The economy of the game is mostly static, the only thing that stabilizes in it is average stock and price, because those are the only things that change...
In a real economy, instead prices, and stocks, rely mostly on profitability of things, and production and demand rely on those in turn, with business opening and closing as needed.
So far what I am doing is make business regulate their production and demand (increasing and lowering it according to profits...
when goods are too hard to come by and expensive, it will lower production, if instead it is overproducing and killing the price, it will produce less).
I also learned today (and I am bugging Alex with questions) that a market can have multiple copies of a condition, thus maybe I can add or remove whole copies of production facilities as needed...
But one thing that I can't promise is create new facilities, mostly because although I think it can be done, it would be very lore breaking (I mean, what if I end automatically adding a farm to a desert? Also AutoFactories, that are the main source of Supplies, are supposed to be rare, since theyuse blueprints made before the collapse of the gates, thus adding them to more markets beyond the original ones would be wrong, and so on).
I plan in the future add some way to create some raw production (ie: mining stations for example), but I won't take care of that for now, and maybe Nexerelin mining is enough (I am not sure, I never actually tested it! the last version of Nexerelin I played as player, to enjoy myself, was one version before mining started to work, and on the newest version I don't figured how mining works on the brief test I did).