Overview
Every customer in Schedule 1 wants specific effects, spends a set share of their budget per order, and holds an opinion of you that moves with every sale.
The Customer Tracker is your file on each one: what they want, what you have sold them, and which recipe in your Lab Book comes closest to satisfying them. The game data comes from the wiki. What you have actually done with it lives here.
How relationships work
Matching is not all-or-nothing. A recipe covering three of a customer's four preferred effects still sells - it just satisfies less than one covering all four. The tracker fades the effects your best recipe misses, so the gap is visible before you go looking for it.
Satisfaction moves the relationship, and the relationship moves the money. Selling what someone wants builds loyalty over time; selling the wrong thing, or leaving them without stock, erodes it. A loyal customer orders every day, a neutral one only occasionally - which is why the same customer can be worth several times more depending on where the relationship stands.
The product family is the one hard rule. Each customer leans toward weed, meth, cocaine or shrooms. Selling outside it is flagged in amber, because no combination of the right effects makes up for the wrong product.
Using the tracker
Set the relationship first. It drives how often a customer orders, so every weekly figure on the page depends on it being right.
Work the amber flags. A tracked customer with no dealer is revenue you are simply not collecting. Filter on them, then assign them in the Dealer Manager.
Fill the gaps in your recipes. When a valuable customer keeps showing faded effects, that is a recipe worth building rather than a customer worth dropping.
