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Editing Caravan

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Merchant caravans often use pack animals and [[wagon]]s to carry their goods, accompanied by guards for protection. An arrival of a caravan will trigger an announcement message (at the bottom of your screen) informing you that a caravan has arrived. They will appear on the edge of the map and proceed to move towards the [[trade depot]] where they will unload their goods. If caravans are unable to find a path to your trade depot (or if you have not built a depot at all), they will bypass your site. They may also turn around if they become spooked by wildlife or corpses, ambushed by [[goblin]]s or any other [[siege|enemy forces]], or if it takes too long to reach the trade depot (though that would require weeks of travel while on the map).
 
Merchant caravans often use pack animals and [[wagon]]s to carry their goods, accompanied by guards for protection. An arrival of a caravan will trigger an announcement message (at the bottom of your screen) informing you that a caravan has arrived. They will appear on the edge of the map and proceed to move towards the [[trade depot]] where they will unload their goods. If caravans are unable to find a path to your trade depot (or if you have not built a depot at all), they will bypass your site. They may also turn around if they become spooked by wildlife or corpses, ambushed by [[goblin]]s or any other [[siege|enemy forces]], or if it takes too long to reach the trade depot (though that would require weeks of travel while on the map).
  
Caravans will embark on their journey back exactly one month (28 days) after their arrival, whether they have succeeded in reaching the depot or not. Note that if the caravan team or their animals are delayed and prevented from leaving, they will eventually go [[insane]]. Merchants and diplomats go insane if they are unable to reach the map edge within 25 days of having finished their business at your fortress; for diplomats, this is when they end the meeting and try to leave, and with merchants it's when they've finished packing everything up.  
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Caravans will embark on their journey back exactly one month (28 days) after their arrival, whether they have succeeded in reaching the depot or not. Note that if Caravan team or their animals are delayed and prevented from leaving, they will eventually go [[insane]]. Merchants and diplomats go insane if they are unable to reach the map edge within 25 days of having finished their business at your fortress; for diplomats, this is when they end the meeting and try to leave, and with merchants it's when they've finished packing everything up.  
  
 
== Types of Caravans ==
 
== Types of Caravans ==

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