Something pretty impressive for a game released in 2010 with the Universe expansion in 2014, if so.
Just watching a playthrough on Youtube and they briefly went over resources and the price inflation associated.
They mentioned how the price of each item is generally due to global unfulfilled amounts and means for example when you go to build something, that it affects the total upfront cost via individual price for each individual material, with the maintenance fee being based off that total cost in turn.
Which also means the ability to actively look for those higher inflated materials to mine more of, to then sell through the private sector as trade with the rest of the galaxy to make more profit. (Especially with so much of it unfulfilled, hence the inflated prices.)
Do you need to buy those materials from the private sector yourself to build your stuff, or would targeting those materials also ensure you don't run out and have to also pay those inflated prices?
You could then theoretically also hold a monopoly over the 1 or 2 inevitable shortages of common resources, to say nothing of the luxuries, affecting their prices and increasing your own profit margins. Holding a monopoly through actions like sabotage and conquest of the available supplies.
Which would indeed mean that a game released in 2010, had a fully simulated economy which is pretty awesome. Colony income, trade income, tourism income, private sector income, faction gift income (teehee) this game was way ahead of its time.
I look forward to controlling the market EVE Online-esque in the next generation - subscribe to my factions Trading Guild to secure your sources of resources today!
< Message edited by Whiskiz -- 1/16/2021 1:10:13 PM >