Labor is one of four secondary stats. It progresses through XP awarded alongside existing activities, rather than a dedicated Labor training session.
Labor supplies applicable career-pay and production-yield factors, each reaching 1.15 at secondary-stat level 100. These factors multiply relevant calculations rather than adding free cash or products without an activity.
Labor supports OC roles such as Hacker, Bagman and Explosives. It is separate from drug rank, recipe access, property space and resources needed to start work.
Career shifts and applicable drug collection or processing grants provide Labor XP. Production collection grants scale with weighted output, so collecting many tiny batches is not equivalent to a fixed bonus per click.
Secondary-stat level starts at 1 and is capped at 100. The XP requirement for the next level uses 40 plus 12 times the current level. Effects increase gradually between the neutral level-1 factor and their configured maximum. Career XP, player XP and secondary-stat XP are separate totals.
Check your current stat level and the relevant activity preview when comparing a benefit. A secondary bonus adds another factor to the activity; it does not replace equipment, restrictions, resource costs or other requirements.
Mechanics checked against executable game code on 18 September 2026.