Space Tycoon? I am not sure either, but I am hoping Freelancer on Steroids, with an interesting Economy. And I guess, PvP. Which is the biggest questionmark for me now, what that will actually mean in the game for ownership, regional control and the economy. Maybe Variis knows more.
I don't have any inside info. I wish. All I have is what they tell us in their letters on the site, interviews with various devs etc. I find this stuff interesting so I do remember quite a bit about it.
The closest approximation of a game that I personally played would be limited multiplayer Privateer/Freelancer.
Limited because they will never have the ability to field thousands of ships per instance like EvE does in each "node". I wrote a massive post on the official forums explaining why but long story short our Internet infrastructure is in the way of that type of gameplay with too much interactivity per ship or as they like to call it... fidelity for the network to handle with enough accuracy. Bandwidth is not the culprit so much as response times. At some point you loose a ton of accuracy and so developers have to put more stuff locally but that opens a whole other can of worms. So even before you start having issues with the engine handling multiple players you run into the Internet doing the same. We won't know what that limit is until around AC 2.0 when we see multi-crew ships because that's when you get out of your chair and move around along with a half dozen other people in a Connie. What if there are two or three other Connies along with a couple of dozen single seat fighters. It just looks like a nightmare for the network team to me. The engine limitations CIG had to overcome just to get as far as the PU demo might seem like the most worrisome aspect of this but to me it's our connection to the Internet.
As far as the Economy goes again we haven't seen anything beyond a couple of pictures and a very short video of the current in-game model of it which is basically an in-engine miniaturized version of a number of planets in the PU for test purposes. They are trying to play with real numbers to see how the simulation behaves under certain conditions. We have no clue how that's going because they only started that a month or two ago but we do know what they want out of it.
They want the economy to be made up of at least 90% by NPCs. If you watched the PU preview presentation you saw a 300i taking off as the Connie came in for a landing. They also want to model that as part of the PU and the economy. While you won't be allowed interaction with the NPCs in their NPC launch pads at launch the ships you see modeled coming in and leaving are supposed to be accurate representations of ships the NPCs actually have that they will pilot and take from planet to planet or wherever they are doing... say mining or salvaging. So in theory you can see a Banu Merchantmen leaving and you call your Pirate friends and they track him down and take the NPCs cargo or whatever. Then again you won't know if it's an NPC because other players will be similarly represented. That is by design.
Beyond the Economy tracking the NPC's ships, remember they are only modeled when someone sees them so they exist in nothing but an ever changing database or number of databases otherwise, it will also spawn pirates based on how a system's economy is going and how far away it is from the primary UEE planets. They haven't talked much about this but every region will have some kind of security rating similar to EvE that will have a direct impact on the economy due to crime. On top of that the Economy model will be further complicated by it's granular detail at every level. Everything is supposed to be tracked and have its own impact on the economy/crime model. Here it is as best as I can currently understand it:
Everything from ships to clothing to guns has to be created in the economy through various goods. The economy model may start with a certain state but after that what happens can vary greatly. Rare items/ships will be created based on the economy so you may have a situation where the entire galactic economy can only produce 50 890 Jumps a month. If 100 get blown up in a month it can take you a very long time to replace it. It's just an example.
Cities (permanent cities/variable cities)/Outposts/Space Stations - on the ground spawn NPCs based on the economy with appropriate behavior. eg. Economy is going badly: spawn more criminals and vandals that attack or interact with the local police/player or spray paint walls. Economy is going well: spawn less criminals and more workers doing tasks based on the economy, boom towns and emerging economies might spawn more industry type NPCs doing that type of work or hyper economies might spawn countless shoppers and STEM type NPCs doing whatever their job is. Also spawn appropriate ships for NPCs in that economy. A poor economy will see far less luxury ships like the 300 series and perhaps more Auroras, security/bounty hunter vehicles like the Avenger and and Cutlass Blue (Police) ships and the local system will be brimming with pirates. Whereas a hyper economy might see lots of 300 series ships as those are luxury ships, racers like the M50 and 350R and the occasional yacht like the 890 Jump. Pirates will still exist but in more out of the way areas. There will always be grime though as you have a divide between the haves and have nots. On top of all this variable worlds, not sure what the actual in game term for it is, will grow and contract based on the economy. They can go down to as little as an Outpost or grow into a mega city. The game is supposed to open up areas to the player to explore as things expand or remove them as they contract. Permanent cities like Prime on Terra will not have this as the economy is supposed to have a less dramatic impact on core planets. Those are hyper economies and are used to booms and bust cycles. However emerging economies on other planets can be completely devastated by this. Not sure how much of this will make it into PU 1.0 but its definitely planned for implementation at some point.
Worlds are made up of various cities and each one has some unique things that they need/want or that they produce or have that other worlds may want. How in demand these things are will always vary from place to place but these won't go away. For example a world might produce high grade medical supplies and a frontier world experiencing war on its doorstep might want those medical supplies at a premium but it will be dangerous to get there. Those same supplies might not give you much on more peaceful worlds.
Local Star Systems will of course include planets but they also include resources meant for mining. A rich system will have rare ores or just plentiful more standard ore similar to EvE while poor star systems will have little to no mining opportunities. All of the best ore will be outside of UEE space just like in EvE where all the good stuff is in null space. This further impacts piracy. A poor system will have no reason for pirates to stick around too much. A rich system however has plenty of reasons.
Between Star systems there will be "highways" that the NPCs will frequent just in terms of taking the shortest route between two points. This might be modified by the player unlocking jump points and making them public or not. These will be the most secure areas but nearby will be pirates watching for stray ships and those hoping to make a quicker but less safe jump between planets/systems in unexplored areas.
Then there are Regions that are broken up into various star systems. The UEE will likely have a number of regions under its control with the core worlds making up the more rich planets and the surrounding ones feeding it resources for its war machine against the Vanduul. Just like how each city, each planet and each star system has its own economy each Region will also have its own based on the sum of its parts. All of these economies feed into NPCs spawning and boom and bust in the economy of variable worlds.
Each NPC ship will carry goods based on the economy. Those NPCs take missions that the game generates not only for them but for the players. So in theory a player could take the place of an NPC to take goods wherever they need to go. It's the same for security missions. The UEE can't be everywhere so they will post missions for NPCs and players to take to secure "highways" or escort ships through pirate infested areas or simply go and clean out pirates. The pirates and other outside factors such as the war against the Vanduul will also impact the economy because they will either take or destroy goods that are actually tracked by the Economy model. If pirates are allowed to roam freely and attack ships at will it will increase crime and hurt the economy of every planet it involves.
The economy of any world or region will also impact what equipment is available for purchase everywhere. Auroras might be plentiful almost everywhere but the 300 series ships might not be and could be in more limited supply in far away worlds or those experiencing a poor economy. This is supposed to be reflected in stores found wherever you land not just for ships but clothing, weapons and any other equipment you can think of. Even what type of stores that are open are supposed to be reflected on variable worlds based on the economy.
Since the loss of goods to piracy, war or the general economy has a direct impact on what items you can purchase or how quickly you can replace a lost ship the player has an incentive to take part in the economy. Take those missions to outposts and help them expand, hunt down pirates etc or do the opposite and watch it all burn to the ground. Having said this CIG doesn't want us to control the entire economy directly. Our participation is supposed to be locked in at aprox 10% while the other 90% are NPCs. However that 10% can have a significant impact should people go out of their way to try.
Of course until we see any of this implemented its just theory. We shall see around this time next year.