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*NEW* GTA Profit Guide: Nightclub vs. MC Businesses


G-Ballz45
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PNG file showing G-Ballz's Profit Guide: Nightclub vs. MC Businesses (updated July 28, 2018)

 

The source sheet is at this URL so you can see the hidden formula calculations that make this beast (hopefully) accurate: 

https://docs.google.com/spreadsheets/d/1EPU-1pQ6HfP9u6ennYM91qq2OSDn9KEtZEeepmqU_wo/edit?usp=sharing

 

I've been working on this data summary for several months; only the Nightclub release finally motivated me to finish it off.

 

This data hopefully makes clear the profitability of all MC businesses (including bunker) relative to their Nightclub counterparts.

 

Please let me know if you find any errors. I'm hoping to create one definitive sheet that will answer all profitability questions. I'm good with details but nobody's perfect, so it's probably doubtful that every bit of this is 100% accurate. That's where I need your help!

 

P.S. I'd like to embed a screenshot in this post, but I haven't figured out how. Let me know if you have any advice on that!

Edited by G-Ballz45
Cleaned up links and text.
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Rabid Vulpix

The only problem with the Night Club calculation, is that you can only have 5 of the 6 MC related businesses sourcing at any given time by technicians.

Independent/manual/actual MC businesses work, you can operate all 6 at once.

 

Including CEO specific work ups that to 7 possible businesses to use with the Night Club.

However that means that there are always 2 Night Club products that will not be sourcing at any given time.

On the opposite side, outside of the Night Club a player can manually operate all 7 at once.

 

In short, manual operation of businesses has a time advantage due to the restrictions of the Night Club sourcing.

Great data layout regardless!

Edited by Foreverpast
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12 hours ago, Fishyy93 said:

Really useful information, thanks! 

 

Thank you Fishyy!

 

 

2 hours ago, Foreverpast said:

The only problem with the Night Club calculation, is that you can only have 5 of the 6 MC related businesses sourcing at any given time by technicians.

Independent/manual/actual MC businesses work, you can operate all 6 at once.

 

Including CEO specific work ups that to 7 possible businesses to use with the Night Club.

However that means that there are always 2 Night Club products that will not be sourcing at any given time.

On the opposite side, outside of the Night Club a player can manually operate all 7 at once.

 

In short, manual operation of businesses has a time advantage due to the restrictions of the Night Club sourcing.

Great data layout regardless!

 

Thanks for your kind words, Foreverpast! 

 

I thought about it the same way at first. But with the Nightclub, 2 of the 7 products take 58+ hours to max out, while the other 5 each take 26.4 hours or less. The best strategy is to start an empty Nightclub Warehouse by assigning technicians to the Cargo (58 hours to max) and Sporting Goods (66 hours to max).

 

During the 66 hours you're waiting for those two to max out, you can easily get the other 5 done. For example, start with South American, Pharma and Cash. Those each take 20 hours. 

After the 20 hours is up, you switch two technicians to Organic (26.4 hours) and Printing (15 hours). 

After 46.4 hours, you'll have 5 products maxed out. Then you'll just have to wait for the Cargo and Sporting Goods to finish building.

 

What are your thoughts on that approach? 

 

It's crazy -- you can max out and sell the South/Pharma/Cash three times in 60 hours (because they take 20 hours each), and still have to wait 6 more hours for Sporting Goods to max out. 

Edited by G-Ballz45
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  • 2 months later...

G-Ballz45 - looked at your data today courtesy of a YouTube video that pointed me in your direction. Can I just ask - the time it takes to max storage - I take it that’s online hours? Time you are registered as a CEO or MC leader etc? 

Also the cost of supplies for the bunkers etc - you can steal those so I assume the calculations are based on not stealing anything? 

 

Thank you

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