Burned most of the day trying to fix the worlds with the same seed that produce different results... it's hard to tell when it has been narrowed down. I turned off trade and it went away, but that doesn't mean trade is responsible -- it could be something in how the goods are produced, or how the resource types are decided, or the populations creating the goods (those all seem not to be the cause, but it only happens 1 out of 4 times once trade is off, so it's difficult to pick up the right problem). And so on. It's hard to nail these down, but hopefully I can find the root cause and sort it out. Presumably there's some difference in initial conditions, some outside factor (like a clock call), or some out-of-bounds situation somewhere, but I haven't found anything obvious yet.



To have a guess and just throwing out a suggestion as to what your problem might be, generating/deciding all the objects spontaneously or in some kind of order by picking out what's been sold already on the list might have something to do with it. If you've got to apply the CPU to bring these objects into being (given that wagon clutter does contribute to total fortress clutter, as per caps on seed gathering when wagons are docked up) and maintain them moving inside a 'container' (going to be a bumpy ride moving across so many tiles, given that lots of water in oceans can only bear to sit still in a stable manner) then also the memory aspect of having to allocate all those items appropriately to the relevant tags and load them in if they were sold to the trader, a quite hefty task though not exactly groundbreaking.My suggestion to test this out, is to remove all explicit entity tags that affect trade (all the tool tags too besides from common domestic pack/pull so that trade can still come in), that should help you narrow down at-least one cause by means of deduction (as you mention it might be other factors outside that bear upon trade) and identify core industries that might cause a spanner in the works.Meat and wood without trade agreements are relatively uncommon goods on the screen and a good place to start if entity tags are bare.