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Another thing I do is I always buy goods at a higher price than other stores sell them. For example if one store is selling plant fibers for 0.05 each than I will buy them at my store for 0.07 each. This gives other players an opportunity to make some easy money while also giving myself a constant influx of raw materials. If most players on a server set their stores up in a similar manner it leads to a number of "Truckers" making a living by circulating goods in the economy.
Overall, if you can keep your stores profitable and actively used then things should work out.
For any product that needs a specialization, you also have to include the cost of the specialization and the amount produced. That's super hard to quantify in terms of currency.
In a strict economic sense, if there isn't a server-wide shortage of specialization stars, you can find the effective cost of those stars by auction; the price of goods that nobody is eager to jump in and start competing can be used to determine the value of a star converted into currency.
In most high-collab servers there is in fact a serverwide shortage of stars, which means that 'economically rational' agents will all try to extract rent. This should end up perfectly offsetting and just causing inflation in theory, but what happens in practice is hard feelings and death spirals.
Basically what people are willing to do the work for pricewise is how you set pricing.
This is also true, though I do think that even if you have a glut of stars what tends to happen is people will try to do everything themselves instead of pay for things then complain the game is grindy.
1 log 0.50$ , 3 logs for crafted/cut ones + 2$ labour is 3$ per crafted/cut logs and so on.
Food we start at 0.25 and waste materials 0.05$.
Figure out your cost per calorie. The food you buy on the world.
You then have a number for how much it costs to build any product from a calorie perspective.
You also need to take into account calories spent collecting the actual good (mining, logging, farming, etc).
Then you take the rarity of the item, and set an arbitrary value for that. Usually starting at something simple like hewn logs, you can figure out pricing going outwards from that (starting at like maybe .5 per hewn logs, you can get a relation to other likewise goods in world). If it's something like gold bars, and no one has a reliable source of gold ore, charge an arm and a leg. If you don't, some greedy bastard will eat up all the gold bars before someone else gets a chance to buy any.
Then lastly I always price in how annoying it is. If it is a pain to make/collect the resources for it, I make it more expensive. I also put in buy orders for mats that are pretty high to encourage someone else to become my supplier and drop prices once they get going. This is arbitrary though, and depends on world pricing. I usually charge 20-50% extra depending on how annoying it is.
But tldr -- get a calculator/spreadsheet going or cheat off the other nerds in world. Just be careful you don't get into a price war and make both of yourselves unprofitable.