I can confirm that works. Of course the dev will probably once again pull a stunt like Erica (who's supposed to be submitting to you) stealing your money and then when you demand it back she somehow spent all but a tiny amount of it (I had about $250,000 - you're telling me she spent most of that in one day? Ha!)
I wouldn't cheat for money if it wasn't such a grind to get it. Repetition of actions is okay in one of those world building war games where you're constantly building cities and vehicles and fighting to keep it going while taking out your opponent, but those games are near constant action once they get going. So it doesn't feel like "click this again, click that again, get minimal reward."
I'm not anti-sandbox. I think it can be done well. I'm anti-grind. And too many people think grind is the way to build a sandbox. You can make a sandbox with new actions that drive the game forward instead of repetition. Dealing with the shop girl (I forget her name now) almost gets this right (still has more repetition than it should, but over time the action changes.) Agent 17's missions do get this right, even having to occasionally have a skills mission between character missions is fine because it's not all the time.
Still, I like this game. Mostly because I enjoy taking advantage of Erica (I took the slave route) and am looking forward to taking advantage of some of the other girls like the girl at the school who makes you get her coffee. Romance for any of them? We'll see. I have plenty of romance games, this is a nice change.