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Editing 40d:Trading

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<span name="Note_that_the_civ" id="Note_that_the_civ"></span><!-- that anchored span added to allow a reference from the DF2010:Exploit page. 0x517A5D. -->Note that the civilization attached to a particular caravan will keep track of the value of items the caravan was carrying when they set out to trade, and they will compare this value with the value of items they return home with. Regardless of what method you use to confiscate items from a caravan, even if you came to possess the goods through no fault of your own (an [[ambush]] killed the caravaners, for example) the parent civilization may decide that you stole from them and send a [[siege]] instead of a caravan the following year. It is prudent to take measures to protect caravans visiting your lands!
 
<span name="Note_that_the_civ" id="Note_that_the_civ"></span><!-- that anchored span added to allow a reference from the DF2010:Exploit page. 0x517A5D. -->Note that the civilization attached to a particular caravan will keep track of the value of items the caravan was carrying when they set out to trade, and they will compare this value with the value of items they return home with. Regardless of what method you use to confiscate items from a caravan, even if you came to possess the goods through no fault of your own (an [[ambush]] killed the caravaners, for example) the parent civilization may decide that you stole from them and send a [[siege]] instead of a caravan the following year. It is prudent to take measures to protect caravans visiting your lands!
  
...or at least that's what's ''supposed'' to happen - due to a bug in this version, merchants fail to record their hardships in history, so no negative effects will occur. See below for more details.
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...or at least that's what's ''supposed'' to happen - due to a bug in this version, merchants fail to record their hardships in history, so no negative effects will occur.
  
 
===Offering items===
 
===Offering items===
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If you want the merchants to leave safely, you can build four or more tunnels to each corner of the map, connected to your fortress only by drawbridges. As long as there is no other way to enter and exit your fortress, invaders and merchants will both go towards any tunnel that you activate. You can lock the merchants into the trade depot, and then open a tunnel entrance on one side of the map to make the invaders head towards that tunnel. When they get close to it, you can close it, and then open the entrance on the other side of the map, and let the traders out of the depot. If your fortress and depot are in the middle of the map, this will give the traders quite a head-start to get away.
 
If you want the merchants to leave safely, you can build four or more tunnels to each corner of the map, connected to your fortress only by drawbridges. As long as there is no other way to enter and exit your fortress, invaders and merchants will both go towards any tunnel that you activate. You can lock the merchants into the trade depot, and then open a tunnel entrance on one side of the map to make the invaders head towards that tunnel. When they get close to it, you can close it, and then open the entrance on the other side of the map, and let the traders out of the depot. If your fortress and depot are in the middle of the map, this will give the traders quite a head-start to get away.
 
== 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 0.28.181.40d for Windows fixes this:
 
{{spoil small|<nowiki>0x3778D8 : 10 -> 28
 
0x3778DE : 0C -> 24
 
0x3778EB : 10 -> 28
 
0x3778F1 : 0C -> 24
 
0x377900 : 10 -> 28
 
0x377906 : 0C -> 24
 
0x377915 : 10 -> 28
 
0x37791B : 0C -> 24
 
0x37792F : 10 -> 28
 
0x377935 : 0C -> 24
 
</nowiki>|Binary Patch Enclosed}}
 

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