Oh, didn't even know that was an actual tag. If you don't mind taking the time, what are its effects?
Commodities.TAG_NON_ECONOMIC -
The economy will skip this thing. Its price should always be the base price... actually, I'm not sure if you need to set price volatility to 0 for that, or exactly what the price will do if you don't. But the important point is the economy won't try to process supply/demand for it, or make sales of it, etc. So it doesn't add to the performance cost of the economic simulation.
It's meant for things like quest items, blueprint chips, etc.
True, but I was thinking you could do something like sample 5 markets at random for their supply:demand or price:base price ratios. This would also help vanilla by making more procurement missions for ordinary commodities (instead of drugs and organs most of the time).
Though I'd understand perfectly if you thought "this is getting more complicated than it needs to be"
Side note: the reason for drugs/organs being the main thing wasn't the price weight, but the extra-stringent rules about what was ok to pick. Like, worlds with supply of something wouldn't spawn a mission to procure it, even if they were low on it. I've adjusted this a few days ago and there's a much more healthy variety of commodities being picked - rare metals, ore/rare ore, organics, etc.
Well, if I can find a way to keep the custom commodities from being the only thing anyone apparently ever wants that's all well and good, else I'll just take them out. It'll be a shame though, a "kill the dragon and return with its heart" mission sounds like a fairly cool thing to have.
Yeah, should be good now with the procurement mission skipping nonecon ones.