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.
| Drug | Care | Seed cost | Full harvest | Street price |
|---|---|---|---|---|
| Weed | Water | €160 | 1,500 grams | €10 per gram |
| XTC | Adjust press | €140 | 188 pills | €8 per pill |
| Coke | Mix chemicals | €1,520 | 376 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.