Does that also make restore costs even more expensive?
Not that I can tell, since those take supplies.
Alex also wisely separated cost for non trade good, weapons, mods, LPCs, so you can jack the cost of those up as well, practically forcing the user to advance via salvage and using damaged ships.
There is an independent variable for ship value used in selling to shipyards as well, so you could up that if you want to make the player focus more on the weapons, mods, etc.
In settings.json:
# ship weapons and anything else that's not in the economy
"nonEconItemBuyPriceMult":3.2, # added 2 for all but ship purchase, those are 4
"nonEconItemSellPriceMult":.25,
"shipBuyPriceMult":5.2,
"shipSellPriceMult":0.4,
"hullWithDModsSellPriceMult":0.2,
Totally changes the feel of the game....