Daily Grind
$0
 

Reference

The numbers worth knowing

Standard rates with no weekly bonus applied. Rockstar runs 2x and 3x events constantly, so read these as the floor and check Thursday's update before you plan an evening.

Passive safes

An in-game day is 48 real minutes. Every safe stops filling once it hits its cap, which is why sweeping them early in a session matters more than the size of any individual number.

Everything owned and maxed, this comes to $139,000 per in-game day, or roughly $173,750 an hour for showing up.
PropertyPer in-game daySafe holdsWhat raises it
Nightclub $50,000 $250,000 Popularity. 95 to 100% pays the full amount, 90% pays $45,000, 85% pays only $25,000.
Money Fronts $30,000 — Nothing. Collected at the car wash and shared across the fronts.
Salvage Yard $24,000 $250,000 Tow truck missions. Each tow adds points, each in-game day removes some, so about four tows a day holds it at the cap.
Agency $20,000 $250,000 Security contracts, credited in milestones of five. Over 200 contracts to reach the cap, and it is permanent once you are there.
Arcade $5,000 $100,000 Filling every machine slot once. Nothing after that.
MC Clubhouse est. $5,000 — Nothing. It is in the bag behind the bar.
Garment Factory est. $2,000 — Nothing.
Bail Office est. $3,000 — Dispatching your agents on bounties.

Production businesses

These only produce while you are in a session. Nothing accrues overnight, which is the single most misunderstood thing about GTA Online businesses.

BusinessFull stockSuppliesNet per run Fills inNet per hourSolo
Acid Lab $335,200 -$96,000 $239,200 4h $57K Yes
Bunker $1,050,000 -$150,000 $900,000 11h 40m $75K Partly
Nightclub $1,931,500 none $1,831,500 38h 20m $47K Yes
MC businesses est. $420,000 -$75,000 $345,000 8h $42K Yes

Acid Lab. With the Equipment Upgrade. Without it a full batch is $237,600, takes about six hours and costs $192,000 in supplies. The daily chemical table boost cuts the fill to roughly three hours.

Bunker. Fully upgraded, delivered in Los Santos, which is why a Los Santos bunker beats a cheap one in Blaine County. Unupgraded full stock is $735,000. Full stock sends several vehicles, so sell at a level you can actually deliver alone.

Nightclub. 360 crates with five technicians on the best assignments. Accrues at roughly $50,000 of goods per hour and needs no supplies, ever. Always one delivery vehicle regardless of size.

MC businesses. Cocaine Lockup, fully upgraded. The other MC businesses pay less for the same effort. Treat this figure as a ballpark.

Nightclub technicians

You only need to own the source business. You do not need to supply it, run it, or ever visit it again. This is the closest thing in the game to free money, and it is why a cheap Counterfeit Cash factory is worth buying even if you never touch it.

Five technicians, $878,000 for all of them. The first is free.
OrderGoodsSource business you must own
1 South American Imports Cocaine Lockup
2 Pharmaceutical Research Meth Lab
3 Cash Creation Counterfeit Cash factory
4 Cargo and Shipments Special Cargo warehouse or Smuggler’s Hangar
5 Sporting Goods Bunker
skip Organic Produce Weed Farm
skip Printing and Copying Document Forgery Office

Daily pickups

ThingPaysHow manyNotes
Shipwreck $25,000 1 One of 30 coastal spots. The first seven chests drop Frontier outfit scraps.
Cayo Perico treasure chests $25,000 2 Always one on land and one underwater, out of 19 spots. Collected during the scope-out.
Hidden caches — 10 Prompted once a day if your Kosatka has the sonar upgrade.
Daily Objectives $30,000 3 The streak is the real money: roughly $150,000 at seven days and considerably more on a long run.
Stash house — 1 Free business supplies plus a weapon. Appears on your map the moment you enter Freemode.
G’s Cache and LD Organics — 1 each Sell the contents to a street dealer rather than carrying it around.
Street dealers — up to 5 One dealer each day pays double. Do them as a single loop.
Exotic Exports $20,000 10 cars Condition does not matter. The list only refreshes after a full log out.
Fooligan jobs $50,000 48 min cooldown Ten of them unlock the Acid Lab Equipment Upgrade.
Payphone hits $45,000 10 min cooldown $15,000 base plus a $30,000 bonus for the prescribed method. Two of the hits need a second player.

Big scores

ScorePaysTakesWhat gates it
Kortz Center Heist, first run of the week $2,200,000 1h Weekly payout reset on Thursday. Needs a Mansion and the Art Studio.
Kortz Center Heist, repeat runs $381,000 50m No cooldown, but a $100,000 replay fee and a much smaller primary target.
Cayo Perico Heist $700,000 45m 144 minute solo finale cooldown, 12% in fees, $100,000 setup on repeats. Primary ranges from $400,000 to $910,000.
Diamond Casino Heist $900,000 50m Best with a partner. Check the vault contents before committing to the preps.
Dr. Dre contract $1,000,000 1h Long cooldown. Needs an Agency.
Cluckin’ Bell Farm Raid $500,000 30m No buy-in, short setups, fully solo.
Contact missions $22,000 15m Payout scales with time taken. Over 15 minutes pays 100%, under two minutes pays 12.5%. Hard adds 50%.

Resets and cooldowns

WhatWhen
Daily collectibles, Daily Objectives, stash house, gun van, street dealers, Acid Lab chemical table06:00 UTC
Weekly bonuses, discounts, Salvage Yard cars, Kortz payoutThursday, around 10:00 UTC
Lucky Wheel spin24 hours from your last spin, not the daily reset
Exotic Exports listDaily, but only after a full log out
One in-game day, which is one safe tick48 real minutes
Cayo Perico finale, solo144 minutes
Fooligan job48 minutes
Payphone hit10 minutes
Nightclub Johan and Yan missions20 minutes

Where these came from

Cross-checked against the GTA Wiki, GTA Boss, GTA Intel, GTA BOOM and Rockstar's weekly newswire posts. Anything marked est. is community testing rather than a published figure, and is labelled that way everywhere it appears rather than being dressed up as precise. If something here has drifted out of date, say so and it gets fixed.