There are vast differences in the economy when compared to eve, though. Commodities+Items had weight, which influenced flight characteristics. Production was done by dropping materials on a station's public market. (apart from cargo hold, there was no private inventory, except for a small storage in a depot station; later: (small) player owned stations). It was possible to hinder production by buying up rare commodities, launching and crashing on purpose or simply flying away.
If a station had all commodities required for production, every 6 minutes some products (1-100) appeared on the public market. Commodities for the next cycle were removed from the market. There was also a small hidden inventory, allowing production to continue for some time (less than... 30min?), if commodities were bought up or depleted.
Mining gave a mixture of ore types, which were automatically refined when sold at a station. Tier0 materials (commodities) appeared on the market. Usually, to make items, one needed commodities of higher tiers. Tier2/3/4/5 commods consist of lower tier materials. Production sites were fixed. No station was able to manufacture everything; thats probably the basis of the hauling profession. For some items, you had to fly all over the galaxy when starting production from scratch.
Modules had to be build from various commodities. Ships, however, were simply bought. Until introduction of player owned stations, it was not possible to own more than a single ship.
Its pretty obvious the whole concept only works for a small player base (public markets+public manufacturing)
Useful:
http://www.capsu.org/jumpgate/jgs.html (use Item/Usage/Station menus)
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