A couple of QOLs
The "Game by...." info in the bottom left corner sometimes (especially out of full screen mode) covers up things you might want to click for now that's my nuclear stuff
Engineers aren't particularly smart, it'd be nice if they were able to purchase a store of consumables to ride out price peaks. Quantity to buy = profit/price * need, this means if the price is low and you get 2$ of electricity for each 1$ of coal and you use 20 units of coal per second your engineers would buy 40 units of coal, as the price per unit goes up the amount of surplus they buy goes down and if the price goes too high you don't end up with an instant crash of electric and population. Would be happy if that was a research.
Stock market manipulation, it's clear that over time the cost of materials goes up, I think I've seen that it's related to the total amount you've purchased, could you also link it to time? a big purchase a long time ago should have less impact on cost of materials than a small purchase a few seconds ago... You could simulate a coal supply rather than arbitrary prices, long term coal producers would know to produce around the same amount of coal as is used too much and the price crashes too little and no-one can afford to buy it and make a profit, so have the amount mined fluctuate around the rate the player uses (from 50% to 150%) perhaps smoothed so if you double coal usage coal supply speed doesn't double instantly and then use this hidden supply variable to set the price, the more supply is available the cheaper the resource, players could then manipulate the market to a degree making for some more active play fun, for realism iron cost could depend on coal supply since smelting, and uranium and oil mining speed could similarly be dependant on coal and iron supply, and electricity cost/availability as they're resources used in building the supply line