The MC businesses: the complete guide to all five
Image: Rockstar GamesThe MC businesses arrived with Bikers in 2016: five illicit operations run from a Clubhouse laptop, producing stock in the background and selling it in delivery missions. A decade on they occupy a strange, useful place in the economy. As standalone earners they are decent rather than spectacular, but three of them are essential Nightclub feeders, the 2025 Money Fronts update quietly boosted two of them, and run correctly they add a steady GTA$60,000 to 70,000 an hour underneath everything else you do.
This guide is the whole system: what to buy and in what order, the upgrades that are not optional, the solo selling rule that changes everything, and the full current value table. Figures are checked against tracked community values as of early August 2026.
Step 1: buy a Clubhouse
- Buy from Maze Bank Foreclosures, GTA$200,000 for the cheapest up to GTA$495,000, and register as MC President from the Interaction Menu
- The Clubhouse laptop hosts the Open Road site where every MC business is bought, and cheap does the job: the Clubhouse is a door, not an earner
Step 2: buy the right businesses in the right order
- Cocaine Lockup first, always: Alamo Sea at GTA$975,000 is the cheapest and the best positioned. It is the most profitable MC business by a distance
- Meth Lab second: Grand Senora Desert at GTA$910,000 sits conveniently close to the Alamo Sea lockup
- Counterfeit Cash Factory third: take the cheapest location, it completes the core three
- Weed Farm only if you own the Smoke on the Water dispensary from Money Fronts, which lifts its product value; otherwise skip it
- Document Forgery: never. The community verdict has been unanimous for years, and the money belongs anywhere else
Step 3: the upgrades that are not optional
- Open the laptop inside each business and buy the Equipment and Staff upgrades before judging anything: unupgraded MC production is miserable by design
- Expect roughly GTA$1.2 to 1.45 million per business for the pair, on the scale of the Cocaine equipment at GTA$935,000 plus staff at GTA$390,000
- The Security upgrade is the skippable one, especially if you play invite-only where raids barely matter
Step 4: run the supply loop
- Buy supplies from the laptop at GTA$75,000 a bar rather than stealing them; the time maths has never favoured the steal missions
- A full Cocaine production cycle consumes about GTA$187,500 in supplies and takes roughly five hours to fill, all of it in the background
- You do not need to be registered as MC President for stock to produce, only to buy, resupply and sell
Step 5: sell on the 1.5-bar rule
- The single most useful MC fact in 2026: selling at 1.5 bars of stock or less guarantees a single delivery vehicle, from any of the five businesses
- Above that threshold the game can spawn multi-vehicle deliveries on timers a solo player cannot beat, which is how full lockups get abandoned mid-mission
- So the solo pattern is sell little and often at 1.5 bars, and only let stock run high when a crew night or a bonus week is coming
- Always sell remote, to the far county, for the top price, and do it in an invite-only session
Step 6: the modern extras
- Street Dealers: three spawn around the map daily buying coke, meth, weed and acid straight from your stock, no delivery mission, and each dealer pays double for one preferred drug. Worth a detour whenever the preference matches your product
- Money Fronts boosts: the Smoke on the Water dispensary lifts Weed Farm product value and the Hands-On Car Wash does the same for Counterfeit Cash, reported at around 35% each, on top of the laundering missions those fronts run in their own right
The reference layer: the full value table
Current full-stock remote sale values, fully upgraded, before supply costs, as tracked by the community:
- Cocaine Lockup: GTA$525,000 a full sale, roughly GTA$337,500 profit per cycle after supplies, GTA$67,000 to 74,000 an hour
- Meth Lab: GTA$446,250 a full sale, around GTA$43,000 to 51,000 an hour
- Counterfeit Cash Factory: GTA$367,500 a full sale, around GTA$48,000 an hour
- Weed Farm: GTA$315,000 a full sale before the dispensary boost
- Document Forgery Office: GTA$157,500 a full sale, which is the whole argument against it
Two truths to hold at once. First: nothing here competes with a Cayo run or a Kortz week, and the MC chain is the floor of a money plan, never the ceiling. Second: the coke, meth and cash businesses earn twice, because owning them, even sitting unsupplied, unlocks the three strongest Nightclub warehouse technicians. Plenty of veterans keep all three purely as feeders and sell MC stock only on 2x weeks, and that is a completely legitimate way to run this entire system.
One warning about raids
Business raids trigger against players registered as MC President while carrying meaningful stock in public sessions. The defence is habit, not the Security upgrade: stay unregistered or registered as CEO whenever you are not actively resupplying or selling, work in invite-only sessions, and the raid system mostly never finds you.
Where it fits
Acid Lab for the active floor, the MC core three as Nightclub feeders with bonus-week sell value, Bunker for scale, Nightclub stacking it all passively, heists for the spikes. Every guide in that sentence is live on the online desk at sixcentral.co.uk/online, on the site and in the SixCentral app.
Buy the Clubhouse cheap, buy cocaine first, upgrade before judging, and never sell above 1.5 bars alone. Ten years on, the bikers still pay the rent, quietly.
The five, ranked honestly
All five MC businesses work the same way: buy a property, supply it, let it produce, sell the stock. What differs is the value of what comes out, and the gap is wide enough that three of them are not worth owning as earners.
- Cocaine Lockup. The best by a distance. Around GTA$525,000 for a full remote sale, roughly GTA$67,000 to GTA$74,000 an hour. This is the one to buy.
- Meth Lab. Second, and a reasonable distance behind. Worth owning mainly because it feeds the nightclub.
- Counterfeit Cash Factory. Third. Modest, but it feeds the Cash Creation technician, which is the third best good in the nightclub basement.
- Weed Farm. Weak. Owned almost entirely for the Organic Produce technician.
- Document Forgery Office. The consistent skip. It has the worst returns in the game and feeds nothing worth having.
Buy them for the nightclub, not for the sales
This is the strategic point that reframes the whole chapter. Running MC sell missions is slow, exposed work with mediocre returns compared to modern businesses.
But owning the properties unlocks nightclub technicians, and those accrue value whether or not the MC business is supplied, producing or ever sold from. Cocaine feeds South American Imports, meth feeds Pharmaceutical Research, counterfeit cash feeds Cash Creation, weed feeds Organic Produce.
So the efficient play for most players in 2026 is: buy the cocaine, meth, cash and weed properties, never supply them, let the nightclub harvest them passively, and run cocaine sales only when a multiplier lands. Document Forgery feeds nothing, which is why it stays skipped.
If you are running them properly
- Upgrade equipment and staff on the cocaine lockup only. The others do not earn enough to justify it.
- Buy supplies rather than stealing them. A resupply mission takes ten minutes and gives you a fraction of a bar.
- Sell remotely from the clubhouse laptop or the MC menu rather than driving to the property.
- Sale vehicle count scales with stock, same as every other business. Sell before completely full if you are alone.
- Los Santos sales pay more than Blaine County. They are also longer.
Clubhouse location
Clubhouses are cheap, from around GTA$200,000, and the interior is the same everywhere. What matters is proximity to your businesses, because supply and sale missions start from wherever the property sits.
Buy something central rather than the cheapest one on the list. The saving is a couple of hundred thousand and the cost is every drive for the rest of the game.
The other thing a clubhouse gives you
Clubhouses unlock MC work, the Bike Shop for customising motorcycles, and the ability to form a Motorcycle Club, which is a cheaper route to organisation perks than a CEO office for a new player.
There is also a wall of collectible artwork and a jukebox, which earns you nothing but is one of the nicer interiors in the game.
Where the MC chapter sits in 2026
When Bikers launched, this was a headline business. It has been outpaced by everything Rockstar has added since, and no honest guide would tell a new player to build their empire on it now.
What it still is: cheap properties that permanently unlock four of the seven nightclub goods. Buy them for that reason, keep the cocaine lockup for bonus weeks, and put your active hours into the Acid Lab, the Auto Shop and the heists instead.
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