Nightclub
| Goods Type | $/Unit | Max Units | Min/Unit | Fill Time | Value at Max | $/Passive Hr |
|---|---|---|---|---|---|---|
| South American ImportsCocaine LockupAssign | $27,000 | 10 | 120 | 1,200m | $270,000 | 1$13,500 |
| Pharmaceutical ResearchMeth LabAssign | $11,475 | 20 | 60 | 1,200m | $229,500 | 2$11,475 |
| Cash CreationCounterfeit Cash FactoryAssign | $4,725 | 40 | 30 | 1,200m | $189,000 | 3$9,450 |
| Cargo & ShipmentsCEO Crates / HangarAssign | $10,000 | 50 | 70 | 3,500m | $500,000 | 4$8,571 |
| Sporting GoodsBunkerAssign | $5,000 | 100 | 40 | 4,000m | $500,000 | 5$7,500 |
| Organic ProduceWeed FarmSkip | $2,025 | 80 | 20 | 1,600m | $162,000 | 6$6,075 |
| Printing & CopyingDocument ForgerySkip | $1,350 | 60 | 15 | 900m | $81,000 | 7$5,400 |
| Metric | 20 Hours 3 products full |
35 Hours 4 products full |
46h 40m 5 products full |
58h 20m 6 products full |
66h 40m 7 products full |
|---|---|---|---|---|---|
| Stock Accumulated | |||||
| South American Imports | 10 / 10 | 10 / 10 | 10 / 10 | 10 / 10 | 10 / 10 |
| Pharmaceutical Research | 20 / 20 | 20 / 20 | 20 / 20 | 20 / 20 | 20 / 20 |
| Cash Creation | 40 / 40 | 40 / 40 | 40 / 40 | 40 / 40 | 40 / 40 |
| Cargo & Shipments | 17 / 50 | 30 / 50 | 40 / 50 | 50 / 50 | 50 / 50 |
| Sporting Goods | 30 / 100 | 52 / 100 | 70 / 100 | 87 / 100 | 100 / 100 |
| Printing & Copying | — | 60 / 60 | 60 / 60 | 60 / 60 | 60 / 60 |
| Organic Produce | — | 45 / 80 | 80 / 80 | 80 / 80 | 80 / 80 |
| Total crates | 117 | 249 | 320 | 347 | 360 |
| Gross value | $1,008,500 | $1,420,625 | $1,681,500 | $1,866,500 | $1,931,500 |
| Sell Payout — Invite Only | |||||
| Net payout | $908,500 | $1,320,625 | $1,581,500 | $1,766,500 | $1,831,500 |
| Avg $/Passive hr | $45,425 | $37,732 | $33,893 | $30,283 | $27,473 |
| $/Active hr | $5,451,000 | $7,923,750 | $9,489,000 | $10,599,000 | $10,989,000 |
| Sell Payout — Full Lobby (+50% HDB) | |||||
| Net payout | $1,362,750 | $1,980,938 | $2,372,250 | $2,649,750 | $2,747,250 |
| Avg $/Passive hr | $68,138 | $56,598 | $50,840 | $45,424 | $41,209 |
| $/Active hr | $8,176,500 | $11,885,625 | $14,233,500 | $15,898,500 | $16,483,500 |
| Technician Utilization | |||||
| Idle technician-hours | 0 | 15 | 38.3 | 73.3 | 106.7 |
Sell when Coke, Meth, and Cash hit capacity — every 20 hours. This maximizes your $/passive hour at $68,138/hr in a full lobby. Every hour past 20 means your three most productive technicians are idle or reassigned to goods worth a fraction of what they were producing.
The table above shows that waiting longer does increase your $/active hour — from $8.2M at 20 hours to $16.5M at a full warehouse. But $8.2M per active hour is already among the highest rates in the game for a 10-minute solo mission. Accepting a 40% cut to your passive income to improve an active rate that was already unmatched in this game is not a good trade. Sell at 20.
The nightclub warehouse does not accumulate product while you are offline — you must be in an active GTA Online session.
Sell in a full public lobby. The delivery vehicle cannot be locked onto by homing missiles, making nightclub sells significantly safer than MC or Bunker deliveries. Sell as CEO and use Ghost Organization ($12,000) if another player approaches.
Nightclub sells are always a single delivery vehicle regardless of stock volume. At the 20-hour sell point you'll have 117 crates — which falls in the Mule Custom range (90–179 crates). Do not buy the Mule Custom. Ever. If you don't own one, the game skips it and assigns the Pounder Custom instead — faster, more durable, and better armed. Buy the Pounder Custom and upgrade its armor and weapons. If you already own the Mule, you're stuck with it for any sell between 90 and 179 crates, and it's slower and worse in every way. This is the most common regret purchase in the nightclub.
Your nightclub offers 3 random special orders from a pool of 54 — each requires a specific combination of goods loaded into a dedicated sell vehicle at a 5–20% bonus. The catch: that vehicle carries only the order, not your full warehouse. You sell the order, then sell remaining stock separately.
We simulated all 54 orders with optimal technician assignment. Not a single order beats the standard 20-hour cycle on both $/passive hr and $/active hr. 50 of 54 lose on both metrics. The average order delivers 19% less per passive hour and 58% less per active hour. The bonus does not compensate for constraining your warehouse composition, and splitting into two sells lets Tony double-dip his 10% cut.
Your nightclub safe earns up to $50,000 every 48 real-time minutes at maximum popularity (caps at $250,000 — collect before it fills). The income drops steeply below 90% popularity. This is free money, but it's maintenance, not strategy.
Cycle DJs from any Master Control Terminal — Mansion, Terrorbyte, or Arcade. Each rebook costs $10,000 and adds 10% popularity. Swap between two booked DJs for $100,000 to go from empty to full. If you're physically in the club, do the bouncer/VIP escort mission when it appears — it's 25% popularity and $10,000 cash for under 2 minutes.
Don't run promotion missions. They take 5–10 minutes for 25% popularity — the DJ cycle is instant from your MCT for $10,000 per 10%.
Popularity decays at 5% per in-game day (48 real-time minutes). Keep popularity above 90% at all times.
| Popularity | $/48 min | Popularity | $/48 min | Popularity | $/48 min | Popularity | $/48 min |
|---|---|---|---|---|---|---|---|
| 100% | $50,000 | 75% | $23,000 | 50% | $9,500 | 25% | $2,200 |
| 95% | $50,000 | 70% | $22,000 | 45% | $9,000 | 20% | $2,000 |
| 90% | $45,000 | 65% | $21,000 | 40% | $8,500 | 15% | $1,800 |
| 85% | $25,000 | 60% | $20,000 | 35% | $8,000 | 10% | $1,600 |
| 80% | $24,000 | 55% | $10,000 | 30% | $2,500 | 5% | $1,500 |
All figures assume: Equipment Upgrade purchased (doubles production speed), all 5 storage floors unlocked (maximum capacity per goods type), 5 technicians assigned to the top 5 goods (Coke, Meth, Cash, Cargo, Sporting Goods).
MC-linked goods (Coke, Meth, Cash, Weed, Forgery) include the +35% value buff added in the v1.59 update (April 26, 2022), which applies to all platforms. Feeder business upgrades (staff, equipment) do not affect nightclub warehouse production — only the nightclub's own Equipment Upgrade matters.
Tony's 10% laundering fee is capped at $100,000 per sell. The High Demand Bonus (HDB) is +2.5% per non-organization player in the lobby, up to +50% with 20 players. HDB is calculated on the net sell value after Tony's cut.
Production rates are in real time (not in-game time). The nightclub warehouse only produces while you are in an active GTA Online session.