Travel moves your character between cities. Optional contraband cargo moves items from the departure city's stash to the destination.
| Mode | Base duration | Base fare | Cargo capacity in bulk |
|---|---|---|---|
| Walking | 2 hours | $0 | 5 |
| Bus | 1 hour | $200 | 12 |
| Car | 30 minutes | $1,000 | 60 |
| Train | 20 minutes | $2,000 | 25 |
| Private Plane | 5 minutes | $10,000 | 250 |
These are base values. Heat, upgrades, Career mastery, family technology, district control and active events can affect applicable fares or durations.
You cannot depart while jailed, hospitalized, already traveling or using Lay Low. You cannot travel to the city you are already in.
Select available contraband from your departure-city stash. Items have a bulk value, so cargo capacity is not simply a count of items. The game rejects a load exceeding the mode's capacity.
Selected cargo leaves the departure stash when travel begins. Unselected stash items stay in that city; traveling does not move your entire stash.
A checkpoint check and a cargo bust are separate rolls. Risk depends on the mode, Heat, cargo load and item risk. Smuggling skill reduces cargo-bust risk, and relevant upgrades or events can modify checks.
Walking has no checkpoint risk under the current travel rules. Other modes can be checked.
If cargo is busted, it is lost, Heat rises and jail is possible. If the trip resolves without a bust, cargo enters the destination stash. Successful cargo runs grant Smuggling XP.
Travel resolves when the arrival time is reached and the game updates your state. You cannot start or receive a PvP attack while traveling.
Mechanics checked against the game code on 16 September 2026.