Economy
DopeRaider is built around a player-driven economy. Players spend USDC to move, produce, buy inputs, buy upgrades, and raid. They earn by selling product, winning raids, earning boss tax, completing reward paths, and referring active players.

Economic Actors
Producers
Convert SEEDS and EXPLOITS into WEED and DIRT.
Traders
Move inventory between districts to capture price gaps.
Raiders
Attack exposed players and fight for product, stake, and Respect.
Bosses
Control district reputation and collect a market tax.
The LockUp
Accumulates confiscated product from busts.
The Archive
DIRT-side vault concept for confiscated data.
USDC
USDC is the working currency of the game. It is used for:
normal travel and Fast Travel
market purchases
SEEDS and EXPLOITS
production fees
upgrades
raid fees and stake mechanics
If you end a route with more USDC than you started with after fees, losses, and inventory changes, you made a profitable play.
The economy is tunable by season and deployment. Treat listed prices and fees as live game values, not permanent promises.
Price Formation
Markets are district-based. Each district has separate supply and pool values for WEED and DIRT. Buy prices include a spread, while sell prices reflect the local pool and supply.
In plain language:
more supply usually pushes price down
less supply usually pushes price up
buying adds local economic pressure
selling removes pool value and changes the next opportunity
raiding and busts can disrupt what a district has available
District Boss Tax
When a district has a boss, market buys can pay a boss tax. Bosses emerge through Respect dominance in their home district. This gives high-Respect players a reason to defend reputation, keep playing, and hold territory.
Boss tax makes Respect economic, not just cosmetic.
Confiscation and Vaults
Travel can trigger busts. When a bust confiscates product, some value leaves the player's inventory and part of the seized product can move into the LockUp or Archive-style vault system.
This matters because confiscation does three things at once:
punishes careless routes
changes supply pressure
feeds jackpot mechanics for future raids
Why The Economy Works
DopeRaider is interesting because each loop affects the others.
Production creates product. Trading moves product. Raiding steals product. Busts remove product. Bosses tax product movement. Upgrades change the timing and risk profile of product movement.
No single screen is the economy. The economy is the tension between them.
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