I understand that some/most story elements are beyond the control of the players. CGs however remain essentially pointless. CGs are all but assured to hit tier 1, and appear to have non-linear requirements in tonnage for linear gains in end result. If all the super powers are being forced to expand into the witch head having a CG to determine the number of stations is somewhat hollow. Perhaps it would be better determined based on number of systems controlled by a given power, and the states of those systems (over a recent period of time) to determine their level of resources that can be devoted to the project (how many stations get build). Players are still able to influence this outcome without needing to mindlessly haul for very little impact.
It would have been nice to have competing CGs for the various superpowers (6 total ) with there being a path to not expanding into the witch head. I.E. two factions within each super power with one pushing for expansion, and another wishing to either reinforce their presence in the bubble or repair damaged station.
In short CGs should mainly be used to steer the story in possibly nuanced ways, and more bgs metrics (the health/state of a super power, and their respective size/power with possible base multiplier sets for each of the super powers etc) should be used for more routine 'rail roaded' story plot lines.
It would have been nice to have competing CGs for the various superpowers (6 total ) with there being a path to not expanding into the witch head. I.E. two factions within each super power with one pushing for expansion, and another wishing to either reinforce their presence in the bubble or repair damaged station.
In short CGs should mainly be used to steer the story in possibly nuanced ways, and more bgs metrics (the health/state of a super power, and their respective size/power with possible base multiplier sets for each of the super powers etc) should be used for more routine 'rail roaded' story plot lines.