MC Businesses
Five drug and forgery operations for a motorcycle club, from a Weed Farm to a Cocaine Lockup: keep them supplied, sell the stock they make, and defend them when they are raided.
- Business
- To buy in
- $715,000 – $1,852,500
- Management
- High
- Raids
- Can be raided
- Buy first
- MC Clubhouse
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MC Businesses
What the MC Businesses is
MC Businesses are the five product lines a motorcycle club can run: the Cocaine Lockup, the Methamphetamine Lab, the Counterfeit Cash Factory, the Weed Farm and the Document Forgery Office. They are bought from The Open Road on the clubhouse laptop, a service run by Lester Crest under the name Long John Teabag.
Every line works the same way: it turns supplies into stock over time, and you earn by selling that stock. Where they differ is in what they cost, how much they hold, how fast they work and what each unit is worth. The Cocaine Lockup is the dearest to buy and holds the fewest units, each worth far more than any other line's; the Document Forgery Office is the cheapest, and a full one is worth the least. The Weed Farm holds the most units, each worth little.
What you get
- A production site of the type you choose, with its own laptop for buying supplies and launching sales, and the same interior whichever of its locations you pick.
- Three upgrades for each business — equipment, staff and security — bought separately for every line you own.
- Owning a line also lets a Nightclub technician gather the matching goods for the Nightclub's warehouse, with no supplies or sales needed from the MC business itself.
Before you buy
What you need
- The businesses are bought on The Open Road, which runs on the laptop in a clubhouse, so you need a clubhouse first. MC Clubhouse guide
- Only the President of a motorcycle club can buy and run them.
How to start
Buy a clubhouse, register as an MC President, then buy a business on The Open Road. You can own one of each of the five types at once.
Each new business has to be set up with a one-off mission before its laptop can run it. The set-up depends on the line: you collect a Tampa for the Cocaine Lockup, a Pounder for the Methamphetamine Lab, a Stockade for the Counterfeit Cash Factory, a Pony van for the Weed Farm and a bag of supplies for the Document Forgery Office, each carrying the first supplies.
How it runs and makes money
Production uses up supplies and stops when they run out. Refill the bar by buying supplies on the laptop, or steal them for nothing in resupply missions; how many a theft brings back depends on how many members your club has. Every line shares a pool of common steal missions and has one of its own.
Stock builds up at a speed that differs by line and improves with the equipment and staff upgrades. When storage is full, Long John Teabag texts you and production stops until you sell.
Sales are launched from the business's laptop whenever there is stock. You can sell near the business or further away for more money: a sale that crosses between the city and the countryside pays a premium on top. The kind of sale is random, but the number of vehicles grows with the amount you sell.
Only product that reaches its drop in time is paid for. Anything destroyed or late is lost, and abandoning a sale costs a little stock.
Daily fees are charged while you are registered as MC President and the business is active. A business can be suspended instead, which leaves its staff idle.
Set-up mission
SetupA one-off mission after buying a business that brings in its first supplies: a Tampa, Pounder, Stockade, Pony van or duffel bag, depending on the line.
Buy Supplies
SuppliesPay from the business's laptop to refill the supply bar, with no mission to play.
Steal Supplies
SuppliesFree resupply missions shared by every line, from bar fights and armoured trucks to van thefts and supplies seized by the police.
Disrupt a Humane Labs operation
SuppliesCocaine Lockup only: drive a crashed Humane Labs Boxville back to the lockup.
Colombian Flake
SuppliesMethamphetamine Lab only: collect a box of supplies from a set location.
Robbing a Fleeca Bank franchise
SuppliesCounterfeit Cash Factory only: take a briefcase of supplies from a Fleeca bank.
Raid nasty people
SuppliesWeed Farm only: take a bucket of supplies from a set location.
Meeting a contact for identities to forge with
SuppliesDocument Forgery Office only: a meeting with an identity dealer comes under sniper fire, and you get away with the supplies.
Bikes
SellingRide Baggers to a parked truck; the more you sell, the more bikes the sale uses.
Bike Delivery
SellingDrop packages to several buyers from a Bagger.
Bike Setup
SellingCocaine Lockup only: the first drop is a police trap, so lose the wanted level and carry on to a second drop.
Boats
SellingTake packages to checkpoints by Dinghy, with a bonus for speed.
Duffel Bags
SellingCarry bags of product to one or more drops in any vehicle. A rider who dies loses the bag. Offered to a lone player only at the Document Forgery Office.
Helicopters
SellingDrop packages from Buzzards.
Sea Planes
SellingDrop packages from Dodos.
Trash Trucks
SellingDeliver bags of rubbish with product hidden inside, using Trashmasters.
Truck
SellingDrive a single Pounder to a drop; a smaller load uses a Rat-Loader or a Burrito instead. At the Weed Farm, a passenger smoking in the cab can blur the driver's vision.
Cop Raid
OtherAny line: fight off federal agents and a police helicopter, then win back a police truck holding your product or staff. Dying counts as being busted.
Traitor
OtherCocaine Lockup only: kill a guarded informant at a motel and bring back his testimony.
Deal Ambush
OtherWin back stolen product from a rival's deal before it is sold on.
Gang Raid
OtherWeed Farm only: hold the farm against waves of rival bikers.
Stolen Product
OtherDocument Forgery Office only: chase down a Bodhi and its Sanchez escort and recover the crate it drops.
Playing alone
Every line can be run alone, with limits. Buying supplies needs no mission at all, but stealing them was built for a crew: each person carries one unit, so a lone run brings back little.
Sales started alone get half as much time again. Selling a small amount at a time keeps a sale to a single vehicle; larger loads can need two vehicles or more. Duffel Bag sales only come up with two or more club members, except at the Document Forgery Office.
Figures
Only values two independent checks agree on. Payouts can change with updates, bonuses, lobby and difficulty.
Costs
- One unit of supplies, any line
- $15,000
Earnings
- Cocaine Lockup: full stock, local sale, Equipment and Staff Upgrades
- $350,000
- Cocaine Lockup: full stock, distant sale, Equipment and Staff Upgrades
- $525,000
Production
- Weed Farm: time to grow one bundle, no upgrades
- 6 min
- Weed Farm: time to grow one bundle, Equipment Upgrade
- 5 min
- Weed Farm: time to grow one bundle, Equipment and Staff Upgrades
- 4 min
Capacity
- Locations for each business type
- 4
Limits and timers
- Business types (one of each may be owned)
- 5
Upgrades
Ordered by our rule: upgrades that raise production or value first, then ones some content needs, then the rest.
Equipment Upgrade
Buy firstBetter equipment for the line it is bought for: stock is made faster, each unit is worth more and supplies go further.
Faster production · Higher value
Needs: The business must be bought and set up first.
Cocaine Lockup: $935,000 · Methamphetamine Lab: $1,100,000 · Weed Farm: $990,000 · Document Forgery Office: $550,000
Staff Upgrade
Buy firstMore workers for the line it is bought for: stock is made faster and is worth more.
Faster production · Higher value · Staff
Needs: The business must be bought and set up first.
Cocaine Lockup: $390,000 · Methamphetamine Lab: $331,500 · Counterfeit Cash Factory: $273,000 · Weed Farm: $273,000 · Document Forgery Office: $195,000
Security Upgrade
Guards and cameras that make police raids and attacks on the business less likely. It changes neither speed nor value.
Security
Needs: The business must be bought and set up first.
Cocaine Lockup: $570,000 · Methamphetamine Lab: $513,000 · Counterfeit Cash Factory: $456,000 · Weed Farm: $313,500 · Document Forgery Office: $285,000
Where you can buy it
Prices are shown only where confirmed. A cheaper site is not automatically a worse one: where your missions send you matters too.
Each line has four locations. A location sets the price and decides where the product goes when you sell and how hard those sales are.
The countryside sites are the cheapest and are spread out; the city sites cost the most. The mid-priced sites of all five lines sit close together, in Paleto Bay and around Elysian Island and Terminal, so owning a set there keeps them near each other.
All four locations of one line share the same interior. The Grand Senora Desert Counterfeit Cash Factory comes free with the Criminal Enterprise Starter Pack.
Document Forgery Office Grapeseed
Document Forgery Office
- Price
- Not confirmed
- Area
- Grapeseed
Document Forgery Office Paleto Bay
Document Forgery Office
- Price
- $732,000
- Area
- Paleto Bay
Document Forgery Office Elysian Island
Document Forgery Office
- Price
- $975,000
- Area
- Elysian Island
Document Forgery Office Textile City
Document Forgery Office
- Price
- $1,235,000
- Area
- Textile City
Weed Farm San Chianski Mountain Range
Weed Farm
- Price
- $715,000
Weed Farm Mount Chiliad
Weed Farm
- Price
- $805,200
- Area
- Mount Chiliad
Weed Farm Elysian Island
Weed Farm
- Price
- $1,072,500
- Area
- Elysian Island
Weed Farm Downtown Vinewood
Weed Farm
- Price
- $1,358,500
Counterfeit Cash Factory Grand Senora Desert
Counterfeit Cash Factory
- Price
- $845,000
Counterfeit Cash Factory Paleto Bay
Counterfeit Cash Factory
- Price
- $951,600
- Area
- Paleto Bay
Counterfeit Cash Factory Cypress Flats
Counterfeit Cash Factory
- Price
- $1,267,500
- Area
- Cypress Flats
Counterfeit Cash Factory Vespucci Canals
Counterfeit Cash Factory
- Price
- Not confirmed
- Area
- Vespucci Canals
Methamphetamine Lab Grand Senora Desert
Methamphetamine Lab
- Price
- $910,000
Methamphetamine Lab Paleto Bay
Methamphetamine Lab
- Price
- $1,024,800
- Area
- Paleto Bay
Methamphetamine Lab Terminal
Methamphetamine Lab
- Price
- $1,365,000
- Area
- Terminal
Methamphetamine Lab El Burro Heights
Methamphetamine Lab
- Price
- $1,729,000
- Area
- El Burro Heights
Cocaine Lockup Alamo Sea
Cocaine Lockup
- Price
- $975,000
- Area
- Alamo Sea
Cocaine Lockup Paleto Bay
Cocaine Lockup
- Price
- $1,098,000
- Area
- Paleto Bay
Cocaine Lockup Elysian Island
Cocaine Lockup
- Price
- $1,462,500
- Area
- Elysian Island
Cocaine Lockup Morningwood
Cocaine Lockup
- Price
- $1,852,500
- Area
- Morningwood
Risks and common mistakes
Risks
MC Businesses can be raided. A raid can only happen while you are registered as MC President, outside any interior, and once the business holds at least one bar of product on its stock meter.
In a defence you have one spare life. Losing can wipe out supplies and stock, and the business may need setting up again.
The raids differ by line. Any of the five can face a police raid; the Traitor job is unique to the Cocaine Lockup, the Gang Raid to the Weed Farm and the Stolen Product chase to the Document Forgery Office, and every line except the Cocaine Lockup can also face a Deal Ambush.
The Security Upgrade makes police raids and attacks less likely, but it does not make the business faster or its product worth more.
Common mistakes
- Letting a business sit full: once storage is full nothing more is made until you sell.
- Building up a huge stock to sell alone: bigger loads bring more sale vehicles than one rider can deliver.
- Leaving stock in a business while you roam outside as MC President: that is when raids can happen.
- Quitting a sale part-way, which loses some stock.
Good to know
Before you buy
- The businesses are sold on The Open Road, on the clubhouse laptop, so a clubhouse is needed, and only the club's President can buy them.
- You can own one business of each of the five types at a time.
- The Open Road can only be used in public Free Mode sessions.
Setting up
- A newly bought business must be set up with a one-off mission for its line before its own laptop can run it.
Supplies
- Supplies can be stolen for nothing instead of bought, and the number a theft brings back depends on the size of the club.
Production
- Production stops when supplies run out, and also when storage is full, until some stock is sold; Long John Teabag texts you in both cases.
Selling
- A business's location sets its price and decides where its product is sold and how hard those sales are; the countryside sites are the cheapest.
- Selling across the divide between the city and the countryside pays more than a local sale.
- The type of sale is random, but the number of vehicles grows with the amount sold; a small load appears to always need just one vehicle, and the Cocaine Lockup allows a slightly larger single-vehicle load than the other lines.
- Only product delivered in time is paid for; destroyed or late product is lost, and abandoning a sale costs a little stock.
Playing alone
- A sale mission started alone gets half as much time again.
- Duffel Bag sales are offered only when two or more club members take part, except at the Document Forgery Office.
Raids and defence
- A raid can only happen while the owner is registered as MC President, is outside any interior, and the business holds at least one bar of product on its stock meter.
- Defenders have one spare life; losing a defence can wipe out supplies and stock and may mean setting the business up again.
- The Security Upgrade makes police raids and attacks less likely.
- Raids differ by line: every line can face a Cop Raid; the Traitor is unique to the Cocaine Lockup, the Gang Raid to the Weed Farm and the Stolen Product chase to the Document Forgery Office; every line but the Cocaine Lockup can face a Deal Ambush.
Cooldowns
- Daily fees are charged only while you are registered as MC President and the business is active, and they were reduced in The Contract update.
Shutdowns
- A business can be switched between active and suspended at the owner's choice; while suspended, its staff stand idle.
Links to other businesses
- Owning an MC business lets a Nightclub technician gather the matching goods in the Nightclub's warehouse, without supplying or selling from the MC business.
- The Arcade's Master Control Terminal lets an MC President buy supplies, start resupply and sale missions and buy upgrades for all five lines.
What it connects to
Linked businesses
- MC Clubhouse — A clubhouse is required: The Open Road, where the businesses are bought, runs on its laptop.
- Nightclub — Each MC business you own opens the matching goods type in the Nightclub's warehouse, which a technician gathers with no MC supplies or sales.
- Nightclub — The Terrorbyte can start MC resupply missions away from the businesses.
- Arcade — The Arcade's Master Control Terminal manages supplies, sales and upgrades for all five lines from one place.
Sensible next purchases
- Nightclub — A Nightclub turns the MC businesses you already own into goods that build up without supplies or sale missions.
- Arcade — An Arcade's Master Control Terminal lets you run all five lines from one screen.
- Contacts
- Long John Teabag
- Vehicles
- Tampa — Cocaine Lockup set-up vehicle.
- Pounder — Methamphetamine Lab set-up vehicle and the Truck sale vehicle.
- Stockade — Counterfeit Cash Factory set-up vehicle, and the target of armoured-truck resupply missions.
- Pony — Weed Farm set-up van, in Smoke on the Water livery.
- Bagger — Sale motorcycle for the Bikes, Bike Delivery and Bike Setup sales.
- Dinghy — Boats sale vehicle.
- Buzzard — Helicopters sale vehicle.
- Dodo — Sea Planes sale vehicle.
- Trashmaster — Trash Trucks sale vehicle.
- Rat-Loader — Truck sale vehicle for a small load.
- Burrito — Truck sale vehicle for a medium load, and a resupply van.