Buildings
Drug factories that earn while you sleep — if you pay the upkeep.
Buildings are the city's passive-income spine: buy a factory, let it produce drugs every game day, collect, and sell. There is no level requirement, but you still need the purchase cash and an open building slot. The empire game is stacking many and keeping them all funded.
The catalog
For each copy of a building type you already own, the next one's price adds 5% of that type's base cost. Your total slots grow with Charisma (from 4 up to 80) — Businessmen get +50% on top of that, and everyone else can add a Business Studies slots bonus instead. Unwanted buildings can be sold back for a partial refund.
Upkeep
Production & collection
Factories bank their output for you to collect — but only up to a cap of 4 game days of production (8 for a Businessman). After that, uncollected output stops accruing: check in at least once a real day or leave money on the table.
Collected drugs land in your inventory. From there, sell them to the drug dealer for cash, or stock your own nightclub shelves and sell at retail.
The Businessman edge
This is the profession built for factories: +30% production, 30% cheaper construction, +50% slots, and double the collection window. VIP adds +5/7/10% production (Bronze/Silver/Gold) for anyone.
The Business Studies university course is the way in for everyone else — and only for everyone else: you cannot enroll in your own profession's track, so it is a Robber, Hitman or Pimp buying a slice of the factory game without having spent their profession on it. A Businessman is already there and cannot take the course.