> 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/economy.md).

# 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.

<figure><img src="/files/ie37eR8Lq8zXenOWuP7W" alt="DopeRaider market screen" width="720"><figcaption><p>Every district is a different market.</p></figcaption></figure>

## Economic Actors

| Actor       | What They Do                                                      |
| ----------- | ----------------------------------------------------------------- |
| 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.

{% hint style="warning" %}
The economy is tunable by season and deployment. Treat listed prices and fees as live game values, not permanent promises.
{% endhint %}

## 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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