Most of yesterday went into people. A sim like this lives or dies by its customers, and I did not want them to be vending machines with faces.
Every customer in GUNS INC. has a home of their own and a daily routine. They walk around town on its paths: home, the shops, a bench in the park, the bar in the evening. When you agree a deal, they set off in time and are already waiting when the window opens. Nobody pops into existence at the meeting point. That one rule caused more work than almost anything else in the first week, and it was worth every hour.
You also cannot just sell to anybody on the street. You win customers at places where regulars hang out, like the shooting range by day and the bar in the evening. Some of them are already supplied by a rival, and each of those has exactly one thing that would make them switch: better quality, a better price, a free sample, a favour, or reliability. Ask them and they will tell you. Pull the wrong lever and almost nothing happens.
Orders come by text. You pick a time window, can counter once on the price or the quantity, and then meet in person to hand the goods over. Customers pay cash, while the shops only take BuckUp, your bank account, so turning cash into BuckUp at the bank is a small game of its own.
Customers kept getting deeper over the following weeks. Each one now has a taste that learns from what they buy, and word of mouth happens face to face: right after a deal, a happy customer might name a friend, and then it is up to you to go and meet them.