A thread in the forum, started by Gesil, has a detailed synopsis from Ugh!
Gesil mounted spreadsheets depicting consumption and different pricing levels here
Following the comments by Ugh!
It is a balancing act to keep the population satisfied while still making a profit. As previously posted in the thread it is important to know which goods should be sold cheaply and which ones expensive to have satisfied citizens and full registers. Traditionally, we group all goods into three categories.
- Staple Goods All goods that are extremely important for the satisfaction but have a very low profit margin. They should be sold as cheap as possible to ensure a high level of satisfaction. beer, fish, grain, timber
- Raw Materials and Luxury Goods Goods that have no, or neglectable, influence on the satisfaction. The margins are considerable and you may use gouging price levels. Therefore, this is the easiest group pig iron, IG, furs, spices, hemp, honey, leather, pitch, bricks
- Consumer Goods They fall between the other tow. They are of some importance for the satisfaction and some (cloths & wine) allow a good margin. In this group you have to fine-tune during the game. It helps to know which level of influence is assigned to each good. (I will make further posts on the topic) meat, pottery, salt, whale oil, cloth, wine, wool
Prices for Raw Materials and Luxury Goods
Since you do not have to take the satisfaction level into consideration, you can really gouge:
Pig iron 1773
Furs (skins) 1406
These prices are for the current contest2006. Overall we get fixed pricing for the majority (13/20) of the goods that guarantee a high margin and a good overall satisfaction.
Whale oil *
The goods marked with * are the consumption goods and a description will follow within a few days [I will just paste it here]