Districts and Travel
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The world is split into seven districts. Each district has its own market, boss race, local identity, travel exits, and strategic role.

1
Jamaica Village
WEED-friendly street economy and early supply routes.
Connected to Novo Moskovo, Vice Island, and Chinatown.
2
Novo Moskovo
Cold black-market territory with tight routes.
Connected to Little Italy, Vice Island, and Jamaica Village.
3
Little Italy
Dense, dangerous, and raid-heavy.
Connected to Novo Moskovo, Cartagena, and Vice Island.
4
Cartagena
High-heat territory and production pressure.
Connected to Vice Island, Little Italy, and Baltimore.
5
Baltimore
Docks, warehouses, and ambush opportunities.
Connected to Chinatown, Vice Island, and Cartagena.
6
Chinatown
Neon trade routes and premium DIRT flavor.
Connected to Jamaica Village, Vice Island, and Baltimore.
7
Vice Island
Central hub, dirty policing, LockUp pressure.
Connected to every other district.
Normal travel follows district exits. It is cheaper, but route-limited and exposed to bust risk.
Fast Travel lets you jump to any district for a higher fee. In current game rules it bypasses adjacency and the normal bust roll, so it is used when time, margin, or safety matters more than cost.
Travel can trigger a bust. If you are carrying enough product, a bust can confiscate part of your WEED and DIRT. Bust Protection reduces that risk.
The real cost of travel is not only the fee. It is:
Before moving, check:
current district buy price
target district sell price
how much product you can carry
whether a production job is reserving capacity
whether you need Bust Protection or Safe House time
whether raiders are active in the target district
Small moves teach the map. Large moves should be protected.
When a run has real margin, pay for the cover that keeps it alive.
Last updated
travel cost + bust risk + raid exposure + time + lost market opportunity