xgaming.tools

Schedule 1 Employee Workforce Planner

Plan optimal staffing — chemists, botanists, handlers, cleaners — by daily output target. Wages, hire fees, and break-even days.

Headcount by Role

Botanist
Grows and harvests weed in pots
$200/day · $1500 hire
1
Chemist
Operates meth labs and cocaine processors
$300/day · $1500 hire
1
Handler / Packager
Bags up product into baggies / jars / bricks
$200/day · $1500 hire
1
Cleaner
Empties trash, restocks supplies
$100/day · $1000 hire
1

Notes on Dealers

Dealers aren't hired with cash — you unlock them by building customer relationships. They take a commission on sales rather than a daily wage, so they aren't part of the staffing calculation here.

Cost summary

Headcount
4
One-time hire fees
$5,500

Daily wages
$800
Weekly (7 days)
$5,600
Monthly (30 days)
$24,000

Wages are paid daily. Chemist hire fee actually scales +$100 per existing team member — the figure above is the flat base; real cost rises slightly with team size.

Schedule 1 employee roles explained

Schedule 1 has four hire-able employee roles that automate different parts of the drug production chain, plus one unpaid role (Dealers) unlocked through customer relationships. Wages are paid daily out of your cash on hand, so you need a steady revenue stream before scaling the team.

RoleDaily wageHire feeWhat they do
Botanist$200$1,500Grows + harvests weed in pots. Required for the weed production chain.
Chemist$300$1,500*Runs meth labs + cocaine processors. *Hire fee +$100 per existing employee.
Handler / Packager$200$1,500Packages product into baggies / jars / bricks. Critical for sales throughput.
Cleaner$100$1,000Empties trash, restocks supplies. Cheapest hire.
DealercommissionSells on routes. Unlocked through customer relationships, not hired with cash.

Schedule 1 employee FAQ

How many employees should I hire first?

Start with one Botanist + one Handler in the Bungalow (5-employee limit). That covers your basic weed production chain. Add a Cleaner only once the property is getting messy. Add Chemists once you're scaling Meth / Cocaine — they're the most expensive hire so don't lock in their wage until production justifies it.

Do employees stop working at night?

Employees follow shifts. They work during their assigned hours and stop overnight unless configured otherwise. Production stalls if all your packagers are off shift, so stagger schedules or hire two of each role for 24-hour coverage.

Why is the Chemist's hire fee variable?

The Chemist hire fee starts at $1,500 and adds +$100 per existing employee on your team (other Chemists and non-Chemists alike). So the 5th Chemist might cost you $1,900-2,000 to hire. This calculator uses the flat $1,500 base — real cost will be slightly higher in a large team.

Related Schedule 1 tools

Schedule 1 Employee Workforce Planner — FAQ

Is this Schedule 1 Employee Workforce Planner free to use?

Yes, the Schedule 1 Employee Workforce Planner is 100% free — no signup required, no hidden fees, no downloads. Everything runs in your browser.

How accurate is the Schedule 1 Employee Workforce Planner?

Values are pulled from the Schedule 1 game files and community-verified formulas. Results match what you see in-game, and we update the tool when the game gets major patches.

Can I host a Schedule 1 server with XGamingServer?

Yes. XGamingServer offers instant Schedule 1 server hosting with mod support, automatic backups, DDoS protection, and 24/7 support. All popular game settings are pre-configured.

Does the Employee Workforce Planner work on mobile?

Yes, the Employee Workforce Planner is fully responsive and works on desktop, tablet, and mobile browsers.

You might also need

Schedule 1 server admin docs

Read the full Schedule 1 server docs →

Step-by-step guides for installing mods, configuring your server, joining, troubleshooting, and admin commands.

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