Nightclub bench
Put your five technicians where the money is.
A technician only produces if you own the matching business — and a sale mission is limited by units, not value. That is why cheap goods cost you money.
Ask Haviland about thisChecked 2026-09-27
What do you own?
Tick the source businesses you already have.
Your assignment
Technicians
3 / 5
Per hour
GTA$21,375
Full warehouse
GTA$870,000
- 1Sporting GoodsGTA$5,000/unit · 1 unit per 60 min · caps at 100
Steady and never stalls. Good fourth pick, and your Bunker keeps producing separately.
- 2South American ImportsGTA$20,000/unit · 1 unit per 120 min · caps at 10
The single most valuable technician. Assign this first, always.
- 3Pharmaceutical ResearchGTA$8,500/unit · 1 unit per 80 min · caps at 20
Fast accrual and strong value. The natural third assignment.
Rates and values are Redzone Ops estimates for a fully upgraded club with all storage floors.
How the club actually works
- • You can run five technicians at once, and each one only produces if you own the matching business.
- • Goods accrue whether or not the source business has supplies — the Nightclub pulls from the world, not from your stock.
- • A sale mission is limited by total units, not by value. Cheap goods take up the same delivery space as expensive ones, which is why Weed and Documents are traps.
- • Popularity drives the safe, not the warehouse. Run a management job whenever popularity falls below roughly half.
- • Buy the equipment upgrade and all five storage floors before adding staff — capacity is what makes the club worth owning.
Common mistakes
- Assigning technicians to Organic Produce or Printing and Copying because you happen to own the business.
- Letting the warehouse fill completely — production stops dead once every assigned good is capped.
- Selling from a full warehouse in one go with a small vehicle, then losing half the run to a sale timer.
- Buying the Nightclub before owning any of the source businesses. On its own it earns very little.