Wiki · Life in the city
Businesses
Lease a slot in a car wash, the scrapyard or a club. It earns every game day into a safe, and you go there to empty it.
Opens: Total level 5
You need total level 5. A lease is paid up front, from cash and then bank. Anybody in a holder’s party can crew their business jobs, with no level.
The businesses
| Business | Kind | Slots | Gang ground | Lease a day (first term) | One slot’s game day, at full |
|---|---|---|---|---|---|
| Car Wash, Strawberry | Car wash | 4 | Families | $2,500 | $200 |
| Car Wash, Little Seoul | Car wash | 3 | Kkangpae | $2,500 | $200 |
| Breaking Bad Scrapyard | Scrapyard | 4 | none | $3,000 | $240 |
| Tequilala | Nightclub | 4 | none | $3,500 | $280 |
| Bahama Mamas | Nightclub | 5 | none | $4,000 | $320 |
| Vanilla Unicorn | Strip club | 5 | Families | $4,000 | $320 |
The shops (24/7s, Ammu-Nation, gas stations and the rest) belong to the city and can’t be bought or leased.
Where: City Hall’s Business leases, /businesses from anywhere, and a green turning dollar sign at each
business. Stand on it on foot and press E; collecting and starting jobs only work there.
The business menu
E at the dollar sign opens the menu. What it shows depends on whether you hold a slot.
| If you hold a slot | If you don’t |
|---|---|
| Your Slot: Collect, the safe, where it pays into, Renew, Sell Back | Lease a Slot: for you or for your group, 7, 14, 21 or 30 days, the price and who holds each slot |
| Jobs: each one, with why you can’t start it if you can’t | Jobs: what the business offers |
| Rundown: condition, level, today, this week, the city’s take, jobs by whom, and Recent | Protection: the gang, its cut and the votes |
| Protection: the gang, its cut, the votes and your own vote | Your Reputation |
| Slots: who holds each slot | |
| Your Reputation |
A price is green if you can pay it and red if you can’t. Lease is greyed out with the reason why. Leasing, renewing, selling back and collecting each put up a big message, and opening the safe plays the heist cash-grab.
Leasing
Choose For (you, or your group) and a Term of 7, 14, 21 or 30 real days, then Lease. You hold one slot yourself, two from reputation 3, and a group can hold three; each holder gets one slot per business. A lease runs whether you’re online or not.
- A group and its members can’t both hold a slot at one business. If your group holds one, you can’t lease one yourself there, and if a member of your group already does, the group can’t.
- A group’s ranks decide who does what. Leasing and renewing for the group needs the rank allowed to lease business slots (it’s the group bank that pays). Collecting the safe, starting jobs, voting on protection and selling back need the rank allowed to manage business slots. See Groups and parties.
| Lease, per real day | 1st term | 2nd term | 3rd term on |
|---|---|---|---|
| Car washes | $2,500 | $3,250 | $3,500 |
| Scrapyard | $3,000 | $3,900 | $4,200 |
| Tequilala | $3,500 | $4,550 | $4,900 |
| Bahama Mamas, Vanilla Unicorn | $4,000 | $5,200 | $5,600 |
Each term in a row costs more but earns more for staying: +5% in the 2nd term, +10% from the 3rd. Leasing the same business again within 30 days of your last lease there ending counts as the next term. Renewing opens in the last 7 days of a term (the last half of a 7-day lease), and the new days go on the end. Selling back (Sell Back, twice) returns half your unused days, at your lease’s own daily rate, into your bank (or the group bank for a group’s slot). You’re warned when a lease is running out: at 7, 3 and 1 days left, but only the marks shorter than the term, so a 7-day lease warns at 3 and 1. When a lease runs out or is sold back, what’s left in the safe, less 6%, is paid out first: into your next paycheck, or the group bank for a group’s slot.
What a slot earns
Every game day (48 real minutes) each slot gets the business’s own earnings, scaled by its condition and level, plus an equal share of what players spent there: wash fees, club drinks, and at the yard a quarter of the metal value of every car sold.
- Condition (Supplies, Yard space or Popularity) runs 0 to 100, starts at 60 and slowly drops as real time passes. A slot earns a quarter of its money at 0 and all of it at 100. A business job puts a good chunk back. Player customers move it too: a car wash uses up supplies with every wash, the yard fills with every car sold, and a club gains popularity with every drink.
- Level belongs to the business: 5 XP for each player customer, 40 for each job, up through levels 2 to 5 at 400, 1,200, 3,000 and 6,000 XP. Each level above 1 adds 10% to every slot.
Condition, level and customer money are shared by every holder, so anyone’s job helps them all. Each holding also keeps its own record: what it earned, what you collected, the days paid, the player customers it had, your own jobs, protection paid, renewals and any refund.
The cars you see pulling in are decoration. One drives up at a time while a player is nearby, every so often, and slower as condition falls. They show how busy the place looks and earn nothing; there are none while the place is smashed up or burning. On gang ground, some of them are the gang’s own.
The safe
Collect it at the dollar sign, within 4 m: into your cash, or the group bank for a group slot. 6% business tax comes off as the money leaves. Leave it 24 real hours and the slot earns at 60% until somebody collects; you’re warned at 12, 18 and 24 hours. At login, chat tells you what each of your safes holds and how many days are left on each lease. Only your own slot can be sent to your paycheck (see Reputation); a group’s slot is always collected, into the group bank.
Business jobs
The holder starts a job at the dollar sign; only their party can join, with Y on the card within 30 seconds. Four people at most, one job at a time per business, and not while you’re on another mission. Afterwards the crew waits 12 minutes, and a failed job costs the same.
| Job | At | What you do | Time | Pay |
|---|---|---|---|---|
| Resupply | Washes, clubs | Drive a van to a supplier across town, load for 5 s, bring it back | 15 min | $4,000 |
| Scrap Haul | Scrapyard | Load a truck at the yard, take it to the docks | 15 min | $4,800 |
| Promotion | Clubs | A promo van stops 5 s at three shops | 15 min | $4,000 |
| Defend | Gang ground, after it’s smashed | Three waves of the gang, each bigger than the last | 10 min | $3,000 |
| Crush Evidence | Scrapyard | Fetch a gang’s car and crush it | 20 min | $5,000 to $8,000 from the gang |
The pot grows half again for each extra member and is split evenly: on a $4,000 job, one gets $4,000, two $3,000 each, three $2,667, four $2,500. You’re paid in full if you were in it for a minute, half if it was quicker.
- Resupply: a car wash’s van goes to a gas station and unloads at its bay; a club’s truck goes to a liquor store. You bring the load home to the wash lane or the club door.
- Promotion: the three shops are a short drive from the club, picked from 24/7s, liquor stores, clothing stores, bars, tattoo parlours and barbers.
- A stop counts when the job’s vehicle is right at it. Only the crew counts at the wheel: with anybody else driving it, no stop counts and the hint tells you to get it back.
- It fails if the vehicle is wrecked or the clock runs out. Nobody is paid, and the crew still waits the 12 minutes.
- While the place is smashed up every other job is refused: Defend is the only one offered until it’s put right.
- A won Defend puts back less condition than other jobs and keeps the gang away for 3 game days, about 2.4 real hours. The enemies carry pistols, micro SMGs, bats and machetes, and each shows as a red dot on the map.
- On screen, a job shows the next stop as a blip with a route and a marker on the ground, and bars for the time left, your pay, the crew (always the last bar) and, in a defence, the enemies left.
Reputation
Your small-business reputation (0 to 5) is your Business skill: 40 XP for each business job (crew too) and 10 for each safe collected. Reputation 1 to 5 come at Business levels 2, 4, 7, 11 and 16.
| Reputation | You get |
|---|---|
| 1 | 10% off car washes and club drinks |
| 2 | Your own jobs pay you 15% more, and your cooldown is 20% shorter |
| 3 | Non-holders on your jobs earn 25% more; the business gets 15% more XP from your jobs; a second slot |
| 4 | Your own slots earn 15% more (group slots don’t) |
| 5 | Your own slot’s money can go to your paycheck instead of the safe, less the 6% business tax: no trip to collect, no 60% rate, and no income tax on top (it was already taxed). A group’s slot can’t |
Gangs and protection
The Strawberry wash and the Vanilla Unicorn are on Families ground; the Little Seoul wash on Kkangpae ground. While the holders pay, 12% of each slot’s day goes to the gang, and a collector walks in each game day if somebody’s near.
Each slot votes Pay or Refuse; more refusals than payers refuses the gang, and a tie pays. Killing the collector counts as refusing. The collector waits 15 seconds at the dollar sign for the cut. It’s taken whether or not anybody sees him, and he can’t be robbed.
After a refusal the gang comes a few minutes later, and the holders are warned ahead. With a player nearby, three of them walk in with bats and smash the place, and dropping all three in time stops it. If they win (or they’re still fighting after a good while), if nobody’s near, or if nobody gets to the place in time, the place is smashed up: condition drops sharply, the police are called, and it earns nothing of its own and gets no customers until Defend is run or the holders vote to pay. A smashed place also has wreckage scattered round its dollar sign until it’s put right, and that stays through a restart.
Rivals
The two washes are rivals, and so are the three clubs; the yard has none. A hit is a job you start at your own dollar sign, against a business you don’t hold a slot in; a business that’s been hit is left alone for 6 real hours.
| Hit | Against | What you do | They lose | Crime | Time | Pay |
|---|---|---|---|---|---|---|
| Grease the Soap | A wash | 8 s on foot at its lane | Supplies | Vandalism | 15 min | $6,000 |
| Smash the Bar | An open club | 8 s at its till | Popularity, and it shuts for a while | Vandalism, 1 star | 15 min | $7,000 |
| Arson | A wash or club | Douse the marked spots from a jerrycan, light them with a molotov or flare | Condition while it burns, and no customers | Arson, 2 stars | 15 min | $10,000 |
| Rob a Rival | An open club | Hold up its till | Popularity | The hold-up’s own | 20 min | $6,000 plus the till |
| Hijack a Delivery | A wash or club with its Resupply van out | Take the van and drive it home | Their delivery; yours gets a boost | Grand Theft Auto, 1 star | 15 min | $8,000 |
A hit business’s holders are told what happened, never who did it.
- Who you can hit: a business somebody holds, that you don’t hold a slot in, and that isn’t already burning. A shut club can’t be Smashed or Robbed.
- Arson costs the rival condition at once and more every minute it burns, and it burns out after 10 minutes if nobody comes. The marked spots run along a car wash’s lane or at the tills in a club. Pour petrol from a jerrycan until the orange markers turn green, most of them, then light it with a molotov or a flare. Molotovs and flares are on most Ammu-Nation shelves: see Items and your pockets. The fire brigade is called and paid, a burning club shuts, nobody can pay for a wash while it burns, and the holders get a phone call from the manager when it’s lit and when it’s out. Each crew member who poured gets the 2 stars.
- Hijack a Delivery is only offered while a rival’s Resupply van is on the road. Its holders are told when it sets off, your crew’s map follows the van, and the rival crew can still wreck it.
The scrapyard
No gang and no rival. Every car sold there uses yard space, and Scrap Haul frees 30 points of it. Crush Evidence: each of the crew gets a 150 m circle on the map, the car appears once one of you is within 200 m, and you drive it to the yard and hold it there 5 seconds. One time in four the gate camera reads the plate (Accessory, 2 stars, for whoever drove last), a police plate reader that catches you at the wheel is 1 star, and an arrest within 60 m of the car ends the job unpaid. The car is one of the gang’s own models, left on the gang’s ground. Hold it at the yard for 5 seconds and everybody is put out and it fades; the yard also gets a $400 fee that joins the customer money shared at the next game day.
Tips
- Jobs are your upkeep: one job covers about 15 real hours of wear.
- Collect at least once a day. Even opening an empty safe resets the 60% clock.
- The scrapyard pays no gang and has no rivals.
- Rundown, then Recent shows what’s happened lately, including hits on you.
- Business income, supply runs, scrap hauls, promotions, defences, washes, jobs done and job earnings all have a place on the F10 leaderboards (see Achievements and leaderboards).
- Your safe can’t be robbed.
Related: Money · Groups and parties · The scrapyard · Levels 5 to 10 · Achievements and leaderboards
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