Warning boring D/M's Stuff
R 'n R: World Generation
1/ Settlement Type
No.
Card Settlement
(Expat Planetary Population)
StarPort Modifier
I The Magician Star Outpost
1 - 10
StarPort -III
II The High Priestess Star Hamlet
10 - 100
SP -II
III The Empress Star Village
100 - 1000
SP -I
IV The Emperor Star Town
1,000 - 10,000
SP 0
V The Heirophant Star City
10 - 100 Vk
SP +I
VI The Lovers Star Metropolis
100k - 1M
SP +II
VII The Chariot Star Megopolis
1 - 10 M
SP+III etc.
Colonial World Settlement  Type
(Multiple Settlements)
VIII Justice Farmers' Market
IX The Hermit Pariah Community
X Wheel of Fortune Mining Town
XI Strength Commerce Centre
XII The Hanged Man Storage Depot
XIII Death Transportation Nexus
XIV Temperance (PleasantVille)
XV The Devil Recreational
Resort

XVI The Tower Archeological
Dig

Precursor or Extinct Planetary Culture
XVII The Star Planetary Campus
XVIII The Moon
XIX The Sun Power Facility
XX Judgement Manufacturing Centre
XXI The World Restricted Facility
(Military, Research, Commercial,...?)
O The FOOL
The Major Arcana value provides the number and size of the extra-planetary population. This specifically excludes the numbers and levels of native settlement (if any).

Each Star Settlement has a StarPort Facility associated with it. The StarPort can provide: landing pads, runway, hanger space, fuel, maintenance, repair, *Crew Rn'R, ... all the way up to a StarCraft Construction Dock!

Each Star Settlement has other Local Facilities either provided by the Colonists or Native Sophonts.
(Note: most larger StarCraft are manufactured by one of the big four in orbit and never land on a planetary surface.) Farmers' Market Town
Centre of primary agricultural region. Also Food Processing and Distribution. Settlement is geared to simple agrarian and/ or bucolic pleasures. Rustic restaurants, simple ale houses and wholesome whorehouses.

Pariah Community 
Zealots or Fanatics exiled for their own protection or deliberately trying to isolate themselves. Entertainment will be sparce on the ground and the AAs may be viewed with suspicion. Alternatively the settlement may be desperate for news from the outside. And, provided that the locals are not provoked, the AAs may be welcomed.

Mining Town
This settlement has two distinct phases. Initially it takes the form of a teeming Mining Camp with independant prospectors and mining companies competing for control of the richest deposits. The settlement will be packed with those busy fleecing the early mining operations and operators. At the other extreme, towards the end of the extraction process, the settlement will have minimal facilities, usually just enough to support the robotic extraction infrastructure. In exceptional circumstances i.e. a semi - feudal world the settlement will be much larger and the mining  undertaken by manual labour: prisoners, serfs or even native slaves!

Commerce Centre
The settlement has, over the years, become the centre of most planetary commerce. Sometimes through its location; sometimes through its associated industry and sometimes by pure chance!
Buying and selling is the lifeblood of all the locals and the AAs will be bombarded with offers; probably ending up with several unwanted purchases.

Storage Depot
Location is ideal for faceless warehouses and sheds. The associated settlement supports the endless task of transporting Stuff from one location to another. Or ensuring that no-one (like the AAs) succeeds in stealing any of the Stuff.

Transportation Nexus "all change!"
In general the local geography will determine the placement of these nexi, generally linking areas of agrarian production with industrial production and raw material extraction. Just because the culture has antigrav doesn't mean that they won't use river barges - just load them more!

(PleasantVille)
Just that, a real nice place to raise your kids. Quiet, respectable with a quiet well behaved citizenry. Outside its precincts: the Kosmic Chaos of a Galaxy gone mad.
Naturally this conceals some deep dark secret that the AAs will stumble onto...

Recreational Resort
Either located in a place of great natural beauty and capable of attracting off-planet tourism.
Or a R n' R hub central to multiple colonial operations.
Either way the AA and their credits are soon parted...

Manufacturing Centre
Usually close to a site of raw materials or planetary population or just slapped down anywhere close to a source of cheap power. The nature of the location depends on the type of product. For AAs these are locations where there is a lot of waste to salvage, cheap labour to hire and finished goods to steal acquire.at rock bottom prices.

Archeological Dig
Either an extinct autochthonous culture or the ruins of one of the enigmatic Precursors (or possibly both!).As with Mining Towns the initial phases will be haphazard and piecemeal; as various budding archeologists vie for the best sites. In the latter stages these digs tend to be on a planetary scale with massive teams and massive excavations. Industrial scale archeology being used to extract the last drop of academia: papers on the minutiae of everyday life and the most humdrum artifact (small "a")..

Planetary Campus
A huge educational facility

Restricted Facility
In extermis almost anything can become a "Restricted Facility". A catch-all for the whim of the D/M or as an unforeseen plot development.

Power Facility Normally most power requirements are handled by domestic house fusor or other compact and unobtrusive local power supply. However for some reason the planetary authorities have concentrated power generation in the form of a massive facility: Geothermal, Hydro, Solar-Electric or a giant Microwave Rectenna receiving power beamed down from space. Eather way it makes a great target for Tourists and Terrorists (and sometimes both!) or just a planetary catastrophe. On primitive worlds power stations will use Wood, Coal, Gas and  Nuclear fuels.

(If an indigenous intelligent culture has developed, it will be necessary to generate their biological/cultural parameters.)