# Trading

#### Markets & Price Dynamics

<figure><img src="/files/nTTYjaOySubXpoOmbkW1" alt=""><figcaption></figcaption></figure>

The economy is structured around **7 District Markets**, each with its own fluctuating prices for weed and cocaine. These prices rise and fall based entirely on player-driven supply and demand.

**Key Economic Drivers**:

* **Production** affects supply levels within districts.
* **Trading** moves product between districts, creating or exploiting price gaps.
* **Travel** influences how quickly and where product circulates.
* **Raiding** disrupts supply chains, reduces available product, and triggers price volatility.

Smart players monitor markets in real-time, identifying opportunities to:

* Buy low, sell high across districts.
* Control product supply and manipulate scarcity.
* Exploit inefficiencies created by other players’ activities or missteps.

#### Travel

Players normally travel between **adjacent districts**. Travel has a small chance of a law-enforcement bust.

For a premium fee, players can use **Fast Travel** to instantly travel to **any district** (no adjacency requirement). Fast Travel still avoids travel time, but it does **not** remove the risk mechanics described below.

**Fees (current test values):**

* Normal Travel: **$0.10**
* Fast Travel: **$0.50**

#### Travel risks (busts)

Traveling between districts carries risk in DopeRaider.

* **Bust chance:** **5%**
* **Bust loss:** **50%** of your weed and coke (if you have enough to confiscate)

This adds strategic tension to travel, encouraging players to plan routes and consider **Bust Protection** upgrades.

#### Busting mechanics

* If a bust happens, the game attempts to confiscate **half** your weed and **half** your coke.
* If the amount to be confiscated is **less than 2** for *both* weed and coke, nothing is confiscated.
* When a bust confiscates dope:
  * Your confiscated amounts reduce district supply (deflationary pressure).
  * **Half** of the confiscated dope is transferred to the **Confiscated Dope** address (LockUp/impound mechanics).
* Busts also contribute to progression: players earn **2 Respect** each time they are busted.

#### A Self-Sustaining System

The DopeRaider economy is designed to be self-sustaining. Once this player base is established:

* Market fluctuations, competition, and player-driven events maintain economic balance.
* No continuous influx of new players is needed to keep the economy functioning.
* Skilled players who combine production, trading, and raiding dominate the market.


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