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Straight talk on businesses
- Before the Mansion, don't open a business. The exception: the Gun Store and then the Chop Shop can come first (see the note in Business functions). Money sitting in the bank doesn't earn anything, but it doesn't get lost either, and it's what carries you through bad overdose sessions. From level 30 on, a full hospital bill is $250,000 (before item discounts). Keep at least 3 full bills stashed, about $750,000. A business locks that money up for weeks and, if you need to sell, only gives back 75%.
- A business is a target. With no defenses, a max-level shop has 200 security, and a typical mid-game raider lands the raid 38% of the time, taking 50% of the uncollected till, up to $500,000. All five defenses together cost more than the Casino itself.
- Casino and crime: the math. A max-level Casino costs $4,750,000 (not counting defenses) and makes per day from about $300,000 in the basic setup (tier 1, no items, in a rival's district) up to about $1.29 M with everything maxed (tier 3, El Padrino's Ledger + Vigilante Belt, Nightclub at level 5) in a neutral district. In a gang-held district, 10% to 28% of the income goes to whoever owns the turf, whether that's your gang or not, and that cut is taken after the bonuses. With everything maxed, in a held district, you're left with about $0.92 to $1.0 M. At level 30, with green gear only, a day of crime (8 rotations) makes about $1,092,527: the fully maxed Casino gets close to that in a held district and goes past it in a neutral district, and the two income items are end-game. At level 50 with reds, a single crime rotation already beats the whole day of the best-boosted Casino. The Casino spends no energy, so it takes nothing away from crime; what the two compete for is the invested money.
- The Casino is late game. Only for whoever already has the Mansion, already has the reds they want and has nowhere left to stuff money. And don't open it with exactly enough cash: without the first upgrades it earns little and gets robbed easy (see open, upgrade, defend).
- After 50, the Casino is for the gang. The protection cut on collections lands in the till of whoever holds the district. The recommendation is always in a tier 3 district held by your gang: that's where your gang takes the most. In a rival's district you're paying the enemy every day.
Where to open: district tier and the protection cut
The district tier multiplies every business's income: ×1.00 at tier 1, ×1.15 at tier 2, ×1.30 at tier 3. But the multiplier applies before the protection cut, and a better district also charges more when it's held. A max-level Casino ($4,750,000 invested, $6,000 in bribes a day):
| District | Gross income/day | Neutral: you keep | Cut when held | Held: you keep | Goes to the gang holding it |
|---|---|---|---|---|---|
| tier 1 (13 districts) | $360,000 | $354,000 | 10%–15% | $300,000–$318,000 | $36,000–$54,000 |
| tier 2 (9 districts) | $414,000 | $408,000 | 18%–20% | $325,200–$333,480 | $74,520–$82,800 |
| tier 3 (4 districts) | $468,000 | $462,000 | 22%–28% | $330,960–$359,040 | $102,960–$131,040 |
- When it's held, the tier barely changes what hits your pocket: going from tier 1 to tier 3 you gain $12,960 to $59,040 a day. The rest of the tier bonus goes to the till of the gang holding it, and that's why your gang's tier 3 is the place for the Casino.
- Neutral is the only way to keep the whole bonus (neutral tier 3: $462,000/day), but a neutral district doesn't stay neutral forever: once somebody takes it, the cut starts applying on collection.
- “Business income” items (Vigilante Belt +30%, El Padrino's Ledger +100%) only boost passive income. They're a bonus for whoever already has reds, not a reason to open one.
Open, upgrade, defend: the Casino step by step
Math for a tier 3 district held by your gang (cut of 22% to 28%, which goes to the gang's till). Raid chance = raider's power ÷ (power + security). The wiki says a typical mid-game raider has about 120 power; 250 and 400 are example powers. “Overnight raid” is an example: what a raid takes from 14 hours of uncollected till.
| Step | Cost | Invested | Net income/day | Security | Raid at 120 | Raid at 250 | Raid at 400 | Overnight raid | Pays for itself in |
|---|---|---|---|---|---|---|---|---|---|
| Open the Casino (level 1) | $2,400,000 | $2,400,000 | $50,160–$54,840 | 40 | 75% | 86% | 91% | $17,745 | 44–48 days |
| Upgrade to level 2 | $50,000 | $2,450,000 | $83,856–$91,344 | 80 | 60% | 76% | 83% | $28,392 | 27–29 days |
| Upgrade to level 3 | $200,000 | $2,650,000 | $134,400–$146,100 | 120 | 50% | 68% | 77% | $44,363 | 18–20 days |
| Upgrade to level 4 | $600,000 | $3,250,000 | $207,408–$225,192 | 160 | 43% | 61% | 71% | $67,431 | 14–16 days |
| Upgrade to level 5 | $1,500,000 | $4,750,000 | $330,960–$359,040 | 200 | 38% | 56% | 67% | $106,470 | 13–14 days |
| + Pit bulls | $100,000 | $4,850,000 | $330,960–$359,040 | 300 | 29% | 45% | 57% | $106,470 | 14–15 days |
| + Alarm System | $500,000 | $5,350,000 | $330,960–$359,040 | 600 | 17% | 29% | 40% | $106,470 | 15–16 days |
| + Armed Guards | $2,500,000 | $7,850,000 | $330,960–$359,040 | 1400 | 8% | 15% | 22% | $106,470 | 22–24 days |
| + Panic Room | $7,000,000 | $14,850,000 | $330,960–$359,040 | 2900 | 5% | 8% | 12% | $106,470 | 41–45 days |
| + Military Defense | $15,000,000 | $29,850,000 | $330,960–$359,040 | 5900 | 5% | 5% | 6% | $106,470 | 83–90 days |
- Stack up $3,250,000 before opening (the opening + the first 3 upgrades) and do it all on the same day. Opened at level 1, the Casino brings in $54,840 a day, takes 44+ days to pay for itself and a strong raider robs it 91% of the time. At level 4 the payback drops to 14–16 days.
- Level 4: 43% against a 120-power raider (mid-game) and 71% against 400 power. At level 5 (cost $1,500,000) they drop to 38% and 67%.
- Pit bulls and Alarm System: for $600,000 the 400-power raid chance drops from 67% to 40%, and the payback goes from 13–14 to 15–16 days.
- Armed Guards: 22% against 400 power, and the payback goes to 22–24 days. Panic Room and Military Defense don't generate income and stretch the payback to 41–45 and 83–90 days.
- Collect often. A raid takes 50% of the pending till, up to $500,000; collecting more often leaves less money exposed. And a full till is easy to find: in Raid business, the raider picks one business type and Biggest loot lists the fullest tills of that type across the whole city.
For those who've already decided to open: rules, buying order and portfolios
- Up to 5 businesses. Opening costs the base price × the slot: ×1.00, ×1.50, ×2.25, ×3.40, ×5.00 (the 1st, the 2nd, …).
- Income × shop level: ×1.0, ×1.6, ×2.5, ×3.8, ×6.0. Upgrades: $50,000, $200,000, $600,000, $1,500,000 — the same price for any type.
- Income × district tier: ×1.00, ×1.15, ×1.30, in any district, before the protection cut. The cut only exists in a gang-held district.
- The till builds up for up to 7 days. The daily bribe (paid to the police) comes out of your pocket, then the bank.
Purchases in order of return
| Business | Purchase | Cost | Gain per day | Pays for itself in |
|---|---|---|---|---|
| Casino | upgrade to level 2 | $50,000 | $36,000 | 1.4 days |
| Nightclub | upgrade to level 2 | $50,000 | $15,000 | 3.3 days |
| Casino | upgrade to level 3 | $200,000 | $54,000 | 3.7 days |
| Gun Store | upgrade to level 2 | $50,000 | $7,200 | 6.9 days |
| Casino | upgrade to level 4 | $600,000 | $78,000 | 7.7 days |
| Nightclub | upgrade to level 3 | $200,000 | $22,500 | 8.9 days |
| Casino | upgrade to level 5 | $1,500,000 | $132,000 | 11.4 days |
| Chop Shop | upgrade to level 2 | $50,000 | $3,600 | 13.9 days |
| Nightclub | upgrade to level 4 | $600,000 | $32,500 | 18.5 days |
| Gun Store | upgrade to level 3 | $200,000 | $10,800 | 18.5 days |
| Nightclub | upgrade to level 5 | $1,500,000 | $55,000 | 27.3 days |
| Pawn Shop | upgrade to level 2 | $50,000 | $1,800 | 27.8 days |
Math for a neutral tier 1 district (no multiplier and no cut). For each district's tier and cut, see the Where to open table. Opening already accounts for the bribe; leveling up doesn't change the bribe.
The best portfolio for each budget
For each budget, the best combination of up to 5 businesses (type and level of each), opening the priciest first:
| Budget | Best combo | Cost | Net income/day | Pays for itself in |
|---|---|---|---|---|
| $100,000 | Laundromat lv 1 + Laundromat lv 1 + Laundromat lv 1 + Laundromat lv 1 | $81,500 | $900 | 90.6 days |
| $500,000 | Chop Shop lv 3 | $490,000 | $14,400 | 34.0 days |
| $1,000,000 | Gun Store lv 3 + Pawn Shop lv 2 + Laundromat lv 1 | $982,500 | $33,525 | 29.3 days |
| $3,000,000 | Casino lv 3 + Pawn Shop lv 2 + Laundromat lv 1 + Laundromat lv 1 + Laundromat lv 1 | $2,986,500 | $149,175 | 20.0 days |
| $5,000,000 | Casino lv 5 + Pawn Shop lv 2 | $4,980,000 | $358,500 | 13.9 days |
| $10,000,000 | Casino lv 4 + Casino lv 5 + Chop Shop lv 3 | $9,990,000 | $590,400 | 16.9 days |
| $25,000,000 | Casino lv 5 + Casino lv 5 + Casino lv 5 + Nightclub lv 5 + Pawn Shop lv 2 | $24,850,000 | $1,214,000 | 20.5 days |
| $50,000,000 | Casino lv 5 + Casino lv 5 + Casino lv 5 + Casino lv 5 + Casino lv 5 | $43,310,000 | $1,770,000 | 24.5 days |
Business functions
Every business except the Casino gives its owner a function that grows with its level, on top of the money. One per type: the one from your highest-level business of that type. A business closed for late protection money gives no function until it reopens.
In money, the first business in a neutral tier 1 district, at level 1, pays for itself in about 44 days, whatever the type. That's why you pick the type by its function, not by profit. What each one does:
- Gun Store: Strength and PvP bonuses. It's the only business with PvP bonuses, besides Strength, which also counts in crimes. Build it first.
- Chop Shop: Speed and Hot Metal. It gives Speed as gear and Hot Metal every day, without spending an item. Hot Metal can't be sold or traded: it only works in the Forge, where you choose the piece (see the Market & selling page), and in the Collection. The business piles up for up to 7 days without collecting.
- Pawn Shop: pieces from crimes. It puts one piece a day in the lot and raises the drop chance in crimes. The higher the level, the rarer the piece in the lot. The lot also piles up for up to 7 days, and a raid can take 1 piece from it.
- Laundromat: for those who do the Big Score (unlocks at level 40). The prize goes into the Bag, which you can't spend or deposit, and whoever beats you takes part of what's left in it until it cools down and goes to the bank. The Laundromat sends part of the prize straight to the bank and makes the Bag cool down sooner. It also helps with collecting: Detective Barone, who shows up on 8% of collections of $2,000 or more, opens asking for less and accepts a lower floor. It's the cheapest of the six: $10,000 to open.
- Nightclub: for those who already have another business in the same district. The function raises the income of your other businesses in that district, so on its own it earns nothing. It makes sense next to a high-income business. It also raises the district quota (Trap House), which belongs to the gang.
- Casino: income only, no function. When to open it is the math from the top of the page: only after the Mansion (see open, upgrade, defend).
The numbers for each function, at level 1 and at level 5:
| Business | Level 1 | Level 5 |
|---|---|---|
| Laundromat | 4% of the Big Score prize goes straight to the bank; The Bag cools down 10 min sooner; Detective Barone opens 3 points lower; Detective Barone's floor drops 2 points | 20% of the Big Score prize goes straight to the bank; The Bag cools down 50 min sooner; Detective Barone opens 15 points lower; Detective Barone's floor drops 10 points |
| Pawn Shop | One piece a day: Street 80% · Hustler 20%; +3% drop chance on crimes | One piece a day: Syndicate 78% · Kingpin 20% · Godfather 2%; +15% drop chance on crimes |
| Chop Shop | 6 Hot Metal a day; +8 Speed | 50 Hot Metal a day; +40 Speed |
| Gun Store | +6 Strength; +2% PvP | +30 Strength; +10% PvP |
| Nightclub | +4% income on your other businesses in its district; +5% to the district quota (Trap House) | +20% income on your other businesses in its district; +25% to the district quota (Trap House) |
- Counts as gear: the Gun Store's Strength and PvP and the Chop Shop's Speed count everywhere gear is read (PvP, raids, crimes and the Big Score). The site's builds, BIS and Calculator already count them: in the Calculator you pick level 1 or 5 of each, and the BIS uses level 5.
- Nightclub: raises the income of your other businesses in its district and the district quota (Trap House).
- Pawn Shop and Chop Shop: the lot and the Hot Metal pile up like income, for up to 7 days, and come out when you collect, never in Detective Barone's envelope.
Raids and Detective Barone: rules and chances
Raids and Detective Barone
Sabotage: a successful raid against an owner at level 30 or higher closes the business for 4 h, with no income and no function, at most once every 24 h per business (in between, the raid still takes the money but doesn't close it). From a Pawn Shop it also takes up to 1 piece of the lot; Hot Metal is never taken, and the protection money keeps running. Every raid, suffered or made, goes into the history, in Business → Your businesses and in PvP → Raid business.
Chance of a raid succeeding = raider's power ÷ (power + security). Security = shop level × 40 + defenses. A typical mid-game raider has about 120 power; the other powers in the table are examples.
| Shop | Security | raider 80 | raider 120 | raider 200 | raider 400 |
|---|---|---|---|---|---|
| level 1 | 40 | 67% | 75% | 83% | 91% |
| level 2 | 80 | 50% | 60% | 71% | 83% |
| level 3 | 120 | 40% | 50% | 63% | 77% |
| level 4 | 160 | 33% | 43% | 56% | 71% |
| level 5 | 200 | 29% | 38% | 50% | 67% |
| level 5 + up to Pit bulls ($100,000) | 300 | 21% | 29% | 40% | 57% |
| level 5 + up to Alarm System ($500,000) | 600 | 12% | 17% | 25% | 40% |
| level 5 + up to Armed Guards ($2,500,000) | 1400 | 5% | 8% | 13% | 22% |
| level 5 + up to Panic Room ($7,000,000) | 2900 | 5% | 5% | 6% | 12% |
| level 5 + up to Military Defense ($15,000,000) | 5900 | 5% | 5% | 5% | 6% |
A successful raid takes 50% of the uncollected till (up to $500,000). Barone takes a piece of a collection's envelope (he opens asking for 50% and can come down to 20%; with Cunning 10% above the average of your four stats the floor is 15%, and with 40% above, 10%), at most once every 20 h. Collecting often cuts down what both of them can take.
