Lords and Villeins (
https://store.steampowered.com/app/1287530/Lords_and_Villeins/) is definitely a "dynamic economic game" but it doesn't quite fit into the categories you outlined. The entire gameplay loop involves managing your medieval village's economy, because every good is affected by supply and demand (there is a simulated order book for price discovery) and villagers need to be able to trade with each other to fulfill their needs. So taxes and church tithes, which are highly configurable, are zero sum. Money only enters into the system through either exports to "travelling merchants" or via minting coins (which is done by an artisan family, who must be able to purchase the raw gold/silver/copper + fuel to smelt them and profitably convert to coinage -- which is not a given, if you haven't set up those industries).
Even something as simple as construction has to be contracted out to a mason or carpenter family, which the buyer has to pay for. "Plots" (which are the basic form of land ownership) can have their taxes configured in one of three ways: "fee farm", where the holder pays you a set amount per month in gold; "stewardry" where
you pay
them per month but in return receive 100% of their produced goods, and "socage" (the default), where they simply pay a set percentage of their production per month but no money changes hands.
The system is very dynamic and you can encounter all kinds of interesting crises as a result of mismanagement, e.g., your peasants can "dry up" the money supply, purchasing clothes/tools/other consumables from travelling merchants without balancing exports, leading to a deflationary spiral (barter is not implemented, so transactions require coinage). I'd say it's not a very *good* game (maybe a 6/10, there are some serious gameplay issues), but it's very interesting and simulates the economic matters in a way I've never seen before in the genre.