A four-phase progression plan for Drug Dealer Simulator 1 built entirely on extracted game data — real drug prices, real area unlock levels, real hideout costs, and the 17 actual money-laundering tiers. No invented businesses, no fake percentage thresholds, no daily-profit guesses. Follow this and you'll move from Eddie's $5 marijuana at level 1 to a $30,000/day state-wide casino chain at level 30.
Datamined & Verified:
All values on this page are extracted directly from the game's DataTables (DrugDatabase, SaleAreaDatabase,
HideoutDatabase, MoneyLaunderingLevels, BalanceFlags, ExpoEventsDatabase).
Prices, levels, costs, demand multipliers, and unlock chains are 100% accurate to the 11GB game pak.
Eddie supplies you with Marijuana (Buy $5 / Sell $10, +$5 margin per gram). Your starting order limit is
$195 (formula: $150 + $45 × playerLevel) and your
first hideout is HIDEOUT-APARTMENT for $350
— the only hideout flagged AreaForever=true, meaning you cannot lose it.
| Area | Unlock Lvl | RespMult | Max Clients | Prereq |
|---|---|---|---|---|
| OLD_TOWN01 | 1 | 1.00× | 3 | (none) |
| OLD_TOWN02 | 2 | 0.90× | 2 | OLD_TOWN01 + 700 expo |
| OLD_MARKET | 4 | 1.10× | 2 | OLD_TOWN02 + 700 expo |
CASH-INTRODUCE-ATM)CASH-INTRODUCE-LAUNDERING)CASH-ILLEGAL-MAX is $2,500. Above that, police searches confiscate the lotLevel 6 is the inflection point: Ecstasy unlocks, the first laundering tier opens, and four new territories become reachable. Ecstasy has the highest demand in the game (1.50) with order ranges of 2–9 units — the only drug with a max order of 9.
| Drug | Unlock | Buy | Sell | Margin | Demand | Order Range |
|---|---|---|---|---|---|---|
| Marijuana | L1 | $5 | $10 | +$5 | 0.70 | 2–7 |
| Amphetamine | L1 | $7 | $12 | +$5 | 0.70 | 2–6 |
| Ecstasy | L6 | $7 | $10 | +$3 | 1.50 | 2–9 |
| LSD | L0 | $4 | $7 | +$3 | 1.00 | 2–5 |
| Mushrooms | L0 | $4 | $8 | +$4 | 1.00 | 2–5 |
| DMT | L0 | $5 | $7 | +$2 | 1.00 | 2–5 |
The three big drug unlocks happen here. Each one shifts your optimal mix: Meth fills the $14 mid-tier slot, Cocaine becomes your highest-margin staple ($20 profit/unit), and Heroin opens addiction-driven repeat sales at the cost of OD risk if you cut it badly.
| Drug | Unlock | Buy | Sell | Margin | Demand | Note |
|---|---|---|---|---|---|---|
| Meth | L10 | $9 | $14 | +$5 | 0.80 | orders 2–5 |
| Cocaine | L16 | $25 | $45 | +$20 | 0.60 | best per-unit |
| Heroin | L20 | $17 | $35 | +$18 | 0.70 | addict 4.5 — cut carefully |
| Mid-Game Area | Unlock Lvl | RespMult | Client Avg | Prereq |
|---|---|---|---|---|
| DOWNTOWN | 12 | 0.90× | 0.80 | ARCHKENNEL + 550 expo |
| PARTY_ZONE | 15 | 1.05× | 0.75 | DOWNTOWN + 650 expo |
| CEMETERY02 | 18 | 0.80× | 0.70 | DOWNTOWN + 600 expo |
| CEMETERY01 | 20 | 0.80× | 0.65 | CEMETERY02 + 500 expo |
Endgame is dominated by Sector C. The Construction area at level 25 triggers the Sector C quest chain, which gates the final hideouts, the factory key ($1,000), and the Sector C equipment shop (32 products). Laundering tiers 14–17 are the late-game money sinks.
| Endgame Area | Unlock | RespMult | Max Clients | DrugDemand |
|---|---|---|---|---|
| BAD_ASIA | L23* | 0.80× | 4 | 7 drugs |
| CONSTRUCTION | L25 | 1.00× | 2 | 4 drugs |
| FACTORY_SOUTH | L25 | 1.20× | 2 | 3 drugs |
| FACTORY_NORTH | L26 | 0.70× | 3 | 5 drugs |
| TOWER_BLOCKS | L28 | 1.00× | 4 | 6 drugs |
| COMMUNE | L28 | 1.50× | 3 | 5 drugs |
| FANCY_HILL | L30 | 1.50× | 2 | 3 drugs |
*BAD_ASIA is runtime-patched in saleAreaManager.onLoadScripts() — DataTable says L20 but
actual unlock is L23 from CEMETERY01 with 700 expo. The original DataTable prereq was "IMPOSSIBRU" (unreachable).
Each drug has a per-unit margin and a demand multiplier that scales how often clients ask for it. The product of these (with order size and area drug-demand weighting) determines real revenue.
Quality is calculated by:
endProductQuality = contentRatio + (contentRatio × 0.2 × Clamp(strengthRatio, 0, 1.5))
contentRatio is how much of the final product is actual drug (the rest is cut). Heavy cutting drops this directly into qualitystrengthRatio is the mixed strength vs the expected strength — bonus filler (mixStrengthening) can boost quality back up, capped at 1.5×
Police heat is not a 0–100 percentage bar. expoFactorLevel is a weighted average
of events, computed in statisticsManager.UpdateExpositionLevel(). Each event contributes its
ExpoEventValue weighted by its MedianePoints.
| Event | Value | Weight | Context |
|---|---|---|---|
| DEA-RAID | 3,000 | 2.0 | DEA raid on hideout — single most impactful event |
| POLICE-TASED | 2,000 | 2.0 | Tased by police |
| CAUGHT-POLICE-HOURS | 1,500 | 1.5 | Arrested/detained |
| POLICE-SEARCH-CAUGHT | 1,400 | 1.5 | Caught with drugs during search |
| POLICE-CHASE | 800 | 2.0 | Police chase initiated |
| CLIENT-OD | 600 | 1.0 | Client overdosed on your product |
| DEALER-ARRESTED | 600 | 1.0 | Your hired dealer got arrested |
| CLIENT-SAMPLE | 500 | 1.0 | Gave a sample to a client |
| POLICE-SEARCH | 400 | 1.2 | Searched by police (whether caught or not) |
EXPO-NIGHT-SALE-MULTIPLIER = 0.70 — night sales generate 30% less heat (this is a heat multiplier, not a price bonus)EXPO-NIGHT-EVENT-MULTIPLIER = 0.60 — 40% less impactCASH-ILLEGAL-MAX triggers full confiscation on police searchexpoFactorLevel > 500 AND playerLevel > 7 — before then, no dogsmaxPatrolsTotal × (expoFactorLevel / expoFactorMax) × policeMultiplier (Easy 1.3, Normal 1.6, Hard 2.1)Eddie's order limit grows with dealer level: $150 + ($45 × playerLevel). This is the per-order ceiling for what Eddie will deliver.
| Level | Eddie Limit | Marijuana (g) | Cocaine (g) |
|---|---|---|---|
| 1 | $195 | 39g | — |
| 5 | $375 | 75g | — |
| 10 | $600 | 120g | — |
| 16 | $870 | 174g | 34g |
| 20 | $1,050 | 210g | 42g |
| 30 | $1,500 | 300g | 60g |
NEW-CLIENT-INTERVAL-MIN/MAX)RESPECT-DROP-PS = 0.04 per second — HIDEOUT-APARTMENT's 40% drop boost is the strongest in the game
All numbers extracted from BalanceFlags, DrugDatabase, SaleAreaDatabase,
HideoutDatabase, MoneyLaunderingLevels, and ExpoEventsDatabase DataTables.
Decompiled formulas verified in statisticsManager, baseNPC, and policeManager Blueprints.