> 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/production.md).

# Production

Production is how raw inputs become inventory. Without producers, traders have nothing to move and raiders have nothing worth stealing.

<figure><img src="/files/moyXXsmALIWJewkLXItY" alt="DopeRaider production screen with WEED and DIRT" width="720"><figcaption><p>Grow WEED. Mine DIRT. Watch capacity before starting either job.</p></figcaption></figure>

## Production Chains

```
WEED: SEEDS    -> GROWING -> WEED
DIRT: EXPLOITS -> MINING  -> DIRT
```

| Product | Input    | Verb | Output              |
| ------- | -------- | ---- | ------------------- |
| WEED    | SEEDS    | Grow | WEED                |
| DIRT    | EXPLOITS | Mine | DIRT measured in GB |

SEEDS and EXPLOITS are bought from district markets. They are consumed when a production job starts.

## Home District Rule

Production is a home operation. You grow and mine from your home district. If you are away from home, you need to return before starting or collecting production.

This creates route pressure: profitable traders eventually have to decide when to go home, restock, and expose themselves on the move.

## Timers and Collection

Production jobs are timed. When the timer finishes:

* WEED jobs are harvested
* DIRT jobs are collected from mining

Until collection, the job is not fully available as inventory, but the expected yield still matters for capacity.

## Capacity Reservation

Production yield reserves carry capacity as soon as the job starts.

Example: if you mine 10 GB of DIRT, that expected 10 GB counts against your capacity while the mining job is active. You cannot ignore unfinished jobs and overpack the rest of your inventory.

This rule stops players from using production as hidden storage and makes timing part of the strategy.

## Grow Power and Mining Power

Upgrades can speed production and increase yield:

| Upgrade      | Product Side | Effect                                   |
| ------------ | ------------ | ---------------------------------------- |
| Grow Power   | WEED         | Faster grow cycles and stronger yield.   |
| Mining Power | DIRT         | Faster mining cycles and stronger yield. |

Use these upgrades when you can actually complete and monetize the extra output. Buying power without route planning can trap value in your inventory.

## Producer Strategy

Good producers:

* buy cheap inputs
* avoid starting jobs that exceed capacity
* time upgrades before production, not after
* protect the collection window
* sell into districts where demand is higher
* keep enough USDC for travel and defensive upgrades

Production creates value, but selling realizes it.
