A GOM Modeling starter kit should not open with a supercar. A new city needs cars that ordinary characters can plausibly own, plus the service vehicles that make the streets look inhabited.
This list is ordered the way a launch budget should be spent, and every entry is a listing on FiveM Shops rather than a wish list item.
What belongs in a GOM Modeling starter kit
Three things: a spread of affordable everyday cars, one service fleet so the city has movement, and one pack that gives early players something to aim for. Skip anything that only three characters will ever afford.
The reasoning is about pacing. A GOM Modeling starter kit exists so that every new arrival has something to drive within their first hour, because a player on foot has very little to do in a city built around vehicles.
It also protects your economy. If the lowest listing in the dealership is already out of reach, players either grind in silence or leave, and neither outcome builds the community you set out to run.
One more rule: buy shapes, not names. Two hatchbacks with different badges look identical from across the street, while a hatchback and a van change how the whole city reads.
GOM Modeling Street Spec Pack 1

The GOM Modeling Street Spec Pack 1 is the right first purchase because street spec builds are toned down by definition. A pack of them gives you several believable player cars in one listing instead of one expensive hero car.
Price them in the lower half of your dealership. The goal at launch is that most players own something, not that a few own everything.
Best for: the first tier of a new dealership.
GOM Modeling Taxi Pack 1

A city without taxis feels empty, and a taxi job is one of the few things a brand new player can do immediately. The GOM Modeling Taxi Pack 1 supplies that fleet in one move.
Taxis also give staff a useful tool. A driver who knows the map becomes an informal guide for confused newcomers, and that is worth more to retention than any tutorial screen.
Best for: taxi jobs and making the streets feel occupied.
GOM Modeling Karin Asterope LXE

Every city needs a plain sedan. The GOM Modeling Karin Asterope LXE is that car: unremarkable in the best way, suitable for a working character, an unmarked unit or a rental.
Best for: everyday characters and rental garages.
GOM Modeling Dinka Blista Hatchback

Below the sedan sits the hatchback, and the GOM Modeling Dinka Blista Hatchback covers it. Small cars give new arrivals a first purchase that feels like progress rather than a handout.
Small cars are also the ones players customise first. A cheap hatchback with new wheels and a repaint says more about a character than an expensive car that arrived without any effort behind it.
Best for: first car purchases on a fresh character.
GOM Modeling Vulcar Kombi Pack

The GOM Modeling Vulcar Kombi Pack rounds out the early city. Vans carry people and goods, which makes them useful to small businesses, delivery jobs and the first criminal crews at the same time.
Vans are the quiet workhorse of a young city. Moving stock, collecting players from the airport and running the first courier contracts all need one, and none of those jobs look right in a coupe.
Best for: small business roleplay and early delivery work.
GOM Modeling Coil E-Bike

The entry rung does not have to be a car at all. The GOM Modeling Coil E-Bike sits in the Motorcycles category, and it gives a brand new character something to own on the first evening rather than a long walk to the nearest job.
It also changes how the city looks. A few small two wheeled shapes moving between the larger traffic make a launch fleet feel busier than another sedan would, which is why a launch fleet should not be all four wheeled stock.
Best for: the very first purchase on a fresh character.
Launch checklist
- One affordable pack, one service fleet, one van shape before anything else.
- Add GOM Modeling Emperor SH500 for a cheap runabout at the very bottom of the ladder.
- Add GOM Modeling Karin Dilettante LE so the economy has a second small car option.
- Add GOM Modeling Declasse Alamo LE when players start asking for something with a bit more presence.
- Hold back the exotic listings until your economy has somewhere for that money to go.
Growing past the first purchase list
The first expansion should follow demand rather than taste. Watch which of the launch cars players actually buy, then add one tier above whatever sells fastest, because that is where the money in your city is already pointing.
Service vehicles come next. A tow truck, a delivery shape and a van keep the job loop running, and jobs are the only reason players can afford anything at all in the first weeks.
Only then reach for the fast cars. A GOM Modeling starter kit is meant to be outgrown, and the moment your players start complaining that nothing is left to buy is the right moment to open a higher tier.
Keep the original starter cars listed even after the city matures. New arrivals join a year old server too, and they need the same first rung on the ladder that everybody else had.
Resist the urge to add a new model every week. A dealership that changes constantly teaches players to wait rather than to buy, and waiting is the opposite of what a young economy needs.
How to choose
How many cars should launch day include
Six to ten distinct models is plenty. More than that and new players cannot tell which cars are meant to be attainable.
When should supercars arrive
After the first month, once somebody has actually earned the money. Adding them early removes the reason to grind at all.
Start with the Civilian Vehicles pages, then look at Vehicle Packs on FiveM Shops once you know which classes your players use most.