# Trading

#### Markets & Price Dynamics

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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, crossing borders with a risk of being busted by law enforcement. However, for a premium fee, players can use Fast Travel to instantly teleport to any district avoiding both travel time and bust risks. Fast Travel offers a safer, strategic option for high-value movements.

#### Travel Risks: Officer Lardass Busting you

Traveling between districts carries risk in DopeRaider. Players have a 5% chance of encountering Officer Lardass, a law enforcement figure who actively disrupts the movement of illegal goods. If caught, players can lose up to 50% of their weed or cocaine, representing a significant setback. This mechanic adds strategic tension to travel, encouraging players to plan their routes carefully and consider using Bust Protection Upgrades to reduce the risk of interception.

#### Busting Machanics&#x20;

* Players **cannot be busted** if carrying less than **2 weed** and **2 cocaine**.
* When a bust occurs:
  * 50% of the confiscated dope is burned, creating a deflationary effect on the economy.
  * 50% goes into the Vice Island Impound, where it accumulates until players attempt to raid the impound for a potential jackpot payout.
* Busts also contribute to progression: players earn 2 Respect each time they are busted, reinforcing risk as part of the growth and reputation system.

#### 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.
