Re: [TML] Starports
Thomas Jones-Low
(18 Aug 2020 21:50 UTC)
|
Re: [TML] Starports
Phil Pugliese
(19 Aug 2020 00:08 UTC)
|
Re: [TML] Starports
Thomas Jones-Low
(19 Aug 2020 00:15 UTC)
|
Re: [TML] Starports
Phil Pugliese
(19 Aug 2020 09:48 UTC)
|
Re: [TML] Starports
Rupert Boleyn
(19 Aug 2020 00:50 UTC)
|
Re: [TML] Starports
kaladorn@xxxxxx
(19 Aug 2020 04:24 UTC)
|
Re: [TML] Starports Rupert Boleyn (19 Aug 2020 06:11 UTC)
|
Re: [TML] Starports
kaladorn@xxxxxx
(19 Aug 2020 07:25 UTC)
|
Re: [TML] Starports
Phil Pugliese
(19 Aug 2020 10:17 UTC)
|
Re: [TML] Starports
Rupert Boleyn
(19 Aug 2020 11:48 UTC)
|
Re: [TML] Starports
Thomas Jones-Low
(19 Aug 2020 11:56 UTC)
|
Re: [TML] Starports
Thomas Jones-Low
(19 Aug 2020 09:38 UTC)
|
Re: [TML] Starports
Rupert Boleyn
(19 Aug 2020 11:53 UTC)
|
Re: [TML] Starports
kaladorn@xxxxxx
(19 Aug 2020 13:52 UTC)
|
Re: [TML] Starports
Phil Pugliese
(19 Aug 2020 14:24 UTC)
|
Re: [TML] Starports
Bruce Johnson
(19 Aug 2020 17:31 UTC)
|
Re: [TML] Starports
Phil Pugliese
(19 Aug 2020 10:12 UTC)
|
On 19Aug2020 1624, xxxxxx@gmail.com wrote: > Having done some World Builders and maybe World Tamer's system builds > (and Book 6), I recall generating balkanized worlds with many factions > and many spaceports and cities, even for a mainworld with Pop 7. There > was one main starport but I don't recall if there were others (I'd > have to haul the source material out). > > Packaging: > > You could probably drop in a crewless vessel with some supplies and > some robots to create and stabilize a patch of ground after a quick > orbital survey picks a good spot, then sets up solar panels or a long > term low power power system and a beacon and some landing lights (that > doesn't seem all that expensive). You could probably build a few > fabricated flat-packed habitat modules with some basics too. And it > could be near a river or water source like an ocean, big lake, etc. to > pull unrefined fuel from. And the bots might even be able to erect a > fuel tank (or dig one and line it) and then the unrefined fuel could > be turned into refined. And all that without seeing a body (if you > thought it was worth the expense). You might send some security bots > along. > > There's not too many good reasons to have a population and no ports: > Low tech and interdicted, higher tech and xenophobic and thus > interdicted, very high tech and too damn dangerous to let loose in the > Imperium, nothing (literally) worth pursuing on the planet, old one > that died and wasn't replaced, all pop gone or at least dropped so low > there isn't the ability to support a port or commerce to justify a 3rd > party installed port, or a newly discovered world (how often does that > happen in the 3I?). > > It should be rare that the supposed mainworld has no port and where > another high pop (or even mid pop) world with ports exists. One would > think TAS, SPA, IISS, somebody would get the mainworld changed if that > happened so as to deal with the biggest/best part of an active system. > > One question that has come up to me reading this thread: > > Who classifies and re-classifies ports? The SPA runs them (or maybe > there are private ones), but who does the classifications? Is that > something in a Navigator's Guidebook with some sort of NGO or Guide > (TAS?) running around and evaluating port facilities? Or is the > classification an Imperial one where you need to apply for updates to > your classification? (Downgrades could result from complaints and an > investigation). I assume it's the IISS in their catalogs, and the TAS in their databases of stuff that might interest members. The TAS version would be based on the standard IISS catalog, but updated from members' reports. It would be more up to date, but perhaps not quite as accurate. It would definitely include little notes like the local repair shop charging high rates, and possibly also notes on things like the locals having a soft spot for the Imperial Navy, so send someone who's ex-Navy out to negotiate for your repairs, victualling, etc. -- Rupert Boleyn <xxxxxx@gmail.com>