Drug operations combine property capacity, recipes, resources and timed jobs. Production creates materials; processing converts the required inputs into saleable products.
Production jobs belong to a property in a particular city. Check its free production slots, the selected drug's slot cost and the required recipe in your inventory.
Starting production spends Nerve. Bulk production spends the cost for the batches actually placed and distributes them across available properties. More free slots do not remove the recipe or resource requirements.
The catalog includes Weed, Shrooms, Speed, Crack, MDMA, Meth, Cocaine, Heroin and LSD production chains. Some higher products have paired production inputs rather than a single grow-and-sell step.
Wait for the production timer, then collect. Duration and output can be affected by city rules, progression, upgrades, career benefits, family technology, district control, events and relevant secondary stats.
Collection carries bust risk. A busted production batch is seized and can add Heat and jail time. Production-collection busts can also confiscate one copy of the relevant recipe. A timer reaching zero does not guarantee a successful collection.
Processing uses city processing capacity, input materials and Focus. Inputs are deducted when jobs start. Bulk processing must fit both available capacity and materials. Collect completed jobs to receive their output.
Production and processing capacity are different. Expanding one side without the other can leave resources waiting at the next step.
Materials and saleable drugs are held in city stashes. Traveling does not automatically move them; cargo must be selected through Travel. Drug consumables intended for personal use are inventory items.
Sell through applicable NPC contacts or the Street Market. Check buyer capacity, taxes, Heat risk and your location before comparing returns.
Mechanics checked against the game code on 17 September 2026.