What about deconstructing the trade depot to force the traders to leave, or making them angry or something, and then opening the gates so they'll storm out, then closing the gates?
Or even just keeping the gates closed and letting the traders go insane?
Unfortunately, it's an economy vs. military decision. If we deconstruct the depot, they'll leave without their stuff which will mean a very small caravan next time around. If we keep them shut it so they go insane, that means an even smaller caravan, and most likely one without the essential items we've just ordered.
I probably could've made them angry, but I don't know if that has an effect on caravan size or not... And besides, they're already packing up to go.
Also, the goblins seem to be directionally challenged. Instead of storming the open gate, they've run around the wall up on the cliff so that they can spook the occasional hauler. Not the most brilliant tactical move, I must say.
Not that we're doing much better. The traders are taking their sweet time in getting the heck out of here, and the gate's wide open while we wait for them to do it. And I haven't changed the mechanical aspect around so it's still that same lever doing the business. Usually it's our broker who will run out from the middle of the fortress in order to pull it, after which he goes right back into the darkness below.
The liaison made a run for it though. After getting snubbed in favor of some rocks (the mayor decided to cancel the meeting and go hack away at the mines for a while), a pint of beer and then a crunchy turtle, I think the liaison was ready to get out of that insolent hellhole.