> For the complete documentation index, see [llms.txt](https://doperaider.gitbook.io/doperaider/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://doperaider.gitbook.io/doperaider/districts-and-travel.md).

# 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.

<figure><img src="/files/0ffhrbox5z5E9u9gu7I5" alt="District travel art" width="360"><figcaption><p>Profit lives between districts. Risk lives on the route.</p></figcaption></figure>

## 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:

```
travel cost + bust risk + raid exposure + time + lost market opportunity
```

## 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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