Think about Colonia Citizens when you create your CG

We are now on the second week of the CG, and here in Colonia, not sure we could reach tier 1 ... because there is no stock on stations. Can you think about us when you create your CG please ? We would like having large renewable stock on large space station pad like they have in the bubble, is it possible for next week ? Fight for equality !!
 

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I partly agree and partly disagree with this suggestion.



Disagree: I don't think there's any point in increasing the size of Colonia's general economy to the point where hundreds of players could just sit in T-9s doing A-B runs all week without ever running the nebula out of stock, regardless of the commodity set picked, as is essentially the case in the bubble. There is, after all, already the bubble for people who like that sort of CG, and that sort of CG comes up most weeks. It'd also mean that the commodity quantities available on Colonia markets were ridiculously over-specified for normal operation. At least at the moment a few of the more heavily-traded ones do move away from the market cap a little.

The nebula is a small region, managing its economy rather than just brute-forcing the whole thing should absolutely be part of the job in a CG because that's something that the vast scale of the bubble means can only be done in Colonia CGs, and it would be silly to lose that. Colonia Bridge Phase 3 was an excellent week with fun collaborations between haulers, BGS teams, logistics planners, buckyballers, and more. Room for Pythons and Kraits to shine in picking up commodities from outposts is also important and makes the CG more interesting.

Similarly Phase 4A last week, while running out of cargo a bit towards the end, had a wide variety of available stations due to its use of Agricultural exports which the Odyssey settlements boost the availability of (Extraction exports would work the same way) - but do so in such a way that you can't just pick one and constantly use it, you have to hop around and try to find one no-one else has been to recently.



Agree: this week's particular CG has an extremely poor set of cargo choices for the Colonia region. Initial stockpiles were perhaps 100,000t (after the stations in Colonia itself were removed because it was the CG host) and regeneration is around 60,000t per day. So that's just over 500,000t of cargo possible to collect - plus a bit more for the zero-supply copying exploit - which not only makes it difficult to meet the CG goals in general, it makes it fairly boring too.

This can be seen on the comparative totals - phase 4A last week got 2 million tonnes, whereas this one, with largely the same number of people involved, is going to struggle to get much above 500,000t.

Colonia CGs need to pick commodities where the regional availability pre-CG is high for at least one cargo (and it's fine if it's a low-paying one). For comparisons:
- Grain there's 1.6MT across the region on markets
- Aluminium or Uraninite 1.2MT
- Polymers or Scrap or Food Cartridges 900kT
These are all commodities which could support a modern Colonia trade CG given the number and equipment of haulers in the region.

Conversely, commodities like Skimmer Components, Advanced Medicines, Structural Regulators, Micro Controllers - there's under 20,000t on the markets in the region in normal times. In a CG that will get snapped up instantly. So a CG consisting entirely of commodities from that end of the scale, like this phase 4B does, is going to run out very quickly.

Simply copying the cargo lists from the Alcor CG onto the Colonia CG is going to work very variably, and in this case it really hasn't. It's possible to have really great CGs that play to the strengths and differences of the Colonia region and aren't just a plain copy of a bubble trade CG - but this week isn't one. Please take more care over the commodity selection in future: I'm happy to go into more detail about how the Colonia economy responds to this sort of supply-draining event if you like.
 
Summary of my thoughts:
  1. Replace bulk tonnage with tailored commodity requirements
  2. Let us decide what order to fit out a station with
  3. Adjust the time limit for CGs to make them possible without using Deus-ex-Bubble
I would suggest we do something different than this pattern of community goal. The CGs for cargo delivery should have their tiers based not on gross tonnage delivered, but the amount of specific commodities allocated to each element of the construction project. Here's an example, with bogus numbers for simplicity:
  • Phase 1, Construct Coriolis
    • 1Mt liquid oxygen
    • 500Kt robotics
    • 300Kt beer
  • Phase 2, fitout
    • tier 1, shipyard & outfitting
      • 200Kt micro-controllers
      • 100Kt modular terminals
    • tier 2, pioneer supplies
      • 20Kt personal weapons
      • 20Kt land mines
    • tier 3, universal cartographics
      • 50Kt liquid oxygen
      • 60t thargoid probes
The separate tiers wouldn't even be called tiers, because they don't depend on a sequence of completion. Whenever the relevant goods are delivered, it triggers the change in station outfitting for next week. This works a lot like a station repair (think Operation Ida), except that there are sub-goals that have real impact instead of just an off or on state.

These CGs should not be adapted in cost to make it easier in Colonia, nor should we have a hand-of-god buff to our economy to inflate the supply. It always costsI am OK working toward increased production, but at the expense of a lot of hauling over time.

I think CGs should have their time limit adapted to the time it would realistically take us to fulfill the entire order. If it takes our stations 3 weeks to generate enough of a commodity, give us 3 weeks. We can do multiple things at the same time, and having a long project to work on is kinda what we do out here.
 
Is it possible to Pirate the needed commodities? That might be an alternative option for some players.
No unfortunately, as the goods must be clean in order to be sold on the commodity market.

^^I think this is true, but I really don't know^^
 
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We are now on the second week of the CG, and here in Colonia, not sure we could reach tier 1 ... because there is no stock on stations. Can you think about us when you create your CG please ? We would like having large renewable stock on large space station pad like they have in the bubble, is it possible for next week ? Fight for equality !!
No equality. You are separatists
 
In my opinion, it's kinda a good use for fleet carriers looking to make a profit.

Carriers bring in the goods, locals sell them to the CG stations, problem solved.
 
In my opinion, it's kinda a good use for fleet carriers looking to make a profit.

Carriers bring in the goods, locals sell them to the CG stations, problem solved.
The main problem with that approach in this case is that someone with a carrier can make identical profits selling the same goods to Alcor, with 16 hours fewer flight time (and a similarly quicker return trip to do it again). So people can do that, but there's no profit motivation to do so (and to the extent that there is a profit motivation, you may as well having spent several hours loading up and 16 hours jumping just unload it yourself)

Looking at the CG progress graph it looks like a few carriers did show up anyway, adding about 100,000 tonnes to the CG. But that's not a significant amount in terms of the total cargo requirements.

If the CG was for something actually important, rather than duplicating low-priority services already available in the system, there would probably have been more - but it would need another 50 or so to make Tier 1 on the basis of that approach - it's not a sustainable way of moving bulk cargo to the region and with a higher local supply of cargo the arrival of carriers wouldn't even be visible on the CG progress graphs.

A CG which was built around carriers moving cargo to the region could be interesting (the pod sampling CG was like this a bit) but would again need fairly different design to this one.
 
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