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Imperial Interstellar Scout Service Details of the worlds of the Imperium (and beyond).

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Old March 8th, 2019, 03:07 PM
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Default Three Models for Starports and their worlds

I did a bit of thinking recently about some analogies for starports and how they interact with their worlds. I've got three of them, and you can read about them here at my blog.

And yes, I am blog-whoring!
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Old March 25th, 2019, 06:28 PM
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Awesome! Thanks for sharing.
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Old March 25th, 2019, 08:13 PM
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Quote:
Originally Posted by MThompson016 View Post
I did a bit of thinking recently about some analogies for starports and how they interact with their worlds. I've got three of them, and you can read about them here at my blog.

And yes, I am blog-whoring!
Yeah, we might actually have an interesting discussion of the topic if you posted your blog text here. There's even a button to make it easy, if you write your post in the forum first, to auto-copy it into your Moot blog.

These assume, of course, that you are interested in discussing the subject here and not simply driving readers to your blog. I see you already know what that's called.
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Old March 26th, 2019, 02:27 AM
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Quote:
Originally Posted by MThompson016 View Post
I did a bit of thinking recently about some analogies for starports and how they interact with their worlds. I've got three of them, and you can read about them here at my blog.

And yes, I am blog-whoring!
If you want to get a discussion going, post it here.
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Old March 27th, 2019, 05:19 PM
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The problem with starports, IMHO, is that currently the model is for ones within the 3I. Outside the Imperium, the rules can change and change wildly, at least in my opinion.
The whole "starport authority" and autonomy of starports can vanish in a nanosecond. Some independent world or other polity can run theirs totally different from what the 3I does.

It is these models that really need addressing. For instance, I did some stuff with the Anubian Trade Collation on the edge of the Hinterworlds and Glimmerdrift Reaches sectors.

Their model is one of worries about smuggling and escape of their mostly semi-slave worker population. So, they often have little or no down port, and even when they do have one it is inaccessible to ships other than ones belonging to the ATC.
Instead, they have a high port only. Docking at it as a 'foreign flag' vessel means you are subject to a minute and invasive search of the ship on arriving and before leaving, along with serious restrictions on virtually everything.

The ATC government would prefer you don't dock at all, and in many cases will simply refuse permission. Instead, you are forced... forced... to use their tanker(s) to refuel in orbit, their small craft to unload and load passengers and cargo, and conduct all other business-- at a "reasonable" cost to you of course...

If you want to go down to the planet, you have to go to the high port, transfer ships and then take an ATC government owned ship down. There is normally no way you can take your "foreign" ship to the surface.

At all times, you are subject to scrutiny by the authorities. This varies with your economic and social status. Uniformed ship's officers, nobles, and those with economic means and connections get better treatment from difference to the authorities nearly groveling to please (in the case of nobles and the very rich).

Corporation ships and corporation employees are looked down on and even despised by the ATC where such entities are illegal. The norm is that a "responsible" businessman takes a personal stake and interest in their company and dealings. So, you show up on a corporate ship you get treated like something that you might step in and get on your shoe.

That's a whole different model than the 3I starport system. So, a world with a class C or D starport could easily be more of an A or B with the ATC, but simply classified the way it is because the ISS is applying 3I values to a very different system.
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Old March 29th, 2019, 06:07 PM
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Quote:
Originally Posted by Enoki View Post
Outside the Imperium, the rules can change and change wildly, at least in my opinion. ...
This is a great write up, and I'm definitely interested in different takes on how starports might work. A great thread.
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Old April 2nd, 2019, 09:11 PM
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One thing about the forum is that is gets me to thinking on what might be done using the Cepheus Engine for star port changes. My Out Rim sector has no planets that have a very high population, so the star ports have changed. There are no High Ports, as they are too expensive to build and too hard to defend. Unstreamlined ships have no choice but to land passengers and cargo by space lighters, unless the planet has a satellite which has a vacuum. Then you still have the cost of getting the passengers and cargo from the satellite to the planets. Passengers are not too bad, but cargo, especially a lot of cargo, is a major headache. The result is that most ships are streamlined.

Class A ports can build military ships, as well as civilian ships, in private building yards. They do require a population that is in the tens of millions, however. A naval base, not "Wet Navy", can build military ships as well, generally faster and cheaper, but will not build for private clients or other planets. The Naval Base can build at a slightly higher Tech Level than the civilian builders.

Class B ports can build civilian ships, but lack the expertise to build military ships. I should add that military ships are not just heavily armed civilian ships, but have some extra wrinkles. They also cannot build ships larger than a 1000 Traveller dTons, but can build one Tech Level higher than the planet's Tech Level if they import components. That does add to the cost.

Class C ports cannot build ships, but can supply refined fuel, and handle most repairs and annual maintenance. If a major repair is needed, then the necessary parts are imported. They do have reasonable accommodations for passengers and cargo, and will have a few brokers available. It might take more than a week to line up cargo and passengers however.

Class D star ports can supply unrefined fuel and small quantities of refined fuel if pressed. As they are frontier installations, do not expect to be in and out in a week. As for caterers to supply pre-packaged meals, forget it. Your Steward is going to have to know what and how to buy, and then prepare the food from scratch. Brokers are few and far between, so your Cargomaster is going to have to come up with the cargo to lift off with, as well as sell the cargo you brought in. I am working on the idea of a Trader's Guide to the Sector, giving hints as to what works and what does not.

Class E landing spots means that the Rim Scouts have put a beacon on a safe place to land, which has access to water. Beyond that, there may or may not be anything else there. If there is a small settlement there, they probably will not shoot on sight, but might not be exactly accommodating either. As for food and life support supplies, you are going to need to get creative, or have a ship designed for frontier trading, with the ability to carry a couple of months worth of life support supplies.

X Class star ports mean one of two things. Either the Rim Scouts have not gotten there yet, or at least one ship or crew went missing on the planet. Those are the really interesting ones, if you do not mind maybe dying. Now, recovering a Rim Scout derelict does get you a ship under the sector salvage rules, and the Rim Scout "Scouts" are not the typical Traveller ones. They run more like 200 to 400 dTons.

Note, this is what I am thinking of, but it is not cast in collapsium as yet, or even high-tensile strength steel. More like a good Edam or Gouda cheese.
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Do you have a security clearance? New Nov. 22 Blog Entry-Sword of Cepheus
http://www.youtube.com/watch?v=ElI451TxsTg, 3:24 in.
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They that go down to the sea in ships,
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Last edited by Timerover51; April 3rd, 2019 at 02:23 AM.. Reason: Correcting Word
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Old April 3rd, 2019, 01:41 AM
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If you have the parts, anyone could build or militarize a starwarship.

The difference likely is that the Aces are licensed ro do so, and it's easier to supervise and keep track of.
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Old April 3rd, 2019, 02:40 AM
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I should add that there is no over-riding Starport Authority in the sector, and that most star ports are controlled by the planets. There are a few controlled by the Rim Scouts, and run by them. On those planets, the law level of the star port and the planet can be different.

One thing different about military ships is that they have to be completely paid for before being allowed to leave.
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http://www.youtube.com/watch?v=ElI451TxsTg, 3:24 in.
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Old April 3rd, 2019, 02:30 PM
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On star ports outside the imperium, I think your right in emphasising that the assumption of extraneity, and of some form of border between the port and the wider world.

I think this works in the context of the 3I, where the starports function almost as colonial outposts, but on a non 3i world that owns and runs its starport, the border might be effectively non-existent, or only apply to a smaller, pre-customs area of the port (like in modern airports).

On a world with a high law level and/or a xenophobic culture, the players may not even be allowed to land, but must conduct all business via transfers in orbit to local shuttles and such (like Enoki suggests). Some worlds may require all non-local traffic to use the Highport only, or spend several days sat in orbit on various customs inspections ( a good way to delay players in a system).


and, of coruse, the players have less ability to complain or react to arbitrary abuses of power by the local government. who are they going to turn to if the local tinpot dictator decides he wants to commandeer the players ship as a naval auxiliary and parks a patrol cruiser directly above their landing bay and a platoon of marines at the door?
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