Twelve years of seasonal content, heists, and updates inside the GTA V world.
Every major GTA Online business worth owning, grouped by the in-game career that runs it. Setup capital is base price for the cheapest option in each category; upgrades, locations, and renovations add to that. For ROI math, hop into the business income calculator and compare loops side by side.
Operated from a CEO office in central Los Santos. Buy crates and high-end vehicles, store them in associated warehouses, then run sell missions for profit.
Source crates one to three at a time, stash them in your warehouse, then sell the full stockpile as a CEO. Full warehouses pay best but draw harder opposition during the sell.
Steal high-end vehicles around Los Santos, fill the 32-slot vehicle warehouse, then export top-range cars at full price. Pairs naturally with the CEO office.
Run from an MC clubhouse. Each business is a standalone production loop with supply and resupply missions, with sale missions paying out the accumulated stock.
The highest-paying MC business per cycle. Long production times reward you for keeping the lockup topped up with supplies.
Slightly cheaper than Cocaine but similar payout ceiling once fully upgraded. Production runs in parallel with your other MC businesses.
Mid-tier payout, mid-tier setup cost. Often paired with Cocaine and Meth for a full three-business sweep on a single play session.
Cheapest MC business with proportionally lower payout. A reasonable starter for new MC presidents before scaling up to Cocaine.
The lowest-tier MC business but with the fastest sell missions and shortest production timer. Useful for resource generation for the Nightclub.
Manufactured goods businesses that combine product sales with passive research benefits.
Splits staff between manufacturing weapons for sale and researching MK II weapon upgrades. Pairs with the Mobile Operations Center trailer for vehicle workshops.
Source crates of air freight cargo, stockpile in your hangar, sell at scale. Less popular than ground-based businesses because of aircraft delivery vulnerability, but a reliable solo earner with the right plane.
The two great passive-income businesses. Both generate income while you do other things in the lobby.
The single best passive-income building in GTA Online. Assign technicians to passively produce stock from your other businesses (Bunker, Coke, Meth, Cash, Forgery, Cargo), then sell the unified warehouse stockpile in one mission. Pays bar takings while you sit in the lobby.
Primarily the planning HQ for the Diamond Casino Heist, but also pays passive arcade-cabinet income (capped) and houses the Master Control Terminal for running any owned business remotely.
Post-Cayo Perico businesses tied to update-specific storylines. Smaller in footprint than the original MC empire, larger in narrative role.
Run six story contracts for KDJ and Sessanta, plus a recurring stream of client vehicle modifications. The contracts pay close to heist-class money and are all soloable.
Franklin's Celebrity Solutions Agency. Three rotating security contracts plus the Dr. Dre IAA archives finale. Comes with VIP perks usable across the map.
A mobile drug lab built into the back of a stolen Brickade 6x6. Unlocked through the First Dose / Last Dose story arc. Excellent solo earner and very upgrade-light.
Run by Yusuf Amir's cousin Jane. Three daily vehicle-theft jobs plus the Cluckin' Bell Farm Raid storyline. Pays for itself quickly thanks to the daily salvage tow.
Restored from Maude Eccles' old Sandy Shores office. Run by Bail Bond Bandit Maude, with rotating bounty contracts and the occasional VIP target. The narrative spine of the 2024 summer update.
The Darnell Bros factory in Strawberry, taken over by an IAA handler. Runs through covert ops against Merryweather, ending at Fort Zancudo. The newest major business in the game.