Sell X-Grog and Chateau to the world and you'll swim in gold.
Something i've wondered about not just with x-piratez but also vanilla xcom, is how to make the 'conveyor-belt money machine' part of the game more interesting. In vanilla Xcom there were medkits, in x-piratez there is X-Grog, and while i think there definitely should be some form of reliable self-made income, i always felt these manifestations were too easy. You start manufacturing money from less money = profit, and then it can just run on autopilot for the rest of the game.
A supply-and-demand mechanic might spice things up, so that if you just flood the market with item X all the time, the profits for that item will go down. On its own, this might sound like a small gimmick, but if you were to link it together with the geoscape and the various missions you do and how you perform, big fluctuations of the market could occur. For instance, a terror mission that wasn't stopped might increase demand for medkits, and a spike in civilian abductions might spike a need for small arms for arming the populace.
Any thoughts?