Cities change the economics and risk of your activities. Choose a location around what you plan to do rather than treating travel as a purely cosmetic change.
| City | Crime cash multiplier | Crime/GTA Heat multiplier | Property-price multiplier |
|---|---|---|---|
| Rustmere | 0.92 | 0.85 | 0.90 |
| Greyhaven | 1.10 | 1.05 | 1.00 |
| Ironwick | 1.18 | 1.15 | 1.10 |
| Veldmar | 1.30 | 1.00 | 1.40 |
| Cairnport | 0.85 | 0.75 | 0.65 |
| Moorhaven | 1.22 | 1.20 | 1.50 |
A multiplier of 0.90 means 90% of the relevant base amount. These are city factors, not final quotes or universal payout guarantees. Heat, upgrades, career benefits, family effects and events can modify applicable calculations further.
Rustmere supplies 1.05 times base drug yield and a 0.90 production-duration factor. Cairnport supplies 1.20 yield, a 0.80 duration factor and a 1.25 property-slot factor. That can make them useful production bases, while travel and sale conditions still matter to the final return.
Property prices and capacity are city-specific. Buying in one city does not create capacity everywhere.
Police pressure is separate from Heat gain. Heat thresholds can increase applicable police pressure, crime cooldowns and local taxes.
Street Market transactions and NPC fence sales use applicable local tax rules. The Global Market uses its separate base fee rather than the city's Street Market tax. NPC drug-buyer prices and quantities come from their city-specific offers, so a city's crime multiplier is not a drug sale-price multiplier.
Use Travel to move your character and select cargo deliberately. City stashes stay where they are unless items are moved through the cargo system. Compare the trip's fare, duration, capacity and risk before relocating product.
Mechanics checked against the game code on 17 September 2026.