Moorhaven combines increased crime payouts with higher Heat gain. Production takes longer and properties cost more while providing less capacity. Its low base local tax should be weighed against those costs and its Heat escalation.
| Property | Value |
|---|---|
| Crime payout multiplier | 1.22x |
| Crime and GTA Heat multiplier | 1.20x |
| Base police-pressure multiplier | 1.00x |
| Base local tax rate | 2% |
| Production yield multiplier | 0.95x |
| Production duration multiplier | 1.10x |
| Property capacity multiplier | 0.85x |
| Property price multiplier | 1.50x |
These are city factors before applicable personal, family, district or event effects. A duration factor below 1 shortens a batch; a payout or yield factor above 1 increases the applicable base calculation. Capacity is subject to the property's actual calculation and rounding.
At 25 Heat, the local tax increases by 3 percentage points, taking the base local rate to 5%. At 50 Heat, police pressure receives a 1.40x factor. At 75 Heat, crime cooldown receives a 1.20x factor and police pressure receives a further 1.80x factor. At 100 Heat, police pressure receives another 2.50x factor. These police factors multiply cumulatively.
The city local tax applies to the relevant NPC drug sales and Street Market listings. The Global player Market has its own flat base fee, rather than this city's local rate. Finance mastery can reduce the seller's player-market fee.
Review fares, arrival time and any carried-product risk on the Travel screen. City stashes are separate: moving your character does not automatically make every stored product available in another city. Compare buyer offers, production space and net proceeds for the activity you intend to perform.
Mechanics checked against executable game code on 18 September 2026.