What happens then? I've seen vague references to some special rule for zero-supply stations, but haven't found the details.
As I'm working from home today with ED running in the background, I'm OK with sitting in a station and checking occasionally, and Rock is working for me.
Basically it's to do with how market data gets synced between clients and servers.
1) Once you see a market quote, it's yours. If two people dock at once and see 100t available, then they can both buy that 100t.
2) If there's 1000t available and two people buy 100t each, then eventually the market servers will sync up and there will be 800t available. No extra cargo is created.
3) Supply, unlike demand, can't go negative. So if there is only 100t available and two people buy it, an "extra" 100t of cargo is created. If ten people buy it, an extra 900t of cargo is created.
4) This allows a lot more cargo to go to the CG than should be possible - on paper, the initial stockpile and regeneration rate should make it impossible to finish the Colonia CG before Wednesday without a
lot of transport from the bubble. In practice, it'll probably be done by the end of the weekend.
If you do this on the demand side, and 10 people sell 100t to a 100t demand, you end up with a demand of -900t on the servers after everything syncs up. That
displays as zero on the client, but it'll have to get through than -900t on the server at the usual regeneration rate before it goes above zero on the client.
Supply can't do this, it won't go below zero and need to catch up, so you're guaranteed to get the ten minute regen showing up (at Rock, in the current BGS state, I think about 100-150t?) and an unlimited number of people can buy and copy it.
On the one hand, this is probably a bug. On the other hand, if they fix it, then the
total supply regeneration across Colonia for the CG goods would be one T-9 trip per participant per day, and the issue from the original post would be even more substantial, which would be even less fun. So the fix can't just be to allow supply levels to go negative in the background.
...........
To go back to the issue in the original post a little, back in 2018 when the last Colonia trade CGs were, we used to haul about a million tonnes over the course of the entire week. We'd run into this sort of whole-nebula supply issue a little bit on the final day, perhaps, and we'd have to monitor a few BGS states to make sure we didn't lose key supplies before we'd emptied them, but it basically worked out.
Colonia has got a bit more popular since then, we've got readier access to heavy haulers, plus carriers, plus better FSDs, etc. So if we weren't supply-constrained we could probably haul two million tonnes in the week, easily. Actually doing it by hauling a million in three days ... both drains the supplies too rapidly to be fun for basic hauling, and doesn't really leave enough time, with pending periods, to do much interesting with the BGS state optimisation
either.
Fortunately, there's this Colonia Bridge initiative which ...
Galnet said:
Businesses, settlers and visitors alike may find themselves increasingly drawn to the Colonia experience
... if completed successfully gives Frontier a good excuse to increase the populations and economy sizes of our systems and stations [1], or at least to hold further Colonia CGs to construct that local infrastructure.
[1] I'm very much in favour of developing Colonia by enhancing the existing systems rather than by adding new ones. Outside of special occasions, there's plenty of the current systems which only get a couple of visitors a day, so we don't need more to be fought over in BGS but not add anything otherwise - depth rather than breadth, please, Frontier!