Space ports play a vital role in the 2300 AD universe. They serve as points of entry to
various worlds and as a place to locate employment oportunities. There are two
distinct types of Spaceports in 2300, Orbital facilities or High Ports and Ground based
facilities or Down ports.
In most instances, major worlds will have one or two major High Ports which service a
large number of Down ports on the surface of the planet below.
|
Core World |
Colony |
Outpost |
D |
E |
Berthing fee |
Lv100 x Mass per day |
Cr80
x Law Level |
Cr50
x Law Level |
Cr10
x Law Level |
- |
Drydock fee |
Cr100 x dtons
per day |
Cr80 x dtons
per day |
Cr50 x dtons
per day |
Repair fee: Cr10
x dtons per day |
- |
Trade tax |
Lv4 per ton of Cargo |
Cr3 per dton |
Cr2 per dton |
Cr1 per dton |
- |
Berthing fees. These depend on the port size, social conditions on the world, the
nature
and quality of facilities, and the world's trade codes.
Drydock fees. These depend on ship tonnage, time spent in dock, workers'
salaries,
and equipment purchased.
Trade fees. This is a percentage of all transactions made by parties using the
starport.
Usually only a fraction of a percent of the freights' value, these fees can really
add up to
serious cash.
Starport Components
1. a landing area/volume
2. a parking bay/orbit
3. a beacon
4. a tower
5. warehouses
6. a plant maintenance center
7. a concourse
8. a fuel depot, with fuel shuttles or a refinery (or
both)
9. a ship maintenance/construction yard
10. people
In addition, starports will have available a standard port authority
checklist against which they measure ships'
spaceworthiness.
Ships have to land! There are two ways to land a starship:
some are airframe, which means they can use a runway, while
the rest must stick to vertical thrust to slowly set themselves
down onto pads.
Most Imperial-standard landing strips have both built-in: a 5km
long strip for airframe landings, ending in a 1km diameter
circular landing pad. These strips are also used for airframe
take-off.
Landing facilities may also have an attached beacon, perhaps
placed midway along the strip or near other outbuldings. A beacon
may include sensors and comm equipment, and may have its own
power plant.
The control tower contains the main body of comm equipment and
traffic control logic, as well as the administrative offices.
Component
Price
(MCr)
Module L: Landing Facilities (all tech levels)
L-0 1km radius landing pad 0.03
L-1 2km radius landing pad 0.06
L-2 4km radius landing pad 0.12
L-3 3km x 500m landing strip 0.03
L-4 4km x 500m landing strip 0.04
L-5 5km x 500m landing strip 0.05
L-6 6km x 500m landing strip 0.06
L-7 7km x 500m landing strip 0.07
L-8 8km x 500m landing strip 0.08
Module B: Beacons
Down
Orbital
B-0 telemeter
1
2
B-1 standalone transponder 5
10
B-2 radio transceiver (TL5) 0.05
0.1
B-3 laser transceiver (TL9) 0.5
1
B-4 maser transceiver (TLE) 5
10
Module T: Traffic Control Towers Down
Orbital
T-1 small control outbuilding 1
10
T-2 4-person control station 5
50
T-3 8-person control tower (TL9) 25
250
T-4 16-person control tower(TLC) 100
1000
Tower sensors: for best results, place
two PEMS and two AEMS in orbit.
PEMS: Passive sensors (TL B-F)
TP-11: standard 100d sensor 10
20
TP-13: high-res 100d sensor 100
200
TP-14: inner system sensor 1000
2000
TP-15: inner + GG sensor
10,000
20,000
AEMS: Active sensors (TL B-D)
TA-11: local orbit control 50
100
TA-12: general system sensor 500
1000
TA-13: deluxe system sensor 5000
10,000
Parkbays
Ships are moved via maglev rail to parkbays, which are circular
platforms with 11 bays, each of which can hold a ship of up to
1000 tons. Maglev rail enters the parkbay and runs in a circle
around the inside, with a branch into each bay. In the center is
a single shielded vertical liftoff platform (also connected to
the maglev system).
All parkbays are available at TL 10.
Component
Price
(MCr)
Module P: Parkbays (up to 1000 ton ships)
P-0 custom parkbay
-
P-1 single 11-ship parkbay 100
P-2 double 11-ship parkbay 200
P-3 triple 11-ship parkbay 300
P-4 quad 11-ship parkbay
400
P-6 6x11 parkbay
600
P-8 8x11 parkbay
800
Parking Orbit Transponders
Think of them as being like the deep water mooring bouys at some
shallow water ports. The ship is assigned a parking spot, which is
marked by the transponder. It matches orbit with it and is then parked.
Module O: Parking Orbit Transponders (TL 7)
O-0 custom orbit transponder -
O-1 standard telemeter transponder 4
O-2 programmable transponder 8
*Note:
To hold a million ships, you only need 40 orbits with 25,000 slots each
or 50 with 20,000 slots each. Assume the radii are set every 100 km or
so, that has the ships spread out in an annulus 5000 km "across". But
there's still plenty of space for traffic.
Module H: Hangars
H-0 custom hangar
-
H-7 10t small vehicle hangar 0.01
H-8 100t boat hangar
0.1
H-9 1000t hangar
1
H-10 10,000t hangar
10
H-11 100,000t hangar
100
Fuel and Maintenance
Fuel depots can be as simple as huge holding tanks, and may have
mechanical hookups or pumps to refuel ships with.
Module F: Fuel Depots
Down
Orbital
F-0 custom tank
-
F-7 10t fuel tank
0.001
0.5
F-8 100t fuel tank
0.005
1
F-9 1000t fuel tank
0.01
5
F-10 10,000t fuel tank
0.1
10
F-11 100,000t fuel tank
1
100
F-12 1mt fuel tank
10
1000
F-13 10mt fuel tank
100
10,000
F-14 100mt fuel tank
1000
100,000
Fuel tankers, which may be simply shuttles or modular cutters, are
ships outfitted to carry fuel, and may or may not have refineries
on-board to provide refined fuel for the starport holding tanks.
Tankers run at the going price of spaceships; for example, the
price may be around MCr4 per ton of fuel the tanker can carry
(or per normal spaceship cost). Refineries are priced per normal
spaceship cost and volume..
Fuel refineries are cousins to the shipboard fuel refineries, and
are used to refine fuel on the spot for ships requiring it.
Component
Price
(MCr)
Module M: Installation Maintenence Centers Orbital
M-0 custom maintenance center -
M-1 storage shed
0.01
2
M-2 portable outbuilding
0.1
5
M-3 permanent outbuilding
1
10
M-4 maintenance complex
10
100
The Shipyard
A shipyard is necessary for the construction and maintenance of
spaceships and starships. Shipyards can be quite large -- their
size may depend on the amount of trade going through a system,
or the size of the local population, or even the strategic
importance of the system's location.
A shipyard consists of two components: a drydock area, which
holds ship hulls, and the shipyard itself, which embodies all
machinery and support for the build process.
A shipyard will have one naval architect's office per 100 ships
(or 1000 dtons).
Drydocks and shipyards are built at the tech level of the mainworld.
Module DD: Drydocks
Down
Orbital
DD-0 custom drydock
-
DD-7 10t drydock
1
10
DD-8 100t drydock
10
50
DD-9 1000t drydock
100
200
DD-10 10kt drydock
n/a
2000
DD-11 100kt drydock
n/a
20,000
DD-12 1mt drydock
n/a
200,000
* Drydocks are required for shipyards.
Module S: Shipyard
Down
Orbital
S-0 custom shipyard
-
S-1 machine shop
1
10
S-2 minor repair center/1 ship 10
100
S-3 repair center/10 ships 50
1000
S-4 repair center/100 ships 400
4000
S-5 overhaul center/10 ships 200
2000
S-6 overhaul center/100 ships 1000
6000
S-7 overhaul center/1000 ships 8000
50,000
S-8 boatyard/1 ship/year
400
4000
S-9 boatyard/10 ships/yr
2000
15,000
S-10 boatyard/100 ships/yr
16,000
100,000
S-11 boatyard/1000 ships/yr 160,000
1,000,000
S-12 shipyard/1 ship/yr
10,000
20,000
S-13 shipyard/10 ships/yr
50,000
100,000
S-14 shipyard/100 ships/yr
400,000 4,000,000
S-15 shipyard/1000 ships/yr 4m
40m
S-16 shipyard/10,000 ships/yr 50m
500m
Warehouses
Warehouses (with environmental controls, security systems, heavy shielding,
&tc) are used to store goods for transport. One complex is used to store
out-bound freight, while another complex is used to store in-bound freight.
There is usually an additional set of warehouses dedicated to storing ship parts,
construction equipment, and other starport machinery.
Module W: Warehouses
Down
Orbital
W-0 custom warehouse
-
W-7 10t storage
0.01
5
W-8 100t storage
0.1
10
W-9 1000t storage
1
50
W-10 10kt storage
10
200
W-11 100kt storage
100
500
W-12 1mt storage
1000
4000
The Concourse
The concourse is where all public areas are housed, including
retail shops, services, non-starport-related offices, passenger
ticketing, and gates.
Also included is the surface transport terminal, which often has
its own customs and security office from the mainworld government.
It also has scheduled (or not!) shuttle flights to and from orbit.
Module C: Concourses
Down
Orbital
C-0 custom concourse
-
C-1 portable outbuilding
0.1
1
C-2 permanent outbuilding
1
20
C-3 outbuilding complex
10
500
C-4 large starport complex 100
5000
C-5 industrial starport complex 300
50,000
C-6 commercial starport complex 1000
100,000
A major subsection of the concourse is the living quarters for
the starport personnel and visitors. Larger starports require
ship crew to leave their ship while they are docked. In some
cases, the living quarters represent a hostel or hotel; on others
it may represent a whole uburban or suburban section of the
port.
Personnel requirements can balloon rapidly. Think about the
personnel requirements for a town or city. However, please note
that downports can pull workers from Startown and therefore may
require less maintained living space than orbital ports.
Module LS: Living Section
Down
Orbital
LS-0 custom living section
LS-1 Up to 10 people
0.1
1
LS-2 Up to 100 people
1
10
LS-3 Up to 1000 people
10
100
LS-4 Up to 10,000 people
100
1000
LS-5 Up to 100,000 people
1000
20,000
LS-6 Up to 1 million people 10,000
200,000
Hospitals are ranked by volume; however,
they are also divided into room-spaces
when they are built. Hospitals can treat
one patient per 2 DTons; however, they can
charge more for a larger allocation per patient.
Module H: Hospitals
Down
Orbital
H-1 10 dtons
10
100
H-2 100 dtons
100
500
H-3 1000 dtons
1000
5000
H-4 10,000 dtons
10,000
20,000
Maglev
The starport maglev rail network connects the internal starport
components together: airstrips, parkbays, building complexes, and
shipyards. Likewise, the external maglev rail network comprises the
transport between the starport and the outside world, and usually
only connects to the concourse and warehousing, which tends to
allow better installation security.
After landing, the ship must wait for several people to perform an
Inward Clearance check on the ship in person. Upon their arrival,
several documents must be presented. Planetary law level is a
general guide as to whether or not these papers will be accepted,
plus any crew member with Admin skill.
- ship's registry papers (signed by the owner)
- ship's log (signed by the ship's captain)
- medical log (signed by the ship's medical officer)
- cargo manifest (signed by the cargo master)
- passenger manifest (signed by the head steward)
- crew manifest (signed by the captain or owner)
- etc!
If documentation is insufficient, hurdles will be imposed: a
quarantine, confiscation, fines, or worse. The hurdle can be
cleared by correcting the problem, bribing one of the people
responsible for Inward Clearance (or perhaps just paying
fines or fees). The presence of a noble or influential passenger
can help; or perhaps an old friend who has pull with the Port
Captain's office.
Safety requirements for spaceships and starships generally follow
this pattern:
1. Computer software |
no illegal software |
2. Evacuation planning |
a. One vac suit per crew member
b. Two rescue balls in each stateroom
c. One emergency vac suit per airlock
and ship's locker
d. One emergency vac suit per airlock
in ship's boats
e. One rescue ball per seat in ship's boats
f. One hazard suit per airlock in ship's boats
g. One hostile environment kit per 4 seats
in ship's boats
h. One standard Imperial Survival Kit
per airlock |
3. Portable life support systems (PLSS) |
Life support in vac suits inspected every year |
4. Emergency survival system |
Extra survival bubbles or rescue balls
on bridge & engineering |
5. Small med kits |
Bridge, engineering, airlocks, ship's boats |
6. Tools |
a. Bridge: 1 set of electronic tools
b. Engineering: 1 set of mechanical
& electronic tools
c. Ship's boats: 1 set of mechanical tools
d. 1 set of metalworking tools in engine room |
7. Rescue system |
a. 1 hull patch per displacement ton
b. 1 portable airlock
c. 1 radiation counter per airlock
d. Entry cutter
e. Iris valve opener
f. 1 flashlight per crewmember
g. laser cutter |
8. Survival items: any 3 of the following |
Atmosphere tester (2)
Emergency radio beacon (1)
Survival still (2)
Backpacks (1 per crewmember)
Flare gun and flares (2)
Inertial locator (1)
Machete (1 per crewmember)
Night glasses (1)
Desert survival kits (1 per crewmember)
0.05MW or greater fusion+ plant |
|