Businesses Overview
- •Businesses = buy property, stock supplies, sell product for passive income.
- •Not for beginners: finish Cayo Perico first.
- •MC businesses: fast sales, lots of grinding. Bunker: slower, steadier.
- •Nightclub collects from your other businesses. Buy it last.
- •All three need millions upfront before they pay you back.
What are GTA Online businesses?
Businesses are properties that produce illegal goods over time. You buy supplies (or steal them), wait for production, then run a sell mission to deliver product for cash. MC Clubhouses run coke, meth, cash, docs, and weed labs. Bunkers run gunrunning. Nightclubs do not manufacture, they warehouse goods from your other businesses and sell in bulk.
Tip: Think of businesses as a second job after heists. Cayo Perico funds the setup; businesses add background income.
When should you start?
After Cayo Perico is paying $1M+ per run reliably. You should have $5M–$10M in the bank before buying multiple businesses. Week-one players should skip all of this. Contact Missions, Farm Raid, and Kosatka come first.
Approaches:Typical order: MC Cocaine lockup → Bunker → link both to Nightclub → add more MC businesses if desired.
MC vs Bunker vs Nightclub
MC Businesses: cheapest entry (Clubhouse ~$200K + one business). Fast sell missions but supplies drain quickly and you babysit production. Best solo active grind among businesses. Bunker: higher upfront cost (~$1M+ property). Slower production but simpler sell loop and useful research unlocks. Nightclub: passive warehouse that pulls from linked businesses. Useless alone. Needs other businesses feeding it. Best as a capstone once MC and Bunker exist.
CEO Office (brief note)
A Maze Bank Office unlocks CEO work: VIP missions, crate sourcing, and special cargo. Separate from MC/Bunker/Nightclub. Crate warehouses were meta years ago but are slow today. Most solo players skip CEO grinding and stick to Cayo + MC/Bunker/Nightclub if they want businesses at all.
Tip: See the CEO & VIP Work guide for Sightseer, Headhunter, and warehouse loops.
Common mistakes
Buying a Nightclub first with no linked businesses. Running sell missions in public sessions without Passive Mode off strategically (expect griefing). Letting supplies sit at zero. Production stops. Buying every business location before learning one loop. Ignoring Cayo entirely to grind weed shipments.