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Very concerning if they are treated as lost caravans, this would mean eventually you will be seiged or abandoned by all of those who visit to trade because each lost caravan is a negative hit to relations.
Find that tree and cut it down. Traders aren't generally very bright, but they can be very blameful if they're kept trapped at your fortress for an extended period of time.
This one could be the cause!
I even had a merchant's guard that went battle frenzy or what not and killed a bunch of keas that were trying to steal things near my base, and next time they came it engaged them again, without the frenzy but now they are stuck halfway to the map edge.
EDIT: I tried to channel beneath them to make them move, to no avail, so the only solution was that I removed my trading post and they left!
And that is quite bad für your rep.
Some tipps to avoid that issue are:
- build your trade depot inside, but leave a 3 wide entrance, of couse.
- station a military squad close to your depot when traders arrive.
Don't request too many goods from the envoy and don't sell too many heavy items to the traders. Either of these can lead to trader cart moving extremely slow, to a point that it can take years between when caravan enters the map and gets to depot and vice/versa.
While traders are in depot, some vegetation can grow over their path, like trees, bushes and mushrooms. Water bodies can get unfrozen too. Build roads or smooth rock at the path that caravan is suppose to take, that prevents vegetation from growing there.
My first fort had this problem, but the 3 forts since have not.
I build my 1st trade depot underground a few levels down a slope and at the end of a hallway. I place hunting dogs and war dogs in a pasture along the hallway and I put all my starting dorfs into a military squad just in case I need them to swarm something hostile at the entrance to help out the animals.
Hope it helps, good luck
Deconstructing the trading post got them to leave.
Awesome! Thank you for your answer!