- 1# NPC Stations
Let NPCs Build stations; the typ of it is selected by the wares required for the building process, for the station's resources and products. 'Remove' NPC stations which products are low in demand for some time.
2# NPC Traders
Spawn NPC trader ships which buy excessive wares low in demand and then just 'remove' those wares from the freighter's cargo hold. Add wares to the freighter's cargo hold and send them to sell those wares high in demand.
3# Destructive Events
Create events that destroy NPC trader ships carrying wares low in demand and NPC station storage modules holding such wares. Create a limited war scenario with objects (stations, ships) that, on destruction, drop wares high in demand.
Clearly 2# is a fast and 'dirty' (almost a cheat

Destroying certain objects as suggested in 3# is quite similar to 1#. However, it is not that 'devastating' because only submodules of stations are destroyed rather than the entire station. Also it requires player actions because NPC ship will not use dropped wares to re-insert them into the eco process. This maybe overcome by an additional script. Thus 3# can be considered as an mid-term control method.
I would appreciate your opinion. What do you think about the suggested methods? Can you think about any other method?
Cheers Euclid