That sounds about right...... However that is assuming the demand is sorted everywhere .,... which if balanced properly would not happen.Funny you should say that. Now let's assume everything works as intended with proposed demand changes, so what happens next? Players satisfy painite and opals demand, so next batches will become cheaper and cheaper. At some point serendibite becomes more attractive than both opals and painite, so we switch to that, scoop it all up, drive the prices down too. Switch to the next commodity. Who knows, maybe some day we'll be hauling food cartriges. Result: rapid drop in prices and profitability of trading in commodities across inhabited space.
That is, provided, I interpreted the changes correctly
If for instance we were buying farming machinery to sell to agriculture station , the system selling the machinery would need electronic components and I dunno, aluminium...... So ideally your trade route would go there 1st to pick those up.. but those systems may need bauxite and silicon so you would go there 1st.... Of course those systems would need food which you would get from agriculture , and there you have your trade route... And by the time you have finished your route hopefully that aggreiculture system would be needing more farming machinery as it would wear out and so demand would be increasing.
Iirc in beta the economy worked a bit like this however the pay didn't work (the more in demand something gets the more they should pay for it). Also some players.complained because they just wanted to trade the top of the food chain as that made most money. Rather than balance it properly it seems to be the whole thing got simplified.
Perhaps I am remembering wrong and have rose tinted specs of the economy in beta but I think it worked better then.