@jeffk42
At this point, I am reversing my earlier position: I now believe that they are using some kind of weighting system to somehow decrease the likelihood that needed items will come up in the Global HQ. The method would be similar to the sample weighting system outlined earlier in this thread. I believe that the client app (the game, for non-programmers) is identifying what is needed and then generates a query that weights against that list, and the back end (EA's computer) is then delivering a "random" list that has been calculated per the query's parameters.
The basis for this is testing completed over the past few days. In that testing, I first set it up so that I no longer "needed" storage expansion items. I have enough of these to complete my next upgrade of the storage area, but I haven't done so. As a result of this, I am seeing all three kinds of storage items on many of my trips to the Global HQ. Often, I am seeing two or more of what were previously the most rare items. They still sell fast, so I still see the "sold" indication frequently, but I have been able to purchase more storage bars in the past 48 hours than in the two weeks prior to this.
The next part of the test has been to systematically add residential areas to my city, but only upgrade each one a single time. I then queue up enough of each material needed to upgrade those areas further and sell off all of my supplies of those upgrade material. Once sold off, I check the availability of that material over and over, and found them to be pretty rare. At the exact instant that the crafting of the material is completed, and I collect it, it becomes available in the Global HQ again.
The third part of my test, which is not complete yet, involves creating a situation where every single material is "needed" for something, with the exception of the expansion materials. I don't know if I will get a Global HQ full of expansion materials, or just a random mix of everything, but it will be interesting.
After this testing is done, I am considering doing the following: Make a bunch of a single rare or time-consuming item. Enough to completely fill my Trade Depot. Rename my city to something like: PIZZA 4 SALE or NAILS 4 SALE etc. and then advertise the sale of one metal for max price. When all of the item is sold, I'll change the city name back to its usual name. If this catches on, and others do the same, it could make this a better game for everyone.
If this helps resolve your issue, please click accept solution as this may help others with the same issue to find a resolution as well. XP is appreciated but not required. As a reminder, the opinions expressed in this reply are strictly my own opinion and may not reflect the opinion of EA or any of its employees. I acknowledge that the results described above may be completely coincidental, but I don't think they are.