Kiiiind of? As in, you can see the framework of how it could work, and to a certain extent, specific actions by one player at-for example-the Grim Hex Orbital station can affect trade for another player, but it's a level of detail I wont bore you with by typing out a gigantic wall of text.
But again, it's not fully fleshed out, and lacks a few elements, but it's not nothing, and what it is, is enough to have spawned a trade war among players, which we are having loads of fun with.
In my opinion it's a terrible abomination and it reflects Roberts career and pretty much the worse things about the gaming industry today. I don't see a single good thing about what is happening there. I just hope nobody, ever will get the idea that this is a way of delivering a game or any kind of product.
I don't know if I, a frequent Star Citizen player and Day 1 backer would say it lacks "everything", and am unsure if your hyperbole was just for dramatic effect but from the first executable to where we are now in Alpha version 3.4 (soon to be 3.5), we have an impressive amount of content-all things considered, especially via in-game locales and systems that have facilitated some incredible emergent gameplay among the player base.
The "Jumptown Wars" have been an amazing thing to watch and participate in, and I encourage you to go look through the Star Citizen subreddit to see some of the in-game coordination players are engaging in just to secure a static trading depot on a dead moon (diving deeper into the anecdote rabbit hole: I participated in a 12 ship assault on said depot when a pilot in the player "Organization"-SC's guild system-I'm a member of was shot down by a rival group and requested evac).
It's light years from lacking "everything". It's not complete, but it's also not near as empty of an experience as you seem to be suggesting.