Markets and Trading
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Trading is the cleanest expression of the DopeRaider economy: buy where supply is cheap, move through danger, and sell where demand pays.

District markets can sell:
WEED
DIRT
SEEDS
EXPLOITS
SEEDS and EXPLOITS are inputs. WEED and DIRT are finished product.
Arbitrage is the trader's core edge. Every district can price WEED, DIRT, SEEDS, and EXPLOITS differently. If one district lets you buy low and another district lets you sell high, the gap becomes a route opportunity.

The basic read is:
The spread is only real after costs. A DIRT price gap can look profitable until you add travel, boss tax, bust exposure, raid risk, and the time it takes to reach the exit market. A smaller spread on a safer route can beat a bigger spread through a hot district.
Good arbitrage players:
check DIRT and WEED buy/sell prices before moving
keep enough USDC for travel after buying inventory
use Bust Protection when the carried value justifies it
avoid filling capacity so tightly that raid or jackpot rewards are wasted
sell before the market moves or other players crowd the same route
Timing matters. If you buy before demand spikes, move while protection is active, and sell before supply floods the destination, the same inventory can turn into profit. If you wait too long, the spread can disappear while you are still on the road.
The simple version is easy:
The hard version is reading the risks before someone else does.
Prices are shaped by:
district supply
local pool value
player buying
player selling
production output
raids
busts and confiscation
boss tax
If a district has too much product, prices can soften. If product gets removed through selling pressure, raids, or busts, scarcity can create opportunity.
Selling is a route game. You cannot simply produce at home and dump everything in the same place. Selling outside your home district pushes players onto the map, where travel risk and raiding matter.
WEED
units
DIRT
GB
In player-facing inventory, DIRT is primarily shown in GB for consistency.
Smart traders:
compare district prices before buying
calculate total route cost, not just market spread
keep capacity open for unexpected gains
use Bust Protection on heavy moves
avoid carrying high-value product through obvious raid zones
sell before protection expires
buying because a price looks cheap without checking sell exits
spending all USDC and leaving no travel budget
filling capacity before collecting production
ignoring boss tax
traveling with too much product and no protection
chasing a price after the market has already moved
The best traders move before the obvious route becomes crowded.
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expected profit = destination sell value - origin buy cost - travel cost - fees - expected lossesprofit = sell value - buy cost - input cost - production fee - travel cost - losses