Cargo moves selected contraband from the departure city's stash to the destination. Travelling without selecting cargo does not relocate all stored products.
Items have individual bulk values and risk factors. Capacity is measured in bulk, not simply units. The server rejects cargo exceeding the effective capacity or available eligible departure stock.
Base cargo capacities are 5 for Walking, 12 for Bus, 60 for Car, 25 for Train and 250 for Private Plane. Applicable upgrades can change the effective quote. Choose the current mode and load deliberately.
Selected cargo leaves the departure stash when the trip starts. Unselected goods remain there. Read the travel quote before departure because resources, restrictions, fares and arrival time still apply.
A checkpoint check and a cargo bust are separate stages. Relevant mode, Heat, load and item risk affect the calculation. Smuggling skill provides mitigation; applicable upgrades and events can modify risk. Walking currently has no checkpoint risk.
On a cargo bust, the carried goods are lost, Heat rises and jail can follow. Otherwise the arrival resolution credits the destination stash. Successful cargo runs grant Smuggling XP. A large load or a fast mode is not a universal guarantee of safe delivery.
Mechanics checked against executable game code on 18 September 2026.