money / guide
GTA 6 Money Methods: A Quick-Start Overview
A short, honest map of every GTA 6 money method we model — early jobs, heists, properties and businesses — and how they compare on modelled $/hour.
This page is a map, not a new set of numbers. GTA 6 has not launched, so everything linked below is a pre-launch estimate modelled on comparable systems from earlier games — not a measurement of anything in GTA 6 itself. Use this page to figure out which deeper guide on MoneyMeta you actually want, then go read the one that matches where you are in the game.
Start here if you just opened the game
If you are in the first few hours of story mode, skip everything below and read our early-game money guide first. It covers what Rockstar has actually shown about the opening hours and what history from earlier GTA games suggests about the low-stakes jobs you are likely to be doing before you have any real capital.
The methods we currently model
Our seed guide ranks eight methods by modelled dollars per hour, with setup cost, minimum crew and risk labelled alongside. The money-focused methods in that table, in short:
- $412,000/hr modelled — Armoured Convoy Intercept. Highest modelled rate, highest risk, two-crew minimum. Save this for once a failed run would not set you back a whole session.
- $310,500/hr modelled — Port Container Run. Solo-friendly, repeatable, a lower ceiling than the convoy method but far less setup risk.
- $225,000/hr modelled — Vehicle Export Loop. Sourcing-and-delivery work with a low risk rating, a reasonable middle ground once you have some starting capital.
- $62,000/hr modelled — Courier Contract Chain. The lowest setup cost on the board and, per our early-game guide, the closest analogue to the kind of small job GTA protagonists have historically started with.
- $45,800/hr modelled — Teardown Parts Grind. Similarly cheap to start, no real risk, a grind rather than a payday.
Every one of those figures carries an Estimated confidence label in our dataset, and none of them will be relabelled until there is a shipped game to actually log a run in.
The methods that need their own page
Two topics get their own dedicated treatment because a single bullet point undersells how little is actually known:
- Heists — what Rockstar has shown, what has only leaked, and how GTA Online's heist payouts and crew cuts have worked historically, since GTA 6 has no confirmed heist structure of its own yet.
- Money glitches and cheats — a high-search-volume topic we cover honestly: no glitch exists in an unreleased game, and this franchise's actual glitch history is mostly a story about account wipes and bans, not free money.
Each method above links through to its own standalone breakdown page under /money/methods/<slug>/, where we go deeper on how that individual figure was modelled.
Money vs. property
Everything above is active work — a job you run, a route you drive, a crew you pay. If you would rather compare that against buying something once and letting it produce income on its own, our property and business ROI hub covers the same modelled-$/hour approach applied to real estate and passive-income businesses, plus a dedicated guide to thinking about payback period rather than sticker price.