Right now, the economy here is about as real as the one in Freelancer was, just with tiny arbitrary price fluctuations instead of interesting, dangerous routes.
The fact that FD feels the need to put very strict limits on price fluctuation feels like they don't actually want anything to be dynamic. Not the economy, and certainly not the expansion of the 3 major factions.
And that makes me sad.
The price fluctations are _not_ arbitrary. While system state mechanics may still be a murky black box, the trading mechanics are relatively simple and straightforward (except where they intersect with state mechanics, more on that further below).
In a nutshell:
A. Each system has a population and major economies, which are more or less a sum of the individual populations/economies of the stations within that system.
B. The number of stations, the factions in control of each station, the population of each station, and the essential economy type are essentially random. The procedural rules for the populated portion of the galaxy effectively just roll some dice for each system/station, based on procedural algorithms and a seed value. To us as observers, any given station is random, but over all the thousands of stations and systems there is a pattern of distribution.
C. So when you get done with step B and any given station is first instantiated, it has some rules and parameters that are fixed. Namely: the specific core commodities that it supplies, the specific core commodities that it demands, and some baseline quantities for each. Also in here are threshold values for each commodity above/below which the demand/supply price changes, and modifier values that affect the price elasticity of each commodity as they pass beyond thresholds. In other words, there are simple and basic microeconomic demand curves and elasiticities in play at all times, and these do not change once intantiated.
D. Item C the core of the "background simulation". It's actually a _static_ set of demand curves and elasticities. But then the game adds "NPC flavor" to _illustrate_ or _animate_ these curves and elasticities. We see more NPC ships approaching and leaving stations, at a higher frequency, in stations with high populations and high quantities of supply and demand. We also see visible "trade route data" in the galaxy map that depicts the type of commodities that would be logically traded between any two systems (based on the static curves and elasticities). We see lists of stations exported to and imported from based on the same static curves and elasiticities.
E. What _does_ change is the activity of players. If a station supplies Beryillium at a certain static supply quantity and price, this will not change until players show up. When players start using up that supply, the number does in fact go down and the price does in fact respond according to the static price elasticity for that station. However, at the same time that players are removing supply from the station, the background simulation is also replacing the supply at a constant interval and rate. The interval seems to be fixed (and short, roughly every 30 minutes), but the _amount_ of the resupply each "tick" is based on other attributes of the system/station. So if PLAYERS are taking out less supply over time than the refresh tick is replacing, it will seem like the supply quantity never changes. Or the supply may drop noticeably when players are present for a few hours, but then go right back to its normal static quantity after the players leave and the resupply tick eventually "refills the bucket".
F. On the demand side, the resupply tick is more like a "redemand tick". The notions of price elasticity and demand curve do still apply, just in reverse. The demand quantity will in fact go down from its static baseline if enough players are hauling in lots of that commodity. And the price elasticity kicks in and starts lowering the amount that the station is willing to pay for that commodity. If players stop bringing in that commodity for a while, the "redemand tick" will eventually bring the demand back up to its static threshold.
Now, where this all breaks down is where the basic commodity mechanics described above intersect with the state mechanics. Certain system states can temporarily increase or reduce demand/supply of commodities associated with that state. I'm certain the elasitcity curves also change. IMO this interaction of system/station states on the normal microeconomic supply/demand fluctuation is why many players think "its just arbitrary".
Not enough is known yet about the state mechanics (Box. Too. Black.) for me to explain exactly how this affects the more volatile and weird commodity behavior, but clearly Imperial Slaves, Gold, some weapon types, and Superconductors stand out as the most noticeable examples of this interplay. For this reason, I never bother finding and evaluating trade routes on the basis of those four commodity types in particular.