Players conduct trade via a sim market. Through the universe there is colonized planets, and stations. these sims act as a sort of market-demand structure. The game will be set up to randomly generate “events” that will cause specific trade goods to be in demand, and others not to be. this will cause a shift in the market, making the economy shift around.
Trades in this option will be based on a list of basic goods, unusable for anything other then trade (atleast until production is added to the game)
Every system has a list of goods. These goods prices depend on the amount of that specific good being sold and bought over a set periods of time (hourly, weekly) On top of this, sims consume so much per a set period (Per hour maybe) so that when they get to say, 0/1000 the price to sell at this location will give a bonus to sell there and if its 1000/1000 they reject it, and if its 900/1000 then its suffers a - from profit effect.
there is a list of goods, that is always the same amount, so the same trade runs will always yield the same results.
However, a twist to be added to this so that everyone does not camp that one route, is to make it
go through dangerous area
Make it required to be allied with the Guild that has control over that system.