Option 1
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)
Option 2
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.
Option 3
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
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go through dangerous area
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Make it required to be allied with the Guild that has control over that system.