Federation starports come in two varieties: high ports and low or down ports. Only class A through C starports have high ports, while class D or lower ports only have low ports. A-C class starports will usually have a low port in addition to the high port. In either instance, a world's primary starport is governed by the HIF Port Authority and is extraterritorial to the planet it serves. Both types are generally accompanied by a slum, colloquially known as Startown. Worlds with ports of class D or higher normally have lesser low ports under local jurisdiction as well, typically located near a native trading town or city (a.k.a. Dirttown or Dirtport), though not so close as to encourage riffraff to drop by.

 Federation law levels apply within the bounds of most ports (and all ports administered by the PA) with local laws applying to Dirttown, if any. Startowns tend to be laws unto themselves. Cops and SPs patrol constantly, but generally only stop for the really serious stuff. In the rougher areas, they are patrolled by groups of heavily armed marines, if they're patrolled at all. In dirtports, local laws are strictly enforced and prejudices against "foreign lowlife" are all too common. Note in particular that intoxicants are rarely served to armed persons.




 At the Starport:

  1. Docking area (pads, blast well & hangars) and access to a monorail/subway/road;
  2. Administration & operations, passenger terminal (ticket sales, lounges, baggage handling, cafeterias, etc. - all duty free and at twice the normal price) and/or freight terminals (offices, cargo handling facilities & warehousing;
  3. Scout or military facility (with garrison if present), private and/or public warehousing;
  4. Residential area for port employees;
  5. Resort/hotel/shopping centre/office complex;
  6. Ancillary industrial complex(es) and related businesses.

In Startown:

  1. Cheap Taverns, pimps, brothels & flophouses;
  2. Hotels, pawnshops & gambling halls;
  3. Guild hiring halls, travel agencies, chandlers & outfitters;
  4. Residential area for port employees;
  5. Central cargo exchange, warehouses and brokers;
  6. Police and/or military garrison.

In Dirttown:

  1. Snooty brokers, exchanges & financial institutions;
  2. Private guilds, gaming and dining clubs;
  3. Hotels, restaurants, shop & night clubs all tend to be classier and more "exclusive" (read: expensive) than their Startown equivalents;
  4. Residential areas for the elite(s) and their peons;
  5. Native business district, local markets, industries & banks;
  6. A large police station and/or planetary military facility with accompanying garrison.

  • As Starport and Startown above, but without a nearby Dirttown unless there are private orbital structures nearby.

Typical High Port                                   High Port Building Modules

Executive Dome
Residential Precincts
Business Precincts
Agricultural Dome
Warehouses, Station Systems
 and Light Industry
Startown
Dockyards

 

 

Copyright ©2002 by D.A. Slater and Owen E. Oulton