I'm including a lot of details that I *think* they are all important to trying to guesstimate the player behavior. I'd also be interested if anyone thinks the behaviors don't rely on some of these details.
The Environment:
1) It's a space themed game where players belong to a single faction and they can either choose to be hostile (in which case they can attack but not trade with players of the faction) or friendly (in which case they can trade with, but not attack players from the faction) with every other faction.
2) Every faction has their own Faction HQ sector which contains meteoroids of one specific resource. Extracting from meteoroids requires about 2 minutes of playtime and the resources are "free" (well, they cost 2 mins).
3) There is a main base in each sector and they buy resources for a fixed, minimal rate (they pay $1 for each unit of the resource in their sector, 4 for each resource from a neighboring sector, and 10 for each resource not in a neighboring sector).
4) Moving between neighboring sectors takes about 5 minutes. The sectors are daisy-chained (see image).
5) Players can establish their own trading post anywhere they want and establish their own buy/sell price for all resources at their trading post. Obviously, they need to stock the trading post with cash/resources but there's no other restriction on which resources they buy/sell.
6) There are different types of ships: pure trading vessels (high cargo, crap weapons/shields), pure warships (low cargo, good weapons shields), and hybrids.
7) Ships can be destroyed and when destroyed, on average half their cargo can be salvaged by the attacker.
8) Trading posts can be attacked, but in order to be successful it requires coordination of many attacking players, and some are likely to not survive the battle.
9) There is an equal need by all factions to gather all resources in equal amounts.

Objectives:
1) I want players to establish trade routes so that resources will be sold for cheap in the sectors neighboring their "free" sector and will be sold, but at very expensive prices in farther away sectors.
2) I want players to be able to choose different paths to gather the resources they need .... mine, trade, attack.
3) I really don't want f it all up to where for some reason it only makes sense to be an attacker or only a trader or where no players chose to buy/sell.
I know with the free resources, I need to constantly make sure there is a sink for the resources, and this is a challenge, but for this discussion, let's assume there is always a constant need for each resource.
Any wisdom/guidance is appreciated....