Schedule 1 Lab

Schedule 1 Dealer Assignment

Who goes to which dealer. What to sell them, and how much that actually brings in.

Save rank
Active dealers
-
Assigned
-
Net / week
-
Unassigned
-

Myself

No territory

$0
Net / week

Save a recipe in your Lab Book first - a dealer with nothing to sell earns nothing.

0 customers

No customers

Benji

Northtown

$0
Net / week

Save a recipe in your Lab Book first - a dealer with nothing to sell earns nothing.

0 / 10 customers

No customers

Molly

Westville

$0
Net / week

Save a recipe in your Lab Book first - a dealer with nothing to sell earns nothing.

0 / 10 customers

No customers

Brad

Downtown

$0
Net / week

Save a recipe in your Lab Book first - a dealer with nothing to sell earns nothing.

0 / 10 customers

No customers

Jane

Docks

$0
Net / week

Save a recipe in your Lab Book first - a dealer with nothing to sell earns nothing.

0 / 10 customers

No customers

Wei

Suburbia

$0
Net / week

Save a recipe in your Lab Book first - a dealer with nothing to sell earns nothing.

0 / 10 customers

No customers

Leo

Uptown

$0
Net / week

Save a recipe in your Lab Book first - a dealer with nothing to sell earns nothing.

0 / 10 customers

No customers

Overview

Every customer in Schedule 1 leans toward one product family, prefers a handful of effects, and spends a fixed share of their budget each time they order. Every dealer sells one recipe to the customers you hand them.

The Dealer Manager answers a single question: given the customers you have unlocked and the recipes in your Lab Book, who should sell what to whom? It is a planning tool, not a stock tracker - it tells you where the money should come from, then lets you log what actually arrived.

How matching works

A customer is scored against a dealer on three things, and they do not weigh the same.

The product family decides almost everything. Each customer favours weed, meth, cocaine or shrooms. Selling them outside that family is the one failure the tool flags in amber, because no amount of the right effects will fix it.

The neighbourhood is worth a little. A dealer who works the customer's own area scores higher than one who does not. Each of the six areas has exactly one dealer, so territory is a tie-breaker rather than a constraint.

Preferred effects settle the rest. Covering more of what a customer wants raises the score, but only enough to separate two dealers who are otherwise equal. A recipe missing an effect still sells; a recipe in the wrong family does not.

What a customer actually pays

A customer does not hand over their whole budget. They spend a set share of it per order, and how many units that buys depends on your asking price - the recipe's sell price plus whatever markup you added when you saved it.

This is where the tool earns its keep. Because the budget is fixed, a higher price means fewer units. Revenue moves in steps rather than a straight line: two different prices often bring in exactly the same amount, and a price that looks greedier can earn less than a modest one. Price too high for a small budget and the customer buys nothing at all.

On top of that, how often they order depends on the relationship. A loyal customer buys every day; a neutral one sticks to the low end of their range; an enemy buys nothing. Set each relationship in the List tab so the weekly figures reflect your actual save.

Hired dealers keep 20% of what they sell. Serving a customer yourself keeps the lot, at the cost of doing the rounds in person.

Building an assignment

Set your save rank first. Customer budgets grow as you progress, and every revenue figure on the page is calculated from that rank. Getting it wrong makes the rest of the numbers meaningless.

Give each dealer a recipe. A dealer with nothing to sell earns nothing, whoever you assign them. The recipe sets the product family, which in turn decides who belongs with them.

Work down the waiting list. It is sorted by what each customer would bring in, so the top of the list is where the missed revenue is. Open one and the panel ranks every dealer for them, with the weekly figure next to each.

Then check the amber. A mismatched customer is worse than an unassigned one: they occupy a slot and buy nothing. Either move them to a dealer selling their family, or change what that dealer sells.

FAQ

Does the dealer take a cut?
Yes, 20% of everything they sell, the same for all six hired dealers. Selling a customer yourself keeps the full amount, which is why Myself is worth using for your highest-budget customers when you have the time to run the deliveries.
How many customers can one dealer take?
Ten. Myself has no limit - you can serve as many customers as you are willing to meet in person. When a dealer is full the assignment panel greys them out rather than silently refusing the drop.
Why does a customer show zero revenue?
Three possible reasons. The dealer has no recipe assigned, so there is nothing to sell. The customer is an enemy or not unlocked yet, so they order nothing. Or the unit price is higher than what they spend per order, so they cannot afford a single unit.
Does raising my markup make more money?
Not always. A customer spends a fixed share of their budget per order, so a higher price means fewer units. Revenue climbs in steps, not a straight line, and it can drop when the price crosses a threshold that costs you a whole unit. Try a few values and watch the weekly figure.
What counts as a mismatch?
A dealer selling a product family the customer does not favour. Each customer leans toward weed, meth, cocaine or shrooms, and the wrong family is flagged in amber. Missing a preferred effect lowers the score but is not a mismatch - it costs you some of the match, not the sale.
Why does the same customer earn more later in a save?
Customer budgets grow with your rank. The revenue shown uses the save rank you set at the top of the page, so set it to match your game or every figure will be off.