Myself
No territory
Save a recipe in your Lab Book first - a dealer with nothing to sell earns nothing.
No customers
Who goes to which dealer. What to sell them, and how much that actually brings in.
No territory
Save a recipe in your Lab Book first - a dealer with nothing to sell earns nothing.
No customers
Northtown
Save a recipe in your Lab Book first - a dealer with nothing to sell earns nothing.
No customers
Westville
Save a recipe in your Lab Book first - a dealer with nothing to sell earns nothing.
No customers
Downtown
Save a recipe in your Lab Book first - a dealer with nothing to sell earns nothing.
No customers
Docks
Save a recipe in your Lab Book first - a dealer with nothing to sell earns nothing.
No customers
Suburbia
Save a recipe in your Lab Book first - a dealer with nothing to sell earns nothing.
No customers
Uptown
Save a recipe in your Lab Book first - a dealer with nothing to sell earns nothing.
No customers
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.
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.
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.
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.