Starport Facilities (*Port)
*Port size and facilities provided are dependant on the nature of the World and associated Settlement.

D/Ms Note: Using random MaA for each of the columns (categories) below will produce a conflicting pattern of development. Resolving this conflict will generally provide a better insight into the nature of the planetary culture than any number of other Tables!

With the notable exception of I The Magician where a larger, flatter, better,... landing may be achieved elsewhere; with or without the benefit of a Beacon. And 0 - The Fool  where anything might happen and generally does... *Port Level (#) can be used as a numerical seed to govern Number, Size, Mass, ...of thru traffic:
  1. Number of Vessels (Landing Pads) equals #.
  2. Number of Vessels per Arn/Local DayCycle/ Local Year...
  3. Size of Vessel:: Length: # x 10 metres; Mass: #x100 Tn
  4. Length of Runway: # x 100 metres. (If provided.)
  5. etc.
Naturally the larger *Craft remain in orbit, not being designed for planetary landings.
Orbital Facilities can be derived from the Table below Orbital Facilities are on an 'ad hoc' basis until XIV (naturally) with an official orbital Facility: Customs and Passport (and Quarantine!) Control. A connecting Beanstalk becomes available at Level XVI!
Naturally adverse planetary conditions will affect the form of Facility provided: under pressure (vacuum and tainted atmospheres). underground (corrosive atmospheres and severe planetary weather) or underwater (water planets), ...but always under construction.

Level Card *Port Facilities



Landing Field Control Tower
Accomodations
Fuel
Repair Maintenance Bureaucracy
Landing Surcharge

I The Magician Yes it's a field ...
NeoGrass with optional NeoGoats.
Landing Beacon
if they remember to switch it on!
(+1 to AutoPilot)
Tent
Pressure Tent
(in Vacuo)
None
Ha Ha Ha
No no! Stop it.
Ad Hoc Equivalent to the cost of one NeoGoat.
More if they failed to scatter!

II The High Priestess Flattened Ground
+ Ground Approach Beacon
(+1 to AutoPilot) Total = +2
Rocket Stop
Food and Fuel
"Patrons are reminded that The Chair is not to be moved from under The Tarp."
ALC


"The last Tech left a General Tool Kit somewhere around here."
Lean-to with a set of Maintenance Manuals.
(Out of date but still a useful read!)
The Chair is available, for a fee...
Tithe (Ransom) imposed by local land owners (Bandits): two NeoGoats or equivalent.

III The Empress Vitrified Ground
+ G/A Radar
(+1 to AutoPilot)
Total = +3
*StarRat Rathole
Overnight 'accommodations'
Capsule Hotel -
marginally better than those on board your ship.
GAS

A local 'Tech' with the wrong skills and  the wrong Tool Kit.
Fine if you want some woodworking or glass-blowing or any other low T/L Crafting.
Tho not much use if you want to degauss a gravity coupling...
Spare Tarp (30 x 30m) that can be erected over the area of operations to keep the work area cool, free of rain, snow, volcanic ash,...
Help erecting it will cost tho...
(Informal) Landing Levy in local currency, achieved at a ruinous exchange rate for Trade Goods.

IV The Emperor Plascrete or local equivalent + Landing Transponder
(+1 to AutoPilot) Total = +4
Warehousing
and Guards.

SAF

An unqualified 'Tech' but with full Associate Skills!
(Over) Eager to learn...
Inflatable Dome 40m dia., easily erectable and at a reasonable fee.
Customs House Formal Landing Fees and Import  Duties.

V The Heirophant Reinforced Plascrete (do.) + AutoPilot Guidance Beam
(+1 to AutoPilot) Total = +5
Spacer Dive
Cubbies by the hour... or by the night if you want to sleep.

LOX

A JourneyTech  (J1 - J10) and 'useful' Tools. Eager to get off planet. Collapsable Hutment on contra grav floaters
50 metres long
Port Authority
Formal Landing Fees, Import Duties PLUS Docking. Parking,... Breathing(!) Taxes

VI The Lovers Dedicated Landing Pads and Support Roads
Integrated Traffic Control
all of the above controlled by a  General Ground Computer (+11/ +1)
AutoPilot Total = +6
Secure Storage from Lockers (that can be picked) to Safes (that can be cracked)
LCH
A MasterTech (J11) and 'Tools' (+1). At last Fixed Hangers and attached facilities at fixed fees.
Passport Control
As above PLUS Export Duties

VII The Chariot Dedicated Runway
(Required for Winged Shuttles and other Aircraft)
ITC
Expert GC (+12/ +2)
APT = +7
Spacer Digs bermed Cabins set down around the landing field.
Full facilities but noisy.
LHY
A Master Tech and a full set of 'Repair Tools'. (J12/+2)


An Associate of the Engineering Guild with a 'Portable Shop' that needs a Senior Tech to repair and is on the other side of the planet!
Perimeter Fence
(do.) PLUS Tolls at entrance/exit check points.

VIII Justice Dual use 'Skyport' Facilities shared with local (global) transportation systems.
ITC
Master GC (+13/ +3)
APT = +8
Bonded Warehouse. At last if they lose it they pay for it!
MOH

A Master Tech and 'Custom Repair Tools.
(J13/+3)


Journey Engineer (+1 to +10) and Portable Shop Security Patrol
Bribes

IX The Hermit Quarantine
*Port is geographically isolated from any settlement and connected by sub-orbital shuttle, maglev, draft animal,.. service.
E.g. locals use nuclear rocket technology (Orion, Fusion Torch, etc.)
ITC
Specialist GC (+14/ +4)
APT = +8
A single Star Hotel
belonging to local Chain.
Luxury (of sorts!) From hereon in it's the high life... until the money runs out.
D/T

A solitary (and over worked) Master Tech. with 'Dedicated Custom Repair Tools' and no time for idle chit-chat. "Now hand me that hydro-spabner!".
(J14/+4)
A Master Engineer (J11) and AutoFac (+1). Both are in demand at an isolated spot on an isolated asteroid somewhere else in the system.  StarPort Facilities
are now inside Port Perimeter. Contact with general planetary population is 'discouraged'.
The costs of your Internal Passes are added to your Berthing Fee.

X Wheel of Fortune Conjested with thru traffic; getting a landing slot, parking bay,.. is a matter of luck!
ITC
(GC = A.I. or a real person!)
A *2 Hotel.
with Themed Casino Spa, Holotheatre or other attraction. Patronised by the wealthy locals.
BC
Senior Tech of variable temperament and skills:  J15 - J21. With a (trainee) Repair Team of variable quality. PLUS warehouse of random parts.
A Master Engineer (J11) and AutoFac (+1).  On hand.... somehere around here! Random acts of petty larceny. (As authorised by the State)

XI Strength MagLev Boost Track generally halves launch costs
(fuel and other cionsumables) and acts as a weapon system to boot!
Manned Traffic Control Tower
Still uses ITC but a sophont is there to deal with the unexpected.
*2 Hotel with an attatched Interstellar Mall, Zoo, Museum,...
with merchandise, animals, exhibits,...  from near and far.
CC
(do.) and Parts Workshop for Jury -Rigging, Jerry- Building and other Techie Pastimes...
A Master Engineer (J11) and AutoFac (+1).  On hand: Here! Now!! Scout Base
Local Levy includes a fee to maintain the facility.

XII The Hanged Man Grav Catapult
Boosted Takoff
Launch costs x 0.25. Most high value planetary products now available at top of Well.

*3 Star Hotel with Zero Gee Rec Hall.
Anti gravity swimming pool or other extravagant (power hungry) feature.

CC
(do.) CHAOS Parts Stores with Computerised Heuristic-Analog Operating System
Master Engineer (J12) and Improved AutoFac (+2).  Port Authority Police
Higher Bribes and Kickbacks


XIII Death Notorious Landing Blackspot either local conditions or incompetant staff. Landing Diff is increased.

*3 Star Hotel with Orbital Annexe and its own dedicated shuttle service.
(AM) (do.) Parts Stores with real personnel.
Second hand and reconditioned parts to order.
Master Engineer (J13) and Advanced AutoFac (+3).  Local Military Garrison
(No bribes, no kickbacks no latitude.)

XIV Temperance Pressor Fountain
Gravity cushioned Landings and Assisted Takeoffs.
Small <10Ktn vessels only.

*3 Star Hotel with full orbital facilities
"Why land on the Planet when they can bring everything to you?"
(AM) Air Dock orbital 'jumpsuit' environment routinely available for small System and *Craft up to 100 metres diameter.
Master Engineer (J14) and Superior AutoFac (+4).  Hegemonic Garrison

XV The Devil Larcenous Local Authorities have  reputation for confiscations and impoundings on spurious charges. PLUS Pressor Fountain (do.)Medium vessels <100Ktn vessels only.
*4 Star Hotel and
Arcology seamlessly grafted into some local vista or planetary landmark.
(Usually a mountain:
"Everest Lodge,
Olympus Villas,...")

(AM) Air Dock to 200 metres dia.
Generic Spares and New Parts Fabrication to order.
Senior Engineer (J15) and MultiFac.
Pretty much anything.
Local Space Navy Base

XVI The Tower Orbital Tower
"Beanstalk"
even the cheapest planetary products available in orbit.
Few *Craft bother to land on the planetary surface.

*4 Star Hotel with facilities located at base, midpoint  and counterweight of orbital tower.

Air Dock to 500 metres.
Custom spares specialising in antiques (ie. prior T/Ls).
(J16) Local Space Navy Dockyard
XVII The Star Orbital Docks are the normal port of call. (Authorities deny routine access to planetary surface.)

*4 Star Hotel with its own Orbital Cable Cars.

Air Dock to 1000 metres.
Custom spares - xeno technologies.
(J17) Cosmographical Survey Base

XVIII The Moon Artificial SpaceDock with multiple berths shuttles between the surface and orbit.

*4 Star Hotel incorporates a Cruise Deck (=Interplanetary Space Liner)

SpaceDock (Vo.)
"Refits and Repairs at resonable rates!"
(J18) Hegemonic Base
XIX The Sun In-Sys Hi-delta trajectories discouraged. Threats to planetary orbital stability  (and NovaBombs)

*5 Star Hotel
(Minimum for Hi- Society, Aristocracy,...
generally an antigrav "Cloud City"

Experimental and Haywired Systems catered for!
(J19)

XX Judgement Planetary landings discouraged indeed most Star Craft are docked at Out-Sys facilities and local services transport goods and personnel

Named Hotel
The difference between a named hotel and a chain...

Complete diagnostic service. Fine tuning of Drives and other *Craft systems. Result: "vacuum fresh"
(J20) Patrol Base

XXI The World Orbital Toroid equatorial globe spanning habitat with multiple orbital towers.
Planetary Resort
*Craft Construction Yard an Engineering and Techie Paradise!
(J21)

O The FOOL

Designated Neutral Territory in (Para) Temporal War Zone



Nexial (Temporal Base)
Paratime Conveyor Head or other


Fuel


ALC 'Rocket Bourbon' generally closer to Vodka than a grain distillate with fusel oils and hefty dose of methyl alcohol. Just usable by generic scramjets. Just usable by thirsty Spacers... Both systems will need overhauling if this fuel is used over prolonged periods!
GAS 'Kerosine' locally refined petrochemical distillates. Void where latter not found eg airless moons and asteroids bare of carbonaceous materials.
SAF Standard Aviation Fuel with various anti-corrosion agents to promote engine longevity and improve thrust.
LOX Liquid Oxygen
LCH Liquid Methane
LHY Liquid Hydrogen
MOH Monatomic Hydrogen for Fusion PP and Plasma and Ion drives.
D/T Deuterium Tritium mix for Fusor and Fusion PP
BC Boron Catalyst for advanced Fusors
CC Carbon Carbon Catalyst for MilSpec Fusors
AM Anti-Matter restricted to The Survey Patrol Guard and other Inter Galactic Institutions