Editing DF2014:Trading

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*Aggressive, untrainable creatures (captured goblins, for example) cannot be traded; when a dwarf attempts to move the caged animal to the Depot, the creature is set free.
 
*Aggressive, untrainable creatures (captured goblins, for example) cannot be traded; when a dwarf attempts to move the caged animal to the Depot, the creature is set free.
 
*Wagons can occasionally become "stuck" on other wagons, walls, etc. Stuck wagons eventually deconstruct, leaving their merchandise behind. {{Bug|5687}}
 
*Wagons can occasionally become "stuck" on other wagons, walls, etc. Stuck wagons eventually deconstruct, leaving their merchandise behind. {{Bug|5687}}
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*[[Unfortunate accident|Killed]] caravan guards can't be [[slab|memorialized]] {{Bug|5755}}
 
*If a caravan attempts to leave in late Winter/early Spring, they may try to path over any large frozen body of water. If the water thaws while the caravan is on it, the caravan will become magically stuck in mid-air until either the water refreezes or a floor is built underneath it. At this point, if they are still alive, they will leave the map normally.
 
*If a caravan attempts to leave in late Winter/early Spring, they may try to path over any large frozen body of water. If the water thaws while the caravan is on it, the caravan will become magically stuck in mid-air until either the water refreezes or a floor is built underneath it. At this point, if they are still alive, they will leave the map normally.
 
*When merchants leave with an animal, the merchants seem to be dragging their beast of burden instead of leading it. If the animal is incapacitated but not dead, the merchant will continue to walk at the same speed, dragging the unconscious beast
 
*When merchants leave with an animal, the merchants seem to be dragging their beast of burden instead of leading it. If the animal is incapacitated but not dead, the merchant will continue to walk at the same speed, dragging the unconscious beast

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