Bunker
| Stock Level | Vehicles | Supply Cost | Gross Revenue | Net Income | Active Time | $/Active Hr | $/Passive Hr |
|---|---|---|---|---|---|---|---|
| Full stock (100 units) | 2–4 | $375,000 | $1,575,000 | $1,200,000 | 40m | $1,800,000 | $102,857 |
| 50% stock (50 units) | 1–2 | $187,500 | $787,500 | $600,000 | 40m | $900,000 | — |
| 25% stock (25 units) | 1 | $93,750 | $393,750 | $300,000 | 40m | $450,000 | — |
| Stock Level | Vehicles | Supply Cost | Gross Revenue | Net Income | Active Time | $/Active Hr | $/Passive Hr |
|---|---|---|---|---|---|---|---|
| Recommended Sell Point | |||||||
| 50% stock (50 units) | 1–2 | $187,500 | $525,000 | $337,500 | 22.5m | $900,000 | $57,857 |
| 25% stock (25 units) | 1 | $93,750 | $262,500 | $168,750 | 10m | $1,012,500 | — |
| Not Recommended Solo | |||||||
| Full stock (100 units) | 2–4 | $375,000 | $1,050,000 | $675,000 | 22.5m | — | $57,857 |
| Stock Level | Vehicles | Supply Cost | Gross Revenue | Net Income | Active Time | $/Active Hr | $/Passive Hr |
|---|---|---|---|---|---|---|---|
| Recommended Sell Point | |||||||
| 50% stock (50 units) | 1–2 | $187,500 | $787,500 | $600,000 | 22.5m | $1,600,000 | $102,857 |
| 25% stock (25 units) | 1 | $93,750 | $393,750 | $300,000 | 10m | $1,800,000 | — |
| Not Recommended Solo | |||||||
| Full stock (100 units) | 2–4 | $375,000 | $1,575,000 | $1,200,000 | 22.5m | — | $102,857 |
Always produce. Always fast-track. With HDB, you profit $135,000 per research project while completing it. Manual research costs $45K and earns nothing. Yes, selling adds 30 min of active burden per cycle — but you're clearing research and earning income. Never split staff between research and production; it doubles all timers.
Research unlocks Mk II ammo types (explosive, incendiary, armor-piercing rounds), thermal scope for the Heavy Sniper, Insurgent Pick-Up upgrades, Oppressor missiles, and proximity mines. You want these as soon as possible.
Always produce. Always fast-track. Without lobby bonus, you lose $22,500 per project instead of $45,000. Half the loss, same research speed — and you complete projects on your schedule rather than waiting 3.5 hours each. Selling the 30% stock adds ~10 min of active time per cycle (single vehicle), but halves your cost per research. Never split staff.
Research unlocks Mk II ammo types (explosive, incendiary, armor-piercing rounds), thermal scope for the Heavy Sniper, Insurgent Pick-Up upgrades, Oppressor missiles, and proximity mines. You want these as soon as possible.
Always produce. Always fast-track. With HDB you profit $135,000 per project while completing research. Selling 30% stock adds ~10 min active time (single vehicle, public lobby) — low grief risk at that cargo level. Manual research costs $45K and earns nothing. Never split staff.
Research unlocks Mk II ammo types (explosive, incendiary, armor-piercing rounds), thermal scope for the Heavy Sniper, Insurgent Pick-Up upgrades, Oppressor missiles, and proximity mines. You want these as soon as possible.
| Per Research Cycle (210 min) | A: Research Manually | B: Produce + FT (Base LS) | C: Produce + FT (HDB) |
|---|---|---|---|
| Bunker assignment | Research | Manufacturing | Manufacturing |
| Stock produced | $0 | $315,000 | $472,500 |
| Supply consumed | ($45,000) | ($112,500) | ($112,500) |
| Fast-track cost | — | ($225,000) | ($225,000) |
| Active time (amortized) | 0 min | 12 min | 12 min |
| Research obtained | 1 project | 1 project | 1 project |
| Wait time per project | 3.5 hours | — | — |
| Net cash per project | ($45,000) | ($22,500) | $135,000 |
| Over All 51 Projects | |||
| Total supply | ($2,295,000) | ($5,737,500) | ($5,737,500) |
| Total gross revenue | $0 | $16,065,000 | $24,097,500 |
| Total fast-track | $0 | ($11,475,000) | ($11,475,000) |
| Total active time | 0 hr | 10.2 hr | 10.2 hr |
| Total passive time | 178 hr | 178 hr | 178 hr |
| Net cash — 51 projects | ($2,295,000) | ($1,147,500) | $6,885,000 |
| Per Research Cycle (210 min) | A: Research Manually | B: Produce + FT (Base LS) |
|---|---|---|
| Bunker assignment | Research | Manufacturing |
| Stock produced | $0 | $315,000 |
| Supply consumed | ($45,000) | ($112,500) |
| Fast-track cost | — | ($225,000) |
| Active time (amortized) | 0 min | 13.5 min |
| Research obtained | 1 project | 1 project |
| Wait time per project | 3.5 hours | — |
| Net cash per project | ($45,000) | ($22,500) |
| Over All 51 Projects | ||
| Total supply | ($2,295,000) | ($5,737,500) |
| Total gross revenue | $0 | $16,065,000 |
| Total fast-track | $0 | ($11,475,000) |
| Total active time | 0 hr | 11.5 hr |
| Total passive time | 178 hr | 178 hr |
| Net cash — 51 projects | ($2,295,000) | ($1,147,500) |
| Per Research Cycle (210 min) | A: Research Manually | B: Produce + FT (Base LS) | C: Produce + FT (HDB) |
|---|---|---|---|
| Bunker assignment | Research | Manufacturing | Manufacturing |
| Stock produced | $0 | $315,000 | $472,500 |
| Supply consumed | ($45,000) | ($112,500) | ($112,500) |
| Fast-track cost | — | ($225,000) | ($225,000) |
| Active time (amortized) | 0 min | 13.5 min | 13.5 min |
| Research obtained | 1 project | 1 project | 1 project |
| Wait time per project | 3.5 hours | — | — |
| Net cash per project | ($45,000) | ($22,500) | $135,000 |
| Over All 51 Projects | |||
| Total supply | ($2,295,000) | ($5,737,500) | ($5,737,500) |
| Total gross revenue | $0 | $16,065,000 | $24,097,500 |
| Total fast-track | $0 | ($11,475,000) | ($11,475,000) |
| Total active time | 0 hr | 11.5 hr | 11.5 hr |
| Total passive time | 178 hr | 178 hr | 178 hr |
| Net cash — 51 projects | ($2,295,000) | ($1,147,500) | $6,885,000 |
Over 51 projects with full lobby sells, Scenario C nets +$6.9M while Scenario A costs −$2.3M — a $9.18M difference for the same 178 hours of passive time. With $11.5M on hand, you can clear all 51 in a ~3 hour session: set staff to research, wait ~3.5 min for one tick, fast-track, repeat.
Every crew scenario carries a 40-minute total active time burden — not 10. If three crew members spend 10 minutes helping you sell, you owe them 30 minutes back. That is time you are not running your Agency, not doing Cayo, not doing anything productive.
Total Active Burden = Sell Time + (Helpers × Sell Time)
Bunker standard: 10 min + (3 × 10 min) = 40 min total
A full supply bar costs $75,000. Stealing saves that but takes 5–15 minutes of active time per mission. At even a modest $500K/active-hr valuation, your time is worth more than the $75K you'd save. Buy supplies. Always.
Farmhouse Bunker and Chumash Bunker are both popular and viable. McKillsey recommends Farmhouse — it makes for shorter distances on the worst sell missions (Dune FAV buggies and Marshall monster trucks), which are the ones most likely to fail under the 15-minute timer. If you're at Paleto Bay, relocating is worth the cost. You lose upgrades, stock, and in-progress research on relocation — move before investing if possible.