This is good: I like the idea of changing warnings in the flag area (relevant to last change in the transaction), and then adding more info to the tooltip makes sense. I'm not sure an exclamation mark on the icon is even necessary, unless perhaps the info is market-dependent and not specific to the commodity.
(Not saying I'll necessarily be able to get to this right off the bat, but still, good stuff. Thank you!)
Well the flag area isn't actually a flag area, as far as I can tell. In the screenshot Gunnyfreak posted it's a piece of artwork. I'm guessing you put that big Diktat logo there as a placeholder because there is no artwork for Sindria yet. It did seem a bit weird that you had the same logo plastered three times on the same screen but I didn't realize why it was that way until now. But it's still something that can be occasionally and temporarily replaced by a warning, I think.
As for the exclamation marks, it's just a small QoL thing. It would be a bit inconvenient to be told by the list on the left that there's a problem with a commodity and then having to hunt through the inventory grid to find the commodity in question. The exclamation mark would let you find it very easily. Plus if you're going to include extra info in tooltips for certain commodities, it would be good to let the player know this or that commodity has some extra info they can view.
There's one other thing I wanted to mention in relation to this whole warning system. See, when I was learning the ropes of how shortages work and (accidentally) flooded a market that was suffering from a tiny shortage with a huge amount of goods and made an absolute killing, I thought to myself, cool, I've found an exploit that I can use to make massive profits. And then the investigation message popped up in my intel feed, basically a way for the game to say "oh no you didn't", and my thoughts immediately turned more along the lines of "oh crap, the dev had thought of this, I'm going to prison". Which was
so cool! The warning system will make life easier for the player in the long run but it will also remove this jawdroppingly awesome moment when you think you've found a way to exploit the system and get away with it, and then thirty seconds later the game goes "nope, I know what you did, and there
will be consequences". Just something to think about.
I may have missed it, but is there a reason units sold over the shortage amount can't just be dropped to the stable market price?
Gothars did address that:
I'd imagine that you're selling to the open market, i.e. to many different intermediary distributors. Which all jump at the opportunity to buy scarce goods, unaware that you're secretly selling to their competition at the same time.
Which, as I said, makes sense when selling to the open market, which is composed of many small entities that don't know what each other is doing. Not so much when selling to the military, which really shouldn't fall for this.