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The price hike from one to another is notable! There may be mixes that pay out more for less work or cost.
Just started on the third tier product, but nothing's grown in yet to process. It'll probably be worth even more as a base product.
I fear no matter how many updates the game gets that is pretty much all you are going to be doing anyway. I understand that raids are coming, but outside of that, it really isn't going to change the game play loop.
Hireable drivers/logistics workers are on the roadmap, so hopefully that will make the whole automation a bit easier.
I am currently asking myself the same question, OP.
I used to find meth very appealing, for the following reasons:
- you can buy all 3 ingridients you need with cash, which is nice when your laundering capability is limited
- docks warehouse (where I set up a massive lab with 16x chem stations) is in close proximity to Oscar, making manual delivery runs feasible
- meth is a reasonable middle ground between weed and coke, so I can have a "one size fits all" kind of product that is good for every district and allows me to keep my operation in one place
- quality of meth is only reliant on pseudo, no need for drying or fertilizer
- chemists don't produce garbage, so no need for cleaners
- suggested price for meth is $70, which means you can easily offer it at $100, which is good to get the most out of customers with limited spending budget
However, I've since run into a number of issues, such as:
1. Restocking simulator, like you've said. Even with every kind of optimizing described above, that's still hella tedious. Even though I literally need to drive the truck and then restock 16 stations packed closely together, it's still a chore I rather didn't have to do.
2. Cost. A full restock with purple quality in mind costs me a whopping $30400 every time, and given how I have 8 chemists for a total of $2400/day in pay, and given how dealers eat up 20%, I'm starting to wonder if the whole thing is worth it.
3. Mixing. This massively contributes to the restocking simualtor, so I'd rather not do it. However, the higher base price of the product, the more you feel incentivized (borderline forced even) to do mixing. Something like +30% asking price for coke is massive. Meanwhile with weed I could justify not doing it as the gain would be rather negligible.
4. Inventory size. Once you unlock bricks, they really boost your quality of life as you no longer need to restock bags/jars. However, you still need those for dealing you do yourself. Going through the hassle of bagging loads of product and then carrying it around is annoying. Not to mention checkpoints - you can only get 1 stack of product through them. This got me thinking - what if I could carry a stack of bricks and would deal in entire bricks instead. Of course, those bricks would need to be cheap... which is where weed comes in.
Yeah, that's what I'll probably end up doing, but I'd suggest Green Crack for addiction, and no mixing at all.
From the math I've done. I get a 2000% ROI with the weed I sell vs 600% ROI with meth, so I've stuck to weed. It usually costs more to produce meth, so even if you're selling it for $300 the ROI is never going to be as good as mixed weed.
I wanted to test coke, but the game is so buggy I've put it down for now.
Do you have a weed farm layout? I'm really curious on your math as well. What kind of math/calculations did you do?
In my experience, tier one has had the best balance of effort to payout. Which makes sense, really, as your gateway product. The resources are largely from legit businesses with readily accessible pallets, so it's easier to have a clean flow and stockpile of supply. You also really only need three people: someone to handle the plants, someone to move stuff around, and someone to push buttons. If you like the brick maker, you might need one more person. I usually pressed them by hand so all my product wasn't in brick form. Trash can build up, but it appears to be mostly cosmetic. Even with a lot of trash, there doesn't seem to be an efficiency downside. Maybe future updates will include downsides to trash.
Getting an ideal set up for tier two is a bit challenging. There's probably a sweet spot I haven't worked out. I'm not sure it requires eight chemists, but I can definitely see how having so many employees multiplies the restock simulator experience.
As for checkpoints and the amount of product, if you have the product in alternating inventory spaces you can hide the next upcoming product while the officer is looking at the safe item right before it. Granted, this is for items you hold, not in vehicles. I try to avoid checkpoints in vehicles and I haven't tested it.
Get purple weed. Red bull, paracetemol. even if you dont sell it, thank me later lol