I didn't really say it NEEDS to move all the goods, but it is fully possible to do, without adding 10x as many trade fleets.
If you are going to simulate the economy, I doubt you really NEED to have planets producing a hundred thousand volitiles. Why not go with 5-10k instead? Railroad tycoon essentially produces 2 units (although units are in fractions, presumably 1% units) as it's baseline per factory per year. In this game, 2 is clearly too little, but a baseline of 5k units per month cycle would probably be manageable.
Trade fleets are quite capable of having 5+ atlas, which is 10k cargo capacity by itself.
I haven't really counted trade fleets, but you said they get maybe one per month. You might lose a month of production, but unless pirate activity is huge, then you will lose out on one month of trade on occasion. As long as you set the stockpile threshhold to something like 3 months or so, only repeated interceptions would be able to starve a location.
I see why the trade fleets might have issues due to limits on which locations each one, meaning that some might starve. I suppose I see how that works. It still causes problems however. But, I've seen major trade fleets, and many more small trade fleets, smugglers, and otherwise. Planets seem to get a trader in at least once a week, although more remote ones might have delays like a month, and that kind of delay will occur for major trade fleets.
I suppose you could suppress the teleportation based on the fraction of trade fleets going to/from a specific plant in the last month. If you lose 10% of the cargo capacity of all the ships lost last month, reduce trade volume by 10%. or something. Or you might already do that, I'm not sure. As long as killing trading ships that serve a planet will damage the planet proportionally.
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Pricing wise
Food has a base price of 30 credits. Drop the price by 5%(diminishing) per 100 units in stock. At 2k, it would drop to ~35%, or ~10 credits. For each 100 demand, increase the price by 5%(linear). If the planet needs 1k food per month, set the price to 60 (for shortages. If you had 1k food already that would cancel it out for price of 30, and if you have 10k, then it would be drowned, cutting the price). Or use another number set, or a different equation, since those examples were rubbish. It needs to be less of a change for larger value differences. Probably need to scale based on economy size somehow. Regardless, a price adjustment based on supply vs demand would be very beneficial, instead of... Whatever it is that you are using. Clearly it isn't supply-vs demand at this time. Ore frequently costs more at neutral or forges than they do at ore mines...
That should only happen if the ore mines are failing due to lack of heavy machinery (which would, ideally, only cut production in half or something, driving the price up) and the forge world has enough ore to last for 3 months or more. In that case, they forge world's demand would be countered by the large stockpile, and so the price would drop to normal or lower.