These are yet more of the 'weirdness' that originates w/ the TU rule that the POP stat only applies to the "mainworld".That system in the Trojan Reaches could just be one where gazillions of people live on one planet while (& who knows why?) the (highly automated?) starport for the system is located on another.No hordes of transient contract labor from outsystem is actually necessary in this case. The insystem POP provides number of workers who rotate to & fro (maybe even on a daily/weekly/monthly basis? go figure!), in order to insure the smooth op of the starport.
In any case, no more than ten folks live there permanently.Must be a real 'hellhole' as, apparently, no one wants to live there permanently! ;-)
-------------------------------------------------------------------------------------------------------------------------------------------------------Well, I don't disagree that it will, but the original author seems to think that the table should look (in this instance) linear.(IMO: 10 landing pads is not even close to enough for a class A starport for a tens of billions of population planet. Maybe it should that number squared (100)).When I recall looking at the Highport in Dragon #59 (Exonidas Starport), it has a lot of pads. And it fit my idea of a large port. 10 reminds me of what I'd expect at a C Class.But the authors of this supplement seem to think a Starport upgrade are only worth 1 extra pad per level.B->A is worth one extra landing pad over B just like B is over C, etc. all the way down according to the authors. I'm just trying for the fix that fits their progression.The odd part is what if I have a type D port on a pop 2 planet. That's pop digit - 3. Does that mean you have -1 landing pads? (I'm assuming minimum one).If we look at the one crazy setup in the Trojan Reaches where it's a type A on a pop 1 world, it'd only have 1 pad. The logic folks on the list suggested was 'lots of transient contract labourers plus millions of cargo handling bots'.I can understand why they coupled population digit and landing pad count, but I think they're way out to lunch generally about the size and scope of larger population planets as far as the landing capacity they need. If you go with the 'heavy trade' model (vs. the 'bring in some antiquities, curiosities, and high value, low bulk goods only'), then you need a lot of pads.So if I were fixing this inconsistency while maintaining the out of whack numbers the whole scheme generates, I'd still preserve their table and edit the max pad count, but that's totally a subjective thing.-----
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