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Regina Startown (1900)

robject

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"Startown would cater to the crews and naive travellers, and maybe less naive travellers. And less naive natives.

Probably also easier to meet contacts and brokers for less savoury cargo."

"Startown is not going to repair your ship, though they may try to sell you one..."

"Think Subic bay, Texas street, Bangkok."

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Startown Liberty said:
Analogous to the waterfront areas of many Earth seaport cities, Startowns cater to visiting starship crews in a variety of ways. Warehousing, businesses connected with offworld import/export trade, shops selling everything from expensive souvenirs to useful equipment and weapons, bars, casinos, night clubs, restaurants, and brothels are found in Startown.
...
For the purposes of this booklet, entertainment spots in a typical Startown are grouped into one of four basic categories, distinguished primarily by the class of clientele found in each. [Nightclub, Bar, Tavern, and Dive].
...
+ Casino option for each entertainment spot above.
...
Criminals and corrupt police.

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[/FONT]Purpose. Startown is the destination for shore leave by civilian and military crew. As a warehousing district (presumably between the starport and the world), Startown lets player characters find their comfortable level of risk while still being close to the safety of a starport and, usually, their ship.

Getting Your Feet Wet. In other words, Startown is like a low-level hybrid town/dungeon. Characters may sortie out to it during the daytime and buy equipment with little risk. They may stray off the main arteries, trading a little more risk for the option of finding something interesting. And finally, they may rent a room at night, head into the streets, and dish out vigilante justice. Or be part of the problem.

It's Mardi Gras every day.

Learning About Traveller. As a "beginner's dungeon", it can also introduce new players to Traveller in general, and a setting in particular, and without a referee. A player can roll up a character and then take him into Startown -- probably during the day, on the main drag. There, he can rent a room, grab a bite, buy second-hand equipment, and get hired on a starship. Note that one can do a lot of this at the Starport itself -- but I would say that Startown is cheap. It's where you go if you don't have membership in TAS (or its 1900 equivalent). Once again, you can dial the safety level to what you're comfortable with, and learn as you go.

Central City. Separate from Startown, this is less of a dungeon, and more like the castle or keep. Everything is expensive, so the players who visit here are invited, entitled, or wealthy. Megacorps do their business here, as do nobles and government agencies. Here there are "thousands of businesses taking offworld resources and converting them into interesting products for export of import."
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STARTOWN MAP

Though there are many types of Startowns, their offerings tend to be organized based on risk, with the least risky places grouped along a Main Drag, and increasingly risky destinations located further away.

Thus each of the following should be roughly classified according to personal risk (Main Drag, Off-Main, and Red Zone). Also note that risk in all areas increases at night.

Startown Generator. Starting from the Extrality Line, a few dice rolls generates the Main Drag and several branching streets, optionally filled with various things to see and experience, or open for customization as usual. Also, modular Startown segments can be "geomorphically" combined for quick variation, from "main street" to "den of thieves" to "mafia stronghold" and "church of the sub-genius", and so on.

Process: draw a line leading away from the Extrality Gate. This is the Main Drag. Next, roll 1D. Draw that many side streets off of the Main Drag. These are Off-Main streets. For each side of each Off-Main street, roll 1D. If that number is 1 or 2, then that's the number of buildings fronting that side of that street, starting with the corner off of the Main Drag. If that number is 3 or more, then there are 2 buildings fronting that side of the street, with the remainder of the buildings on a branch street -- a Red Zone street.

Now you have three classes of 'buildings':
(1) those on corners of the Main Drag are Main Drag buildings. Roll 2D on the Main Drag table to determine the nature of each of these.
(2) those on the Off-Main streets proper. Roll 2D on the Off-Main table for each.
(3) those on the Red Zone streets. Roll 2D on the Red Zone table for each.


Main Drag
Place Liberally: "Taxi" service.

2-3. Off-port cargo factor "offices" (local or fly-by-night).
4. Recruiter.
5. Cheap Hotel (Cr10/night)
6. Casino.
7. (No more than once) Mass-transport station (maglev, grav train, shinkansen...).
8. Bar.
9. Greasy Spoon.
10. Street Vendor outside a Bar.
11. Cheap Hotel (Cr9/night)
12. (No more than once) Two secondhand starship lots.


Off-Main
Always: Police and Jail.
Place Liberally: Hiring halls. Includes "contract" (slave) hiring.
Place Liberally: Secondhand/pawn equipment. Outfitters' shops will be built like bunkers.

2. "Check-cashing"/bail bond kiosks.
3. Live music or event outside a sleazy bar or casino.
4. Sleazier casinos.
5. Even cheaper Hotel (e.g. Cr7/night)
6. Sleazier food.
7. Sleazier bars.
8. (No more than once) Arena, gladiator-style.
9. (No more than once) Secondhand/pawn vehicles and heavy equipment. Outfitters' shops will be built like bunkers.
10. Food kitchen, faith-based or otherwise.
11. Sophont Club (one particular sophont type). Don't get involved with Llellewyloly hot tub gatherings...
12. (No more than once) NEW equipment shop. Outfitters' shops will be built like bunkers.

Red Zone
Place Liberally: Warehousing (local-to-starport).

2. Virtual experiences: music, arenas, scenarios.
3. Loan sharks.
4. Grifter outside junk shop.
5. Brothel.
6. Dangerously cheap Hotel (e.g. Cr3/night)
7. Horrible establishment. Roll 1D: 1-2: Bar, 3-4: Casino, 5-6: Greasy Spoon.
8. Tattoo parlors, fly-by-night wafer jacks and implants.
9. Healers (street or shack-based).
10. Church missions (be they well-known, obscure, traditional, or nutjob).
11. Freak show/"zoo": building or land for the strange things that get found/confiscated.
12. Hazardous chemical production or storage - things that the starport may want to keep at arms' length.
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Which one? I believe there are three class A downports (adjacent to Credo, Princepts, and Regni) and two class B downports (adjacent to Kingsbury and Corona). And given the populations of those cities, I'm guessing that for all of them, if they are separate from their 'host' cities then the startown is an actual town, ... and where not separate, the startown is merely a district of the larger 'host' city.

Meanwhile, what is the traffic volume (both freight and passengers) from each?

Years ago, someone kiblitzed the growth of a star*port* as if it was SimCity and posted snapshots here on CotI. As I remember it, it had an organic feel as some parts became superseded by later development. A star*town* would grow the same way. If possible, you sort of want to do the same thing here.
 
From the thread title, I assume you're trying to design a map of Regina Startown in the Galaxiad era? That might be difficult, because the currently published information about the setting of the Galaxiad seems to be minimal.
 
May I make a request that any work to be done on Regina Startown use Hans' work as the baseline and build from there. As a mark of respect to his memory, and because the work he did on this was really good.

Or how about something more radical - move the galaxiad away from the Spinward Marches to a true frontier sector and design an original startown for an original planet...
 
Yes, also trawling Hans' articles in SJTAS.

SO "Startown" is analogous to the grungy "dockside" part of a deep-water port. Warehousing and rather ratty entertainments and accommodations.

There is typically a true city a ways off from the starport. Startown may be the joining edge of the city with the starport. If it's part of a larger city, it's the worst part.
 
From the thread title, I assume you're trying to design a map of Regina Startown in the Galaxiad era? That might be difficult, because the currently published information about the setting of the Galaxiad seems to be minimal.

Not difficult at all. I'm thinking about what will be there, then I'll decide where these things are, then I'll have a "back of the napkin" map -- which is potentially all the players would get anyhow -- et voila'.
 
Not difficult at all. I'm thinking about what will be there, then I'll decide where these things are, then I'll have a "back of the napkin" map -- which is potentially all the players would get anyhow -- et voila'.

But, wouldn't you need to know more about the setting in general? For example, eight hundred years after the Classic Era, would Regina even be an important world like it is in the Classic Era? For all we know, it could have become a complete backwater, or it could have been taken by a non-human polity. Because of the large time gap between the settings, I don't think you could just assume that Regina in the Galaxiad would be similar to Regina in the Classic Era - I think you'd need to know more about the larger setting first.

[EDIT: My 1000th post! Cool! :)]
 
What is Regina's UWP in 1900?

Having just read the Dumarest series I'd expect things like fighting pits, freak shows, computer service rental shops, healers and expedition outfitters... But that all depends on Law and TL.
 
robject are you using
Mongoose Third Imperium Starports or GURPS Traveller Starports to form some details for this?

Since this in the Traveller 5 subforum and about the Galaxiad, I expect he's using T5 material, though I don't know how much detail currently published T5 material goes into about starports.
 
Startown Liberty was an old Gamelords CT Supplement. It was not for T5 either and much much older than the two sources I mention. On the basis you describe, it should not be used either? I was asking why the one and not make use of others.
 
Startown Liberty was an old Gamelords CT Supplement. It was not for T5 either and much much older than the two sources I mention. On the basis you describe, it should not be used either? I was asking why the one and not make use of others.

Okay, that makes sense.
 
But, wouldn't you need to know more about the setting in general? For example, eight hundred years after the Classic Era, would Regina even be an important world like it is in the Classic Era? For all we know, it could have become a complete backwater, or it could have been taken by a non-human polity. Because of the large time gap between the settings, I don't think you could just assume that Regina in the Galaxiad would be similar to Regina in the Classic Era - I think you'd need to know more about the larger setting first.

[EDIT: My 1000th post! Cool! :)]

And there's my entire problem with going out that far: 800 years is a long time. Not from a planet's viewpoint, but society. I've not really looked into anything about the Galaxiad as I am stuck at 1105-ish (and get off my lawn!). Tech is rarely a linear progression - things can suddenly change. Society is a lot more random, but I won't get into that as to avoid the Pit.

But - it is a fun thing to play with, and I enjoy seeing how people extrapolate the things that may come. At least they have flying cars!
 
It's safe to assume that Regina is an important TL16 world.

All Startowns

Startown is a warehousing district, adjacent to and separate from the Starport. Since there are also hiring halls and commodity exchanges, it seems to serve as the non-shipyard aspect of provisioning for starships. It also serves as a destination for shore leave by both civilian and military crew. Thus there are bars, brothels, cheap hotels, casinos and various sorts of games. I think this is the perfect place for an Arena (thank you, Joshua, for that!), as well as carnival-like offerings - freak shows, live music, virtual experiences (plain or chemically enhanced), tattoo parlors, fly-by-night implant and wafer-jack surgery, healers and other grifter offerings. Equipment outfitters are here; on more interesting worlds, you can outfit an entire expedition here (Starhammer has an excellent depiction of this sort of town).

It appears that there would be no true residences here - it stores cargo and has a large transient population, consisting of starship crew and passengers going to the planet, to the starport, or anywhere EXCEPT Startown. Things go through Startown; things do not typically stay there.

Thus, Startown is brutally functional. Buildings may range all over the tech scale, and since local police are on the take (all sources seem to note ths), it's likely that some buildings are not up to code (as Hans implied with his Fire Engine scenario). Outfitters' buildings will be built like bunkers.
 
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Mostly agree, mostly.

It's safe to assume that Regina is an important TL16 world.

All Startowns

Startown is a warehousing district, adjacent to and separate from the Starport. Since there are also hiring halls and commodity exchanges, it seems to serve as the non-shipyard aspect of provisioning for starships. It also serves as a destination for shore leave by both civilian and military crew. Thus there are bars, brothels, cheap hotels, casinos and various sorts of games. I think this is the perfect place for an Arena (thank you, Joshua, for that!), as well as carnival-like offerings - freak shows, live music, virtual experiences (plain or chemically enhanced), tattoo parlors, fly-by-night implant and wafer-jack surgery, healers and other grifter offerings. Equipment outfitters are here; on more interesting worlds, you can outfit an entire expedition here (Starhammer has an excellent depiction of this sort of town).

It appears that there would be no true residences here - it stores cargo and has a large transient population, consisting of starship crew and passengers going to the planet, to the starport, or anywhere EXCEPT Startown. Things go through Startown; things do not typically stay there.

Thus, Startown is brutally functional. Buildings may range all over the tech scale, and since local police are on the take (all sources seem to note ths), it's likely that some buildings are not up to code (as Hans implied with his Fire Engine scenario). Outfitters' buildings will be built like bunkers.
Maybe it is because I am both weird and not a sketchy traveller, but I must disagree on two things.

Hiring halls and commodity exchanges are Port services and not Startown services. Also, most of the warehousing is Port too. Only stuff coming off the world on the way to somewhere or stuff coming into the world is actually outside the XT line. Most of it will stay on the Port docks/warehouses.

Two, no, one cannot assume all cops everywhere are on the arm. In fact only on worlds with Gov A+ and Law A+ worlds, basically if it is an Amber Zone sure there is possibly corruption, but otherwise no not all police are scum and forget their duty and oath.

Thn again, I try and run a lawful, decent, light empire and not a dirty, corrupt, dark empire.
 
Even in a dirty, corrupt, dark empire (like mine), the cops in Startown are planetside police. Whether they're likely to be on the take depends on the level of corruption in the local culture. It's not a property of Startowns in general. Indeed, I think Startown itself will always reflect the local culture. It's not always going to be the same collection of bars, brothels, and tattoo parlours. Some of them are going to be downright boring.

Re warehousing, I think you're obviously going to have warehousing on both sides of the extrality line on many worlds, because goods need to be stored while they clear import/export hurdles.
 
a TL 16 Casablanca 1940s/ 1800s Western Town??

Sensations district - booze, huge gambling clubs, all forms of physical amusement/tests, the Local lottery
Dredge district - where those that lost everything end up
Cargo Hold district - warehousing
Chemical district - production of jump fuel and other ship related hazards
High district - The better side of town. Perhaps around a hill top. Best views, best clubs, hotels, and residences. Access to any gravitic facilities.
Central City - Stores, Government facilities, Businesses
 
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