This means that the players backing Patreus over the Marlinists are doing less work on average and getting better rewards. This is decidedly not a great feeling for the other side. I respect the attempt at balancing after the last lopsided CG, but this one so far has been a bit of a miss on that front.
Ultimately every competitve CG is going to be in some way unbalanced except through extreme luck, because Frontier has to set the targets and tier thresholds in advance, but the players showing up (and effort put in) can easily vary by a factor of ten. It will always be possible to point to some metric on which it's equal and some on which it's unequal and you can just pick whatever you like.
If the tiers, rewards and targets are exactly identical, then the side with the most players in the first few hours [1] gets a walkover victory. It's fair in a mathematical sense, but not at all balanced in terms of likely outcomes.
If the tiers, rewards and targets are not exactly identical, then everyone can point to some way in which they're not identical as evidence that it's biased against one side or the other, especially in hindsight when the actual participation numbers are known, and the effect of factors which might not have been possible to predict in advance are known.
(Obviously for a story CG, it doesn't have to be balanced in the first place - if the only points players can get involved with the story are the ones which happen to have absolutely quantitatively identical sides then we're mostly going to be reading about NPCs doing stuff in Galnet)
[1] Which is, of course, strongly influenced by the years (or not) of lore around each side. Just because it's not a quantitatively measurable factor - the Empire has "6 Lore" and the Marlinists have "2+0.5i Lore" - doesn't mean it's not a factor. All CGs are rigged, especially the unopposed ones.
I'm not sure what their strategy is here. Is this testing for something?
Yes, obviously it's a test to at least some extent - the first two CGs for bulk trade and rares trade were the first ever to be held with players having access to Fleet Carriers (and the first CGs at all for about a year, too, which also matters!). This led to a record rate of deliveries - by a massive margin - in both CGs. They guessed too low on bulk trade, and too high on rares (though too high is better as that at least gave them time to revise it downwards a bit mid-week). Best to get the calibration work in early on fairly low-stakes CGs (does it really matter that much if we get a 15% or 25% discount on Gutamaya for a week, or if 3 or 8 refinery stations are upgraded) so that later ones can be more finely balanced.
It might just be luck but I'm actually quite impressed how close they've managed to get this one on the "% of Tier 5 complete" metric.
Think about what Frontier actually has to do to balance a competitive war CG:
1) Estimate the total players on each side
2) Estimate the total bonds handed in by each side
3) Estimate the effect of having tier targets which when met increase the payout for future participants and make that side more likely to attract mercenaries
4) Write up storyline content for both sides and estimate the impact of that on who joins which side, in the context of existing lore
5) Have it completely messed up when it turns out that all the players have free will after all and do something unpredictable
So at the start of this week, what data did they have from the Eurybia CG?
- Marlinists had scored 41B credits of bonds (8800 participants) by the end
- Empire had scored 5.5B credits of bonds (2400 participants) by the end
... but the scores earlier in the week were closer to only 2:1 in favour of the Marlinists - it only really started swinging out on Saturday night.
And they want a storyline this week where the Marlinists are trying to evacuate ahead of the arrival of the main Imperial fleet by holding off the vanguard.
So, firstly, the Tier 5 targets. This one they seem to have guessed almost right on - based on the early scores from the RP/Lore contributors, the Marlinists should need to go about twice as far to complete, or it'll look like a walkover to start with. So T5 targets at 25B/45B means that neither probably gets met, but they could be.
But then you have the mercenary effect to consider - it's always easier to join the winning team. So if the Marlinists can turn a marginal victory on Saturday into an overwhelming one by Wednesday, then they're going to extend their lead. One way to counterbalance that is by setting the Empire mid-tier targets lower down, so that the Empire starts giving (slightly, basically irrelevant for veterans, of course) higher payouts sooner, and therefore can catch up. On the other hand, the Marlinist mid-tiers are more important as they have "partial victory" effects at Tier 3 and the Empire ones don't - in a standard competitive CG, if one side gets to Tier 5 it wins, whereas in this one, if the Empire gets to Tier 5 but only after the Marlinists get to Tier 3, the Marlinists get a partial victory too.
Did Frontier get it completely right? No -
with the full benefit of hindsight, knowing what we now do about how many participants in the last one just showed up for the module, probably both CGs should have had targets about half what they actually are at all tiers on both sides. That would probably have led to Marlinist Tier 3 (some objectives complete) and Empire Tier 4 (overall victory at CG end). But the asymmetric tier distribution is probably in about the right place to try to balance out the various effects, just aimed too high on both sides overall.
Of course, Frontier only gets one upfront guess and has to live with it. It's never going to be perfect, but the more data they get the more it improves.
(Back when they were doing regular CGs and players were regularly taking part they got it down to a fine art with the trade CGs as to what targets to set, based on the location, trade goods, etc. so that it would be a close race to the finish for the final tier on the final day)
This means that the players backing Patreus over the Marlinists are doing less work on average and getting better rewards.
Mean effort per participant is a really easily distorted metric, though. I don't think it's actually meaningful for looking at CG balance.
At the moment, as you say, the Marlinists are putting in 3.3M bonds/participant, and the Empire are putting in 2.6M bonds/participant.
Say that four thousand extra players each show up, kill a few CZ Eagles for the Marlinists, hand in 50,000 credits of bonds, and go home.
The Marlinists then gain 200 million credits of extra bonds (marginal, in the grand scheme of things) but their bonds/participant ratio falls to just 1.6M bonds/participant - much less than the Empire! Well, obviously now they deserve to lose, the lazy rebels ... despite none of the existing participants having worked any less hard?!
Equally, say that the bottom 50% of the Empire participants hadn't shown up at all. Looking at the threshold estimates from Inara, they probably handed in only around 300k bonds each on average, maybe a little less. So if they weren't there, the Empire would lose about 429M credits of bonds - not even enough to drop them behind the Marlinists on a "percentage of Tier 5" metric, it's that small a change - but the mean bonds/remaining participant would go from 2.6M to 5.0M! Well, clearly then the Empire would deserve to win!
(The effort distribution in CGs is usually very roughly a Power Law distribution, and the mean is not a useful measure for those)
The previous CG was a disaster, i doubt FD will be offering a unique module again.
Of course they will. And now - with the data from this CG added on - they have a pretty good idea of exactly how much extra support it will attract (both to the side and to the CG as a whole), and can set tiers and targets so that the overall outcome remains unclear even with that incentive on one side.
If Frontier always avoided things after the first time they "failed" they'd never do anything (and "by what metric?" is always an important question - in terms of getting record-breaking participation in a Warzone CG it was a great success!). Every single interesting thing Frontier has ever done has been declared a "failure" by some players, often very loudly, and it (fortunately!) hasn't stopped them trying.