There is only one problem with making the random economics that you suggest in that thread:
In order to introduce the randomizer, one needs access to the source code so that it can be included.
We don't currently have that.
As to the rest of your economics thread, I've included pretty much all of what you suggested.
(That was one of the reasons I asked for the Agricultural, Mining, and Refinery base info on the last page.)
I've also added the dimension of bulk to the equation...
In that way, someone loading up with Cardamine can carry more individual units than he could of Tradelane parts.
Which would require the use of a Freighter, in order to make trading in large, bulky items profitable.
You see, FL limits the amount of cargo by the amount of bulk...
Not by weight...
Not by quantity...
Just by bulk.
And by default, all items in FL have their bulk set to 1...
Thanx to 0sprey, I've changed that.
Watch your 6!