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0005583Dwarf FortressDwarf Mode -- Tradepublic2012-03-08 18:352013-03-06 10:25
dongler 
Dwarfu 
normalminorsometimes
resolvedduplicate 
WindowsXPSP3
0.34.02 
 
0005583: If your parent civilization is generated with only non-dwarven leaders, traders from dwarven caravans will be unable to go home.
Since the very first dwarven caravan arrived at the end of the first year, the traders (but not the outpost liaison) have been unable to leave the local map, gathering along the map edge they used for entry. Curiously, none of them have gone insane, although they had ample time to do so before inevitably being killed by invaders or wild animals.

All other traders from all other civilizations are able to return home normally. This has never occurred in any of my other fortresses in 34.02, and the only peculiarity with this current fortress appears to be that my parent civilization has only two leaders, a king and queen, and both of them are humans. My sadness at the implication that my proud culture has been subjugated by humans is not a bug, it's a feature. :'( Each other civilization that appears on my Civilizations screen has leaders solely of their own respective races.

Another contributing factor may be that my fortress is geographically isolated and positioned on the edge of an ocean. Also, I have repeatedly received announcements reading "Their wagons have bypassed your inaccessible site" despite my depot being accessible, and in fact the merchants in question are always able to path to and trade at my depot normally, barring interruption by hostiles (which only happened once).
Since I cannot control the properties of civilizations created at world gen, I cannot confirm whether or not this bug applies only to dwarven caravans - it may apply to caravans of other civilizations if their leaders are also of a different race. Someone with either advanced modding experience or developer tools would be the ones to reproduce this.
I should probably upload the save file because this problem is so specific to my world's conditions.
civilization, traders
duplicate of 0005098resolved Toady One "Friendly" migrants with Trader profession act like on-the-job merchants 
Issue History
2012-03-08 18:35donglerNew Issue
2012-03-08 18:42donglerTag Attached: civilization
2012-03-08 18:42donglerTag Attached: traders
2012-03-08 18:43donglerIssue Monitored: dongler
2012-03-08 19:01QuietustNote Added: 0021289
2012-03-08 19:33donglerNote Added: 0021291
2012-03-08 19:38FootkerchiefNote View State: 0021291: private
2012-03-08 19:40donglerNote View State: 0021291: public
2012-03-08 19:40donglerNote View State: 0021291: private
2012-03-08 19:41donglerNote Added: 0021292
2012-03-08 19:47FootkerchiefRelationship addedrelated to 0005534
2012-03-30 17:27donglerNote View State: 0021291: public
2013-03-04 03:03DwarfuNote Deleted: 0021291
2013-03-06 08:30QuietustNote Added: 0023884
2013-03-06 08:30QuietustNote Edited: 0023884bug_revision_view_page.php?bugnote_id=0023884#r8908
2013-03-06 10:25DwarfuNote Added: 0023885
2013-03-06 10:25DwarfuRelationship addedduplicate of 0005098
2013-03-06 10:25DwarfuStatusnew => resolved
2013-03-06 10:25DwarfuResolutionopen => duplicate
2013-03-06 10:25DwarfuAssigned To => Dwarfu
2013-03-06 10:25DwarfuRelationship deletedrelated to 0005534

Notes
(0021289)
Quietust   
2012-03-08 19:01   
Traders not leaving is 0005534 (and possibly 0005098), but it hasn't been established that this is due to leaders being of a different race...
(0021292)
dongler   
2012-03-08 19:41   
http://dffd.wimbli.com/file.php?id=5819 [^] for the save file.
(0023884)
Quietust   
2013-03-06 08:30   
Actually looking at the save file, it's clear that those aren't Merchants - they're bugged "Trader" migrants (i.e. 0005098).

(0023885)
Dwarfu   
2013-03-06 10:25   
Thanks.