Yet another case for having maneuver drives more powerful than a mere 1G ...
Yeah it is!
It also opens up markets for things like slow insystem barges, fast pinnaces, insystem jumpers, and "truck stop" farports with a cargo and passenger terminal. Essentially a remote extension of the mainworld starport.
I can see a farport established 60,000,000 km away from a gas giant, operating a giant percolator in the GG's atmosphere to throw fuel into orbit for loading into tankers, because it's going to take one day for a tanker to cross 60 million km to the gas giant, and another day to come back.
There's the operations model for the farport. One tanker (plus one spare) shuttling fuel from the GG to storage tanks on site. Passenger and cargo service to take care of hop ship payload. Fast pinnaces to get passengers to the mainworld. 6G could get them from 10 AU to the mainworld, unload passengers, load passengers, and back in, say, 14 days. Slow barges to get the cargo there: 1G takes 8 days one way, or 0.1 G takes a month.
Customs cutters (carrying colonial marines) to keep things civil.
***
Okay, here's some of the elements of my Farport.
Fuel Storage Tank (1)
If you get ten 600t Hop freighters a week, you'll need 600t of fuel per week. Storage is cheap, so let's have a month of fuel stored. Call it a 2400 ton hull filled with fuel. Lifters for attitude control. Basic controls (11 tons of control space). Four transfer pumps. A fuel purifier (theoretical minimum full refining time is 6 hours).
Carve it out of a planetoid.
MCr 31.
No crew -- Farport operations manage these.
Tankers (2)
Next we need a tanker. Maneuver 1. Two days per round trip... say two trips per week. Call it 300 tons of fuel per trip. Double that amount to 600 tons per trip. Don't need a refinery. Minimal bridge. No gunners -- escort it if necessary so you have high guard protection. Don't need fuel specially allocated for the M-drive -- just use the tank. Scoops. Model/1.
700 tons. Nine crew. Clinic. Counsellor.
Not planetoids -- we might have to skim.
MCr 77. Buy two of them => MCr 154.
18 crew total.
Cargo Depots (2)
Say those liners bring in 100 tons of cargo each. That's 1,000 tons of cargo you need to offload, per week. 4,000 tons per month. And we actually want to double that. Of course, you'll send the entire amount to the mainworld via barges, but you also need to be able to handle a month of cargo because JIT doesn't work. So, four hulls that each hold 2,000 tons of cargo.
Install four large cargo doors. 2100 tons. Carve them out of planetoids.
MCr 30 each => MCr 120.
No crew -- Farport operations manage these.
Passenger Layover Hotels (2)
We need to handle up to 300 passengers per week arriving, plus potentially 300 departing, and if we're unlucky they might all be here at the same time, so let's design two 300-passenger hotel hulls.
1600 tons each.
50 tons cargo. Grapples to connect with up to 600 ton ships. 20 officers' quarters and work offices for customer care staff (counsellors, stewards, medics, security). Life support for up to 50 high passengers and 800 others. Adaptations for up to 100 exotic atmosphere breathers. 40 luxury passenger staterooms, 260 standard passenger staterooms. 500 tons of common space.
Also carved out of a planetoid.
MCr 182 each. Let's buy two. => MCr 364.
40 crew.
Customs Cutters (4)
Say we only need to cover the tankers (say the main starport provides security to and from it). Call it two per tanker = 4 cutters.
MCr 28 each => MCr 112.
8 crew, plus 4 squads of marines.
Fast Shuttles (20)
Assume we have to transport 300 passengers per week (1200 per month) between here and the mainworld, and it takes one week round-trip at 6Gs... barely. So we want 200% capacity. Let's pile people aboard custom shuttles.
We might as well make them TL 17 shuttles, then. 5 G's. 200 tons. Takes us 4 days to get there, 4 days in port, and 4 days back. Call it 2 weeks to round trip. Two runs per month per shuttle. 20 tons cargo. 3 crew. 9 tons fuel. 50 passengers per run = 100 passengers per month.
Planetoid hulls again.
MCr 38 each. We need twelve of them just to barely cover traffic, so let's buy twenty => MCr 760.
60 crew total.
Cargo Lighter Barges
These things need to move 4,000 tons of cargo per month between the mainworld and here. Assuming a trip is 9 days, a week layover, and 9 days back, just call it one month per round trip. These will be cargo lighters on a planetoid frame.
I'll keep them smaller because I doubt I want to wait to move an entire 4,000 tons in one barge. But I will make them overtonned.
1200 tons. 1000 tons of cargo. M1, P1, one month of fuel. 13 luxury officer's suites for crew. 20 tons of common space.
Low berths could potentially go here.
These are cozy rides for crew. The luxury suites are nice. The captain gets a study adjacent to his luxury suite -- ten tons of space in total. This keeps them from going crazy; they're not scouts after all, and this is mind-numbing work.
MCr 65. We need four to just barely cover traffic, so let's buy eight => MCr 260.
104 crew total.
Crew Habitat and Ops
I count 230 ship crew, 20 marines, plus whatever operational staff is on the Farport proper. I need to be able to house them all in a planetoid habitat, even if they're not always there. I'd better make it a luxury suite each, too, since this ain't interstellar space travel and they're going to go nuts otherwise.
Call it 250 rooms, and a platoon barracks. 20 tons of cargo. Grapples for various smallcraft... say up to 14 smallcraft, with 490 tons of total displacement supported.
Now let's add 50 tons of operational space for the Farport itself, and a Model/4 computer.
I know we'll need sensors, but I'm out of steam for now.
Another planetoid hull. 1800 tons. MCr 200.
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SUBTOTAL INSTALLATION VOLUME: 15,800 tons (installation only, not counting small craft and transports)
SUBTOTAL COST: A cool two billion credits (including small craft and transports)
STAFF/CREW: 230
MARINES: 22