It's a production game mainly going on in the background, but one that can be addressed directly from a management or rulership position.
It's somewhat standard for games of this type. A basic resources by territory and trade, craftsman by product type, services by NPC profession, trading and trade route game. Available goods and services are conglomerated by urban center whether that be a thorpe or a large city, though these groupings can be generated into webs of local commerce based upon population size. Prices increase or decrease according to availability and the overall base coin value fluctuates from changes across all urban centers within a single trading matrix.
The specific products available in any given shop are undetermined until interacted with, sort of like unnamed NPC abilities. But I do generate lists, if such places are within playability range for the PCs for a session. Then that inventory list changes according to ongoing PC actions and the overall changes for that region and urban center.
It may sound complex, but the underlying rules are actually quite few. They just carry through in each situation. An overall list of products in a territory can be carved up with cost multipliers according to urban center and specific availability according to shop.
Specifics are important only if the PCs can really reach such a place, so details are only filled in based on proximity.