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It's not normal to have that lapse, normally... But, if you didn't have any Neighbors showing up in your Embark description when you picked your spot, that means none of those can get to you. And, if you chose a civilization that is on another unconnected continent or island, they can't get to you either.
("Boats" are coming in a future patch. For now, the only way to cross ocean/big-water tiles on the main world map relies on some convoluted player-side juggling. Basically, making a bunch of fortresses where bridges are built over that water or tunnels are dug beneath it. Yes, that matters in this game and the game will see those new paths, even if the player then switches to a different fortress to play and leaves those fortresses "retired.")
Delete the Trade post to see if that will force the merchant to leave.
Or, after deleting the trade depot, "Abandon this fortress "for now"" Make sure to keep it in "this current timeline" too. (I think. Check before ya click!) and then "reclaim" it when you start a new embark on the same world. A few days will have passed, that's all. Then, rebuild the Trade Post once it loads up. Make SURE there is a three-tile path from the map edge to your Trade Post. Ramps/hills are fine, but boulders, trees, and constructions are not and will block their wagons, forcing them to only bring pack animals to you.
*fix't
Time to try your suggestions Morkonan!
Edit: That merchant is up in a tree. I'll try cutting down the tree first.
Good luck!
And, if it doesn't work?
This never happened. I wasn't here... :)
LOL
Btw, it's supposed to be "Abandon For Now" not "Retire" I think. Fixin' it in my above post,, now.
Looks like it'll work for you to get things jumpstarted. Report back if it works so that others looking for the solution will know!