What I mean by "Dynamic Pricing" is that the costs of items would change depending on what planet/raceyou're selling to. For example, say you cultivate a crop on one planet. It's a common crop on that planet, and therefore wouldn't fetch a decent price from its inhabitants. However, if you take some of said crop to another planet to one that can't grow it, the demand would be higher for it. This can apply to anything, from crops to ore to animal products. The pricing could also change depending on who you're selling it to. For instance, a Smithy would pay more for ore than a Farmer. An example I can think of is from Mount and Blade, a Medieval indie game. It has various goods you can buyfrom cities and then sell them to other cities for a profit (apologies to anyone who wants to play Mount and Blade all of a sudden). This would add more depth to the game and gives people an option to be a trading caravanner, who buys products from one area and sells them somewhere else for profit.
To make a dynamic system of offer and demand (À la Mount and Blade) would require underlying coding that I am not sure is included in the game but for a simpler form I dont see why this would be any problem. A % modificator to the price attached to race, planet type, present biome and present material in them would probably work just fine.
It would have to account for the ores, multiple biomes, and monsters (assuming monsters have drops) on the planet.