Six deals. That is all it takes to turn a once-a-week Schedule I customer into a daily buyer — but only if you understand the two separate systems driving their order frequency. Most players know that more sales equal more money. This guide explains the actual mechanics: the relationship meter, the addiction meter, how they interact in a counter-intuitive way, and exactly when to hand a customer off to a dealer. Every mechanic here has been verified against the current Schedule I Early Access build.
Verified: Schedule I Early Access, April 2025. Values may change with updates.
New to running your operation? Start with our Schedule I Beginner Guide before optimising your customer base.
Quick Start: Customer Loyalty Checklist
- Open Contacts on your phone — check relationship level and standards before every batch
- Match at least one of a target’s favorite effects when offering free samples
- Complete 6 quality deals (at or above their standard) to max any customer’s relationship meter
- Push addiction to 65%+ before assigning a customer to a dealer
- Set products to Listed in the Products app — customers message you automatically
- Counter-offer every request; loyal customers accept 15–20% above market price
- Deliver during curfew for a 20% revenue bonus on every order
How Customer Loyalty Actually Works in Schedule I
Schedule I runs two separate meters that both determine how often a customer orders: Relationship and Addiction. Understanding when to use each — and how they interact — is the difference between a client ordering twice a week and one messaging you every single day.
Relationship increases by 0.5 per successful deal. Exactly 6 quality transactions max it out. Quality means the product meets the customer’s stated standard — Northtown buyers on Very Low standards accept nearly anything; Uptown customers on High standards will reject weak product even from a trusted dealer.
Addiction builds differently. Each sale increases addiction by 20% of the substance’s addictiveness value — not a flat 20%. A product with 62% addictiveness adds roughly 12.4% addiction per deal, hitting 100% in about 8 deals. Unlike relationship, addiction is fragile: it decays approximately 7% per day without active sales. [2]
The key interaction: the game uses whichever meter is higher to calculate weekly order frequency. Either at maximum forces 7 orders per week — daily contact. At low values, a customer may message only once or twice a week. Moving from 2 orders to 7 at similar per-deal values represents a 3.5x increase in weekly revenue from the same client, with no acquisition cost. [2]
One important detail that catches players out: free samples do not build addiction. They unlock customers but contribute nothing to the addiction meter. [2]
The Four Customer Tiers
| Tier | Orders / Week | Behavior | Loyalty Trigger |
|---|---|---|---|
| Casual | 1–2 | Occasional messages, easy to lose if you miss an order | First 1–2 successful deals |
| Regular | 3–4 | Reliable weekly contact, starts accepting counter-offers | 3–4 deals or ~30–40% addiction |
| Loyal | 5–6 | Daily messages starting, accepts premium pricing | 6 deals (max relationship) or ~70% addiction |
| High-Addiction | 7 | Orders every day, approaches you for unsolicited deals | 100% addiction, +20% unsolicited deal chance |

Unlocking New Customers: The Free Sample Formula
Potential customers appear as purple icons on your phone map. Converting them to buyers requires a free sample, and acceptance is not guaranteed. The success rate depends on three factors: product quality, whether that quality clears their standard threshold, and how many of their favorite effects your product contains. [4]
Without any matching effects, acceptance caps around 70% — even on a premium product. Match the right effects and that ceiling lifts significantly. Regional standards determine what qualifies as good enough:
- Northtown / Westville: Very Low to Low standards — early-game product clears easily
- Downtown / Docks: Moderate — effect matching starts to matter here
- Suburbia / Uptown: High — you need quality AND preferred effects to convert
After acquisition, a customer’s favorite effects stop gating sales. They only matter for the initial sample — once you are in, product quality and their current standard drive future deal acceptance. [4]
The batch unlock play: many customers across a region share preferred effects like Euphoric, Energizing, or Sneaky. One carefully mixed batch covering the dominant regional preference can unlock 4–6 customers per sample run, rather than crafting individually targeted products for each contact. [3]
Maxing Relationship in 6 Deals
Relationship is the straightforward loyalty path: 6 successful deals at or above the customer’s standards, and the meter maxes permanently. No decay, no maintenance — once maxed, it stays maxed. [2]
What counts as a successful deal in practice:
- Product quality at or above their standard (check their Contacts entry)
- Delivery within the agreed timeframe — expired requests do not count toward relationship progress
- Price within range — the counter-offer mechanic does not penalize you, but consistent refusals erode reputation over time [5]
The per-deal budget paradox: as customers order more frequently, their individual deal budgets shrink. This is intentional — their weekly budget is fixed and divided across more expected delivery days. A twice-a-week customer gets a larger per-deal offer than a daily buyer. Do not read a smaller single-deal figure from a loyal customer as a problem — it means their order frequency has increased, and the total weekly revenue from that client is actually higher. [2]
For most players, relationship is the right primary objective. It is fast (6 deals), permanent, and requires no product or supply management once built.
Building Addiction — The Faster Revenue Path
If relationship is the stable path to daily orders, addiction is the faster route — with more moving parts to manage.
Addiction gain per sale = 20% × substance addictiveness. That means:
- 100% addictive product: +20% addiction per deal — max in 5 deals
- 62% addictive product: ~+12.4% per deal — max in about 8 deals
- 30% addictive product: +6% per deal — roughly 17 deals to max
The 7% daily decay rate means you cannot build addiction on a customer and then ignore them. A customer at 60% addiction who goes without a sale for nine days drops back near zero. Addiction requires either consistent direct selling or a dealer maintaining supply once the handoff happens. [6]
The fastest addiction build: community testing confirms a Green Crack + Red Bull combination pushes product addictiveness to approximately 99%. Four to five deals with this mix hits max addiction faster than nearly any other approach. [6]
The unsolicited deal signal: at roughly 40–50% addiction, customers may approach you for deals without you messaging first. At 100% addiction, a flat +20% bonus applies to unsolicited deal acceptance. If customers are regularly initiating contact rather than the reverse, addiction is working. [2]
Dealer Handoff — The 65% Addiction Threshold
The single most common loyalty mistake: assigning customers to dealers immediately after acquisition.
Customers at low addiction levels often refuse to buy from dealers at all, or buy so rarely that the assignment produces almost no revenue. Community testing found that customers assigned below approximately 65% addiction stopped ordering from dealers entirely — sometimes for multiple in-game days — because the addiction level was not high enough to drive purchasing behavior through the intermediary. [6]
The correct handoff sequence:
- Handle the customer directly for the first 4–5 deals to push addiction to 65%+
- Assign via the Dealers menu on your phone
- Your dealer continues building both relationship and addiction at a slower rate
- Once addiction hits 100%, daily ordering becomes self-sustaining
Dealers take a 20% cut of every sale. That cost is real, but a correctly prepared customer ordering 7 times per week through a dealer managing 8–10 accounts generates passive revenue that more than covers the cut. [5] For a full breakdown of dealer assignment, payment, and scaling your dealer network, see our Schedule I Dealer Guide.
Watch for addiction decay in dealer-managed customers: if a dealer’s supply runs out and orders drop, check your stash levels first. Addiction decay from supply gaps is the most common reason daily orders unexpectedly drop without any other visible cause. [6]
Counter-Offers — Turning Loyalty Into Higher Margins
Loyal customers accept higher prices, and the counter-offer mechanic lets you locate their ceiling without permanently losing them. When a customer’s offer comes in low, push back: start 15–20% above their initial number, increase incrementally, and back off to the last accepted value when they first decline. [7]
Reserve premium counter-offers for Loyal or High-Addiction tier customers only. A steep counter-offer on a first or second deal will cause the customer to walk, resetting the acquisition investment entirely. Casual and Regular tier customers will accept modest counter-offers — 5–10% above market — but push too hard and you lose the relationship before it compounds.
The curfew bonus: deliveries during curfew earn a 20% price bonus on top of the agreed amount. Scheduling loyal customer deliveries for nighttime drops, combined with counter-offer premium pricing, stacks two margin advantages on the same order. If you have not read our Schedule I Police and Wanted System guide, understand your heat level before running multiple curfew deliveries — the bonus is worth it, but heat management matters at scale. [7]
Note that dealers set their own prices and often come in below your target rate. Counter-offers only apply to direct player-handled deliveries, so factor this difference when comparing dealer-managed versus personally serviced customers in your revenue calculations.
Loyalty Strategy by Player Type
The same customer mechanics produce different optimal strategies depending on how you approach the game.
New to Schedule I? Start in Northtown or Westville. Standards are Very Low to Low, meaning 6 relationship-maxing deals happen fast without demanding your best product. Get 3–4 customers to daily ordering before expanding into Downtown or the Docks — that revenue foundation makes the moderate-standard regions manageable. [4]
Playing casually? Prioritise relationship over addiction. Six deals, max relationship, assign to dealer, move on. Relationship is permanent and decay-free. Set the Products app to list items automatically, check in a few times per session, and let your dealer network handle daily orders while you focus on expanding your customer count.
Optimising for profit? Build addiction first on each customer using a high-addictiveness mix, hit 65% before dealer handoff, then push to 100% using the Green Crack + Red Bull blend. Cluster dealer assignments — one dealer managing 8–10 fully-addicted customers in the same region runs itself while you expand into Suburbia and Uptown for the highest spending ceilings in the game. [3] [6]
Completionist? Map all six regions and work to max both meters on every customer. Note that several Uptown customers list the Lethal effect as a favorite. This effect is not legitimately obtainable in the current Early Access build — those customers will have limited acquisition potential until the developers add a path to it. [4]
Frequently Asked Questions
Does assigning a customer to a dealer slow loyalty growth?
Yes — dealers build relationships slower than direct sales, but reach the same maximum eventually. For the fastest loyalty growth on any specific customer, handle their first 4–5 deals personally. The tradeoff is your time: at scale, slower dealer-managed growth beats manually servicing every customer yourself.
Should I focus on relationship or addiction first?
Relationship is slower (6 deals) but permanent and requires no maintenance once built — right priority if you are scaling through a dealer network. Addiction builds faster with the right product but decays without consistent supply. For a dealer-managed operation, push addiction to 65% first so the handoff actually works, then let ongoing sales maintain it.
Do free samples help build addiction?
No. Free samples are acquisition-only and do not move the addiction meter. They do count as a first interaction for relationship purposes if the customer accepts. [2]
What is the best region to start building a loyal customer base?
Northtown or Westville. Very Low and Low standards mean consistent deal success with early-game products, and 6 loyalty-maxing deals happen in under a week. These customers also respond well to curfew delivery bonuses, making them strong early revenue anchors before you expand.
Can a hostile customer relationship be repaired?
Customers turn hostile when reputation falls too far — through pickpocketing, repeated deal refusals, or consistent wrong-product deliveries. The current build offers no confirmed recovery path once a customer goes hostile. Avoid pickpocketing your own clients, fulfill orders reliably, and never haggle suppliers to the point of hostility. Prevention is the only reliable strategy. [5]
Sources
- Dexerto — How to get customers and increase relationships in Schedule 1
- Steam Community Guide — Customer buying behaviour and mechanics — steamcommunity.com/sharedfiles/filedetails/?id=3475519606
- Game Rant — All Schedule 1 Customers, Favorite Effects, and Character IDs
- TheGamer — Schedule 1: Best Mix to Unlock Each Customer
- Screen Rant — Schedule 1 Reputation Guide
- Steam Community Discussion — Everyone is wrong about dealers and addiction — steamcommunity.com/app/3164500/discussions/1/599653842304377979/
- GamerBlurb — Schedule 1: Counter-Offer Guide
