Sharkn8do's guide to pricing
So, this will sound a lot like an intro to econ course, and that's because it is. You have two deciding factors in pricing, what it costs to make this product, and what your buyers are willing to pay.
Cost to manufacture
There will be a couple basic things you need to figure out when determining costs, you mention this is based off the Ketty Jay series, so you might have to do some research, or you can come up with your own numbers.
So the first cost breakdown to consider is how much it costs to harvest the raw materials you need to make the good.
You give a weeks wage, so I would look at productivity for week, as opposed to an hour, which is how we do it now. This will be one of the easier cost breakdowns. You will have to figure out how many people are working in a week, how much they make, and how much of the raw good is harvested.
for example: 10 workers a week at 45 pence a worker harvests 450 gallons of airate (something I made up to make aerium) then you're looking at a labor cost of 1 pence a gallon. These are numbers I made up, no clue if they are what you want.
This includes all machinery, any tools, and and other transportation or whatever that is used on site. You need tools I assume, so you need to take into account tool degradation or depreciation. How you will do this will be as such.
I have 10 shovels, 10 pick axes, and 10 buckets, but also have a conveyor belt and a massive tank to store all of it until shipping.
The shovels, pick axes, and buckets cost 150 pence, and will last you 3 years, r 150 weeks, so it costs you a pence a week in degradation.
You will have to do this for each item in the harvesting process.
As much as we hate to admit it, this is something you will have to take into account. Administrative costs will look like, managerial pay, secretary costs, accounting costs, or whatever it is you want to include.
Overhead will look like electricity, water, rent, gas, steam, and any other costs you have associated with the site required to harvest the raw materials.
Getting the raw goods to where they are processed is something you have to have. Next you have costs to transportation, this is going to look fairly similar to harvesting, so we'll breeze through this.
Transporting uses labor, whether its a driver or a guy pushing a cart. Take that into account.
You have a horse, or a cart, or a motorcycle, whatever it is moving your goods, it will degrade. Use the basic outline for degradation again on this.
Feed, gas, whatever it is, you have it as a cost, take that into account.
You have your goods where you want them, YAY! Now you have to take into account how much it will cost to turn your raw materials into the finished product, this is going to look exactly like the last 2 steps.
You get it.
We get it.
Everyone gets it.
Plot twist! You may outsource the harvesting of your good to some other company, so say you need airate AND magnesium to produce your good, but don't want to go through the headache and danger of magnesium harvesting, you might have to buy the magnesium from someone else, you have to figure out how much that will cost.
What you can charge
So, you should have a decent idea of what it costs you to make your product by now, so you have to take into consideration what the buyer of your good is willing to pay, i recommend an up charge of no less than 15%, but if your buyer has room for more cream, go with that. Example, it costs you 10 pence per liter of aerium, but you know your buyer can pay 20, meet halfway, that way you both feel like you got a good deal. But, if it costs you 10, and your buyer is willing to pay 13, go to 12, get that %15. The reason for this is because when your buyer is going through hard times, if you keep it at their max, they'll want to drop it, meaning you either lose their volume of orders, or lose money on each order, or you can give them wiggle room, to let them spend less, and avoid needing help in the future.
What you need to figure out is a lot more than "now, I make $400 a week, and a plane ticket is 300 so if a person makes 3 shillings and 9 pence, then an air ship ticket is 34 pence" What drives costs, especially in something like air travel, is the cost to manufacture, operate, and maintain functions. I understand this is going to get a little advanced, but it'll be the same basic principles.
An air transportation system has a lot of moving parts, pilot, maintenance, clerks, luggage handlers, flight attendants, you have to figure their costs per flight (labor for domestic flights on a weekly basis will be fairly similar.)
They have a lot of overhead, you are a part of that, being their ongoing cost of fuel. Figure out everything other than you. Electricity, rent, administrative costs, etc.
Luggage belts, cars, everything they own excluding the actual airships and all their moving parts. These are all infrastructure of theirs that degrade, figure that out.
I am putting this in it's own category, because engine parts wear out. You will have to determine whether you want the airships to cost more and have a longer lifespan, or cost less, but be rotating more often. After this, you have to see how much it costs them per airship on a cost/lifespan ratio like we did for buckets in harvesting.
This is when you have to figure out how much they charge per ticket, depending on factors like time of day, departure demand and arrival demand, and distance; how often people travel, the occupancy of each airship. Then you take how much revenue they make a flight, cut off %10 (what they will want for savings and stuff), divide that by how much they have in expenses per flight (take the fixed costs of the week, and divide it by how many flights are in a week). Then, you should have a price that is at least 15 more than what your fuel costs, and that's when you determine what you can charge.
This was a lot of information, i'm sorry, but here is the tl;dr version.
You have costs: labor, equipment, overhead, transportation, processing. Determine that, add 15%, never charge less than that.
They have costs: labor, equipment, maintenance, overhead, etc. They have revenue: tickets and whatever other streams of revenue you determine they have ( giftshops, skymall, food, etc.) Look at it like an equation. Revenue - 10% = expenses + x. Leave 'x' as a variable, so you can figure out what their max price they can pay for your good. Then come to some number between those two numbers that both of you would feel comfortable paying.