a) It happens if there's an "Increased Price" modifier in operation
b) It's something to do with the way prices transmit from station to station
c) It's far worse if there's any sea transport going on. The price at sea becomes insanely high, and affects the coast wherever there's a Port, because prices at sea have a very low gradient: a spike +$50, for example, 500km away from a Port, can still cause a +$40 spike at that port. On land, that kind of distance would produce a far lower remote spike, because 500km is a long way; and this allows you to make money by hauling the stuff over that 500km. At sea distances are "collapsed".
The knock-on effect transmits (in a jerky way) to the stations connected to anywhere on the land in the vicinity of the Port. This is why these "rashes" of deep green form around stations and spread.
The sea effect is because of a feedback mechanism not working. The price stops being influenced by its surroundings, to be brought down by the lack of any real demand. This is probably because coasts form a barrier, both to movements of goods (except at Ports) and to transmission of price (again, only at Ports).
I wonder whether anyone's ever seen this price-spike bug on maps where there's no sea transport going on? The fact that the Chile map had it (with not just price-modifiers, but imaginary demands in the middle of the sea) is suggestive.
I think that this instance of the bug partly happened because of the way the map is laid out. Steel is only produced in Europe (Saarbrucken and Hannover, in my case). It's demanded in the UK, but the UK is rail-isolated until late in the game when you bridge the English Channel. So steel pours out into the sea towards the UK. It wants to get to e.g. London where there's a Tool & Die. Something in the "intelligence" that moves stuff around by setting prices goes nuts, so that instead of the Steel going round the corner to Brighton where there's a Port, it keeps going straight, in a straight line towards London. It hits the coast, but there's no Port there, so it just sits there. And something about sea prices is insatiable: you can't lower the price at Sea by pouring more of the good into that cell.
I'm now figuring out another price bug, on the same map. This is where stations inexplicably have a lower price, just on the station's own cell, than the price in the rest of the station's catchment area. You can see this bug as isolated yellower cells where there's a station. It's a pain because a region can be demanding goods, but the station price is too low for your trains to pick it up and take it there.
Cars, in Reims, Luxembourg and Toul: Lumber, in Erfurt, Kassel and Hof: Goods, in Bremen, Dusseldorf and Kassel: In each case, I hovered the mouse over the station cells. The price just outside the cell was exactly 10% higher. Over to the Editor, Event Debugging screen, and ... sure enough, there's a global +10% Goods price modifier in effect! I'll try removing that modifier and see if the effect disappears.
This effect isn't universal: it's only obvious in stations where there's a demand rather than a supply, and not even in all of these stations. I think that some station prices are getting "left behind", forgotten in the working out of the +10% modifier.
Unlike the "price spikes", this effect seems to come and go, and disappear quite quickly. Still, the conclusion has to be that RRT3 doesn't handle price increases well!
![dunno **!!!**](./images/smilies/smilie142.gif)