The DEA raid system in Drug Dealer Simulator 1 is driven by your exposition factor level
(heat), the game's difficulty setting, and how often you visit each apartment. The numbers on this page
come straight from the decompiled statisticsManager_C.adaptDifficulty and
deaRaidManager_C bytecode — not from community guesswork.
Datamined & Verified: All values on this page are pulled from the game's Blueprint Kismet bytecode using UAssetAPI. Earlier versions of this guide used hardcoded constants that turned out to be Normal-difficulty values quoted without the difficulty context. The table below shows the real per-difficulty scaling.
DEA agents do not raid apartments randomly. They observe one (or more) of your apartments based on how much heat you have generated and how often you have visited the apartment in question.
expoFactorLevel reaches the difficulty-specific expoLevelDEA_start value.areaVisits). On Hardcore every eligible apartment is observed simultaneously.deaObservationInterval seconds. While the timer runs, repeated drug activity at that apartment increases raid probability.deaChanceMultiplier. If it fires, you get the in-game warning and the raid begins.areaDEAobserved. Buying an apartment outright
(areaForever) removes it from the observation pool entirely.
Every value in this table is read straight from statisticsManager_C.adaptDifficulty.
Hard and Hardcore share identical scalar parameters — the difference is that Hardcore observes all
eligible apartments at once while Normal/Hard observe only one.
| Parameter | Easy | Normal | Hard | Hardcore |
|---|---|---|---|---|
expoLevelDEA_startHeat needed for DEA to start watching |
600.0 | 500.0 | 400.0 | 400.0 |
deaObservationIntervalSeconds in the observation window |
3200 | 1600 | 1300 | 1300 |
deaChanceMultiplierRaid roll multiplier at end of interval |
0.55 | 0.65 | 0.80 | 0.80 |
expoFactorDropRatePSHeat decay per second (continuous) |
0.18 | 0.13 | 0.10 | 0.10 |
expoFactorMinFloor — heat never decays below this |
35.0 | 50.0 | 80.0 | 80.0 |
ExpoFactorMultiplierGlobal heat scaling factor |
0.70 | 1.00 | 1.20 | 1.20 |
Your exposition factor drains continuously toward expoFactorMin
(the floor for your difficulty) at the rate of expoFactorDropRatePS per second.
It is not a "one-tick-per-second integer drain" — it is a real-valued continuous deduction.
| Difficulty | Drop / sec | Drop / minute | Floor (min heat) |
|---|---|---|---|
| Easy | 0.18 | 10.8 | 35.0 |
| Normal | 0.13 | 7.8 | 50.0 |
| Hard | 0.10 | 6.0 | 80.0 |
| Hardcore | 0.10 | 6.0 | 80.0 |
500.0 heat (DEA start threshold on Normal), passive decay to the floor takes
roughly 57 minutes of real time on Normal, 70 minutes on Hard,
and 43 minutes on Easy. The decay is multiplied by ExpoFactorMultiplier
when reading the final clamped level — on Hard your effective heat reads 20% higher than the raw factor.
Heat (exposition factor) is the weighted average of recent sales and events. Activity older than 200 timecodes is pruned from the running average.
calcSaleExposure(): base Clamp(50 + qty*10, 60, 200); multiplied by 1.2 between 9 PM and 6 AM (the EXPO-NIGHT-SALE-MULTIPLIER BalanceFlag).ExpoEventDatabase DataTable. Each event has an ExpoEventValue and a weight (ExpoEventMedianePoints).CLIENT-SAMPLE event for +500 expo. Yes — samples add heat, even though the rest of the sample system is positive.EXPO-BASE-INACTIVITY-MEDIANE — a small constant that prevents the running average from collapsing too fast when you stop selling.
Once the raid actually fires, you have a fixed countdown to either get out, hide the evidence, or
accept the consequences. The countdown is driven by deaRaidManager_C.
areaForever apartment is removed from the observation pool. Permanent ownership = permanent exemption.expoFactorMin is 80, which means even after long inactivity you sit near the DEA-trigger range. Easy lets you decay all the way down to 35.
Datamined from statisticsManager_C.adaptDifficulty, deaRaidManager_C,
rentAppartmentArea_C, and policeManager_C Kismet bytecode using UAssetAPI.
Last updated May 2026.