I'm working since a couple of month maybe a year now on an economic system that we will use in all our dnd session to cover the gap. We switched to Pathfinder roleplaying game 3 weeks ago and started to buy all the books, and i simply trying to adapt the work already done to the Pathfinder basic rules system.
In ours game session, we are often passing time and players want to invest their money in order to have something to do or simply to build their hideout, etc... each time the dungeon master need to invest time to fulfill the ever questionning of players : I want to build a Tavern can you tell me how much it cost and what i need ? Can you tell me how much money i make with it ? How much cost a second floor for my tavern, etc... When i'm dungeon mastering, i want to invest time to fulfill the need of my players to contribute to their fun. But i find this painfull to have to invest my time calculing what will be the cost and incomes of a Mapmaker shop or a Baker Workshop but i do it because my players have fun to raise their business and contribute to the world they are playing with.
I know many players dont care about it and simply want to hack and slash some mobs, but roleplayer or people that want to invest time in their assets usually want to add détails in the game. I know some open D20 rulebook exist to try to cover this, but we tried some without having fun to use them (too complex, not player friendly or with astronomic cost#. So i started to develop mine in order to have something more easy and fun to use and save much time of explanation and calculation for DM. I want player that don't like détails to be able to get all the info needed with minimal rules to deal with and fulfill the needs of players that want to have détails about what they are building.
I was willing to adapt my economic system to the rules system of Pathfinder because i was willing to submit my works once completed to Paizo. i dont bet on them to publish my works, anyway i will already use my system for my players so i dont really care. But if they want to use the system i developed to fill the gap once for all, they will be able to do it for all the players and masters.
I'm not so far of to reach my goal, based on the answer of Lord Vukodlak, a trained hireling with 1 rank in the desired craft of profession wages is 1 gp per day of work, so 20 gp by week. (personnaly i think it's little high but rules are the rules so..)
With the profession check intended for player character rule, the same 1 rank trained hireling will possess an income of 35 gp per week. But it's for a player character, to match the wages of a npc trained hireling i will assume a npc income is only 57.14285714285714 % (57%) of a player character income on profession skill. Now the Wages and the Incomes fit for an NCP character. I will calculate all my buildings incomes as per NCP rate and assume that if a player character invest time directly in his business, the income generated by him, and not from other NPC with him, will experience a boost of 43%.