drawbridge]]s so that it can be sealed off from the rest of the fortress during a siege, though take care not to put them so close to the depot that they [[Dwarven atom smasher|crush]] the merchants when they are raised or lowered.
 
If you have locked the caravan into your fortress to hold out against a siege, it's a good idea to station a squad of soldiers near the trade depot in case the merchants [[Insanity#Types|go berserk]]. Alternatively, you can design the trade depot using [[drawbridge]]s so that it can be sealed off from the rest of the fortress during a siege, though take care not to put them so close to the depot that they [[Dwarven atom smasher|crush]] the merchants when they are raised or lowered.
 
== Bugs ==
 
Hardships experienced by caravans are not properly recorded in the world's history, so future caravans will not be influenced by them. The following patch for version 0.23.130.23a fixes this:
 
{{spoil small|<nowiki>0x24EE49 : 10 -> 28
 
0x24EE69 : 0C -> 24
 
0x24EE82 : 10 -> 28
 
0x24EE9E : 0C -> 24
 
0x24EEB6 : 10 -> 28
 
0x24EED2 : 0C -> 24
 
0x24EEEA : 10 -> 28
 
0x24EF06 : 0C -> 24
 
0x24EF25 : 10 -> 28
 
0x24EF41 : 0C -> 24</nowiki>|Binary Patch Enclosed}}
 

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