In GTA Online’s long list of businesses, the biker club factories are still one of the go-to ways to make money semi-passively. The idea is simple: one clubhouse, five illegal factories that keep producing while you play, and a stockpile you cash out once it fills up. Here’s how to set the whole thing up, what it costs, and which of these factories actually pays.
The clubhouse and its five factories: how an MC works
It all starts with the Bikers DLC, released on October 4, 2016. It let you form and run your own Motorcycle Club of up to 8 players, complete with a real role hierarchy that runs from lowly Prospect all the way up to President. The mandatory first step: buy a clubhouse from the Maze Bank Foreclosures site, which crowns you president and unlocks access to the club’s businesses.
Once you’re president, you open the Open Road website from the clubhouse computer to buy your factories. There are five types, each with four possible locations, and you can own only one factory per type: Document Forgery, Weed, Counterfeit Cash, Methamphetamine, and Cocaine. Each factory has to be set up, supplied, run its production, then be defended against police raids or enemy players before you sell.
How much does a biker business cost in GTA Online
Each factory type comes in four locations, from the most rural (cheaper, but far from buyers) to the most central (pricier, but shorter sell missions). Here are the entry prices, meaning the cheapest location for each type.
| Factory | Cheapest location | Entry price |
|---|---|---|
| Document Forgery | Grapeseed | GTA$650,000 |
| Weed Farm | San Chianski | GTA$715,000 |
| Counterfeit Cash | Grand Senora Desert | GTA$845,000 |
| Meth Lab | Grand Senora Desert | GTA$910,000 |
| Cocaine Lockup | Alamo Sea | GTA$975,000 |
The purchase is just the price of admission. Each factory is then boosted with three upgrades: Equipment (faster production, higher-value product, supplies that last longer), Staff (faster production and higher value), and Security (fewer police raids and attacks). For cocaine, the Equipment upgrade costs GTA$935,000 and Staff GTA$390,000, and those two are what really drive your earnings up. Security (GTA$570,000) is a nice-to-have, not a profit priority.
Which factory pays the most
The pecking order has been clear for years: cocaine is king. Fully upgraded, a full batch sold across the map nets around GTA$525,000, or nearly GTA$67,500 per hour once you subtract supply costs. It’s also the fastest factory to produce: one bar of stock every 24 minutes and a full batch in two hours, where the others lag behind.
Behind it, counterfeit cash is the best runner-up, especially solo: it sells decently even in small batches, so you can string together short, safe deliveries. Meth follows close behind, weed is middle of the road, and document forgery brings up the rear, so unprofitable that a local sale can actually turn into a loss. The ranking below sums up the logic.
| Rank | Factory | Entry price | Profitability |
|---|---|---|---|
| 1 | Cocaine | GTA$975,000 | Excellent, the king |
| 2 | Counterfeit Cash | GTA$845,000 | Very good, easy solo sales |
| 3 | Meth | GTA$910,000 | Good |
| 4 | Weed | GTA$715,000 | Average |
| 5 | Document Forgery | GTA$650,000 | Weak, avoid it |
The core advice hasn’t changed: if you only set up one factory, make it cocaine, keep your clubhouse central to shorten your trips, and upgrade Equipment first, then Staff.
The cycle: supply, produce, sell
A factory earns nothing until it has raw materials. Two options: buy them (GTA$15,000 to GTA$75,000 per unit, instant) or steal them on a mission (free, but slow). The optimal trade-off is a hybrid: buy to save time, then spend that time on better-paying activities like Import/Export; on balance, you’ll earn more than you would hauling crates for free. You’ll also deal with LJT, the club’s manager who blows up your phone to flag full stock and raids in progress.
Then comes the sell. Stock turns into cash through a delivery mission launched from the computer. Watch out for the production trap: the drug factories produce on an offset ratio, so a full bar of stock doesn’t always translate into a round number of sellable units. Solo, move modest, frequent batches rather than one huge load at once, which looks juicier on paper but is far riskier to deliver alone.
Money Fronts: the front that reshuffles the deck
Frozen in place for years, these businesses got a real refresh with the Money Fronts update, released in June 2025. The concept: hide your criminal activity behind a legal front. On a tip from crime boss Martin Madrazo, you buy the Hands On Car Wash, a car wash that launders part of your network’s income and unlocks side fronts like the Smoke on the Water dispensary and Higgins Helitours. The catch is a new ‘Heat’ system, a suspicion level you have to keep low by running legitimate operations, or your businesses start getting disrupted.
That’s what keeps this topic alive in 2026: a biker empire built up over the years is still one of the most reliable revenue streams in Los Santos, and it feeds other businesses like the nightclub, whose warehouse automatically siphons stock from your factories. To broaden your portfolio, compare it with the best businesses in GTA Online, the acid lab, or our ways to make money; newcomers should start with our guide to getting started. And when the map finally closes its doors, we break down what happens to GTA Online in the face of GTA 6.
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