Description: Allowing the player to set a price for a widget on sale, then determining the resulting sales based on consumer demand, and the resulting profit and loss.
Suppose the player is responsible for pricing at Widget Enterprises. Widget production entails a certain fixed cost as well as a cost per unit; and somewhere out in the world there are a number of customers interested in purchasing widgets, but the player starts without knowing what this distribution looks like.
The Table of Customers holds the data about customer preferences, and whenever the player selects a widget price, we consult it to determine how many customers in total would be willing to buy at that price.
As written this will be a rather dull guessing game for the player; more interesting would be to enhance it into a fuller economic simulator with more control over fixed costs and customer price points.