Compare profit per hour, break-even time, and total return for every business.
Select up to 2 businesses to compare side-by-side. Values assume fully upgraded, buying supplies (except Acid Lab).
| Metric | Business A |
|---|
Best value highlighted in green. Estimates assume fully upgraded businesses, bought supplies, and no public-lobby bonus.
These are practical estimates for fully upgraded businesses with bought supplies. They exclude weekly event multipliers, first-time bonuses, stash-house/free resupplies, public-lobby high-demand bonuses, sale failures, and location discounts. Nightclub uses a full-warehouse sale after Tony's capped cut.
Buy supplies: You pay $75K per resupply. The business produces while you do other things (heists, missions). Your actual active time is just the sell mission.
Steal supplies: Free but each steal mission takes 5-15 minutes. You'll need multiple steal missions to fill the product bar. Active profit per hour drops significantly.
The real metric: Profit per hour of active playtime. Buying supplies lets 90% of the work happen passively. Stealing supplies turns a passive business into a grindy active one.
When business, property, and heist numbers leak or launch, get the calculator updates first.
· Beat everyone to the money.