@nponoBegHuk, I do appraciate such discussions.
Basically I go along with most of your statements. For the sake of a theoretical approach we have to differ, though, between 3 cases:
1) The discussion, so far, used the not outspoken assumption of a player for whom money isn't really of interest anylonger and has lots of it. Otherwise we'd need to bring in also the variable of return of investment under the condition that cash is a scarce resource, additionally a possible variable would be time under the condition how to accumulate cash in the fastest way.
This stage of playing X3 is, I guess we all agree, the most exciting phase. The joy of making your first deals, buying ore for 50 and selling for 195, or fullfilling a time-restrained contract with much extra profit. And to finally being able to upgrade your ship...
Once cash isn't so scarce anylonger, we strive for further challenges and economic empire building surely is one of those player-set challenges and that's what this discussion is about:
2) What you, @nponoBegHuk, describe above is no less than the (hostile) take-over of the universe economy, quite interesting, with a keen eye on how to starve out the non-player economy. We are probably all aware that there are more factories and more possible production available in the set universe than there are traders to carry around all the stuff. This means, competition from non-player-factories is less than it could be and this supports your "take-over".
There are 2 problems or rather results of what this might include:
a) The very first is, of course, the assumption that cash isn't anylonger a player's problem but rather what to do with all that heaps of credits... which makes hyperoptimizing your economy a bit contradicting, it isn't really necessary anylonger but a task done purely for the task's sake... ahem, actually quite like every capitalist acts. But well, we are nerdish gamers and do in the virtual world what we like (often enough absolutely not what we ever would do in the real world).
b) G.O.D. takes away factories which aren't used. Actually I haven't a clue how fast nor the exact conditions for it. If anybody has numbers for this, I'd be highly curious and interested.
Your approach of trying to make all non-player mines, power plants and factories superfluous with the exception of equipment docks, trading stations and military outposts... might make the universe quite empty in the long run. Just to reach that point might be a challenge, afterwards it would be a bit boring.
3) The 3rd point is the rather exceptional HUB-plot time where especially ore and silicon are needed in such quantities that it is rather unwise to produce them all on your own because your production would by far exceed the demand afterwards.
What I usually do as a compromise is trying to incorporate the non-player production:
1) I build complex loops for the equipment I need to outfit larger numbers of ships to ensure that is available in necessary quantity. Otherwise there is always stuff which is sold out too fast and I hate to wait several prodcution cycles. There is no problem selling this equipment to docks. Having well stuffed docks allows to buy it back in necessary quantities when needed.
2) Setting up such a complex (or several) plus the Hub-plot economy leads to the side-effect of having rather vast store capacities for more or less every ware.
3) With those vast store capacities then I try to take over not the production but the trade in the universe.
Every ware gets sold when it reaches a certain max threshold and bought (exception are military wares) when it reaches a defined minimum threshold. For the military wares I use the hub/player-HQ since they have bigger stores. When also setting buy and sell prices to low and high, it ensures quite high profits AND a functioning non-player economy. As a matter of fact the non-player economy funtions much better now and at a higher rate than before because the price settings ensure that the many stalled non-player factories are served first (be they stalled because of lack of resources or of full product stores).
And I lean back in front of my computer and joy fills me because at least a virtual universe I am able to help to a humming economy *grin
PS: As hinted at already above, I am using additional scripts. For the described task mainly the OK-Trader
. Probably it can be also set up with the help of the bonus pack. No idea wether it is feasible within a vanilla X3, if yes, I'd be very curious how to set it up.