For the complete documentation index, see llms.txt. This page is also available as Markdown.

Districts and Travel

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

District travel art
Profit lives between districts. Risk lives on the route.

Districts

ID
District
Identity
Route Notes

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.

Travel Types

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.

Bust Risk

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:

Route Planning

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

Strategic Principle

Small moves teach the map. Large moves should be protected.

When a run has real margin, pay for the cover that keeps it alive.

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