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Drug lab: build and run your own operation

Build a lab, plant and tend your crop, hire crew to help, and sell the harvest: your own production line alongside street dealing.

The Drug Lab is your own production line: you buy plots, plant weed, XTC or coke, tend the batch and harvest a solid stock to sell after two hours, separate from street dealing. The lab does not print money: it turns time and attention into drugs.

1. Buy plots

Every plot is a growing spot where one batch grows at a time. You start with 1 plot and can own up to 8. Each extra plot costs more than the previous one: the second costs €162,000 by default, then 35% more each time.

2. Plant a drug

Pick weed, XTC or coke per plot and pay for the seeds or ingredients. Every drug plays differently: weed is volume with a low margin, coke is low volume with a high margin.

DrugCareSeed costFull harvestStreet price
WeedWater€1601,500 grams€10 per gram
XTCAdjust press€140188 pills€8 per pill
CokeMix chemicals€1,520376 grams€70 per gram

These are the default values per plot; staff can adjust them.

3. Tend it on time

A batch grows for about 2 hours and has 3 care moments: one every half hour. Each moment comes with a short mini-action: watering (release in the green zone), pressing (timing) or stirring (fast tapping). A perfect action gives +3 health. Miss a care moment and the plant loses about a third of its health; at 0% the plant dies. Watch out for emergencies too (aphids, a jammed press, boiling over): step in on time, or it costs 15 health. You get a notification as soon as a plot needs attention.

4. Harvest

After two hours you harvest. The yield depends on the health: perfectly tended (100%) means the full harvest plus a 10% bonus for a perfect grow. Everything goes into your regular drug stock.

5. Workers (real players)

  • Open a vacancy: set the commission between 10% and 50%. Players apply themselves; you hire or reject. By default you have room for 3 workers.
  • They tend: your crew tends your plots at the care moments. Switch on "Crew may plant & harvest" and they run the whole cycle (you pay for the seeds): your lab keeps going day and night.
  • The harvest is split: the commission goes to the crew that tended, in proportion to their contribution. Perfect actions and fixed emergencies count DOUBLE, and a higher worker level (Rookie, Helper, Craftsman, Specialist, Master: rises with the number of actions) gives a bigger weight. The rest is yours. Cash is never created.
  • Boss or employee: you run your own lab or you work for one other lab, never both. You can always switch: resign, or close your lab career and apply.

6. Sell your harvest

Sell on the street, smuggle to expensive countries or deliver a distributor order. See also Dealing drugs and Smuggling.

Find the Drug Lab in the game under Crime → Drug Lab.

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