Solo without an expensive base
Immediately available jobs are a useful way to learn the map and build a bankroll. Their value comes from simple access and low risk, not from a promise of the highest permanent GTA$/hour.
SOLO PLAY
A good solo activity must do more than allow one player: it needs a practical start, a predictable loop and a recovery plan. The recommendations below lead to complete rules, costs and rewards from the canonical catalogue.
Immediately available jobs are a useful way to learn the map and build a bankroll. Their value comes from simple access and low risk, not from a promise of the highest permanent GTA$/hour.
A solo business or heist makes sense only when you own the full access chain and can finish the sale or finale. Always check capacity, production time, cooldown and whether the reward is a gross pool or the host's result.

Odd Job • Downtown Cab Co. • Solo
From the company's yellow marker through the first fare to a ten-fare streak, tips and safe passenger recovery.

Mission strand • Solo / Co-op
One of the strongest activities with no property purchase. The host receives a fixed payout and associates receive a separate amount.

Mobile business • Solo
The complete route from Ron's call and Liquor Ace through all six named First Dose missions, the free Brickade, equipment theft and Mutt's installation to first production and a Manchez Scout C sale.

Heist • Solo / Duo / Trio / Quatro
A complete Solo and Duo guide with current loot values, gold and cocaine priority, Longfin preparations, drainage tunnel, compound, escape and Elite requirements.