It is quite plausible that starport type, dealing only in quality and in the isolation that is worldgen, has nothing to do with population.
No, it is not. A low population world would be much less likely to have a high-quality starport and a high-population world would be extremely unlikely to have a low-quality starport.
As I stated, trade and trade routes should be factored in - which should include population in such. But just pop and tech, no.
Not JUST pop and tech. But pop and tech should be taken into account. The higher the population, the more trade to and from that particular world. Stellar technology would make it cheaper to support a starport than if the technology to do so has to be imported from offworld. Hence you don't need as big a population to support one with Stellar tech than with less than Stellar tech.
Rancke2 said:
...In which case they should logically be part of the population figure. The individuals may be transient, but the jobs they fill remain the same, so every time one transient leaves another arrives to replace him. Effectively they affect the local economy just as much as a permanent local resident would.
If population was defined as a parameter of the local economy - sure. As a count of non-transient population - no.
The rules don't actually say whether the population figure includes transients or not. However, all economic rules in any version of Traveller are based on the population figure; there is no asjustment for transients. Hence a world with a steady population of steady transients would (or at least should) have the impact of a world with the same permanent population.
One doesn't count U.S. military personnel in a foreign port as part of that country's population - in a general definition. Which is all the UWP is.
One does if one is talking about how many people actually live in that foreign port. Which evidently is what the UWP population figure is unless one desperately needs to handwave unlikely UWP combinations.
(Above I was going to say "What makes you think the population figure doesn't include transients?", but I realized that there are a number of examples of worlds whose populations have been explained as not including transients. These explanations are, IMO, uniformly flawed for the reason I mention above -- all economic rules assume that they are.)
I refer you to the system of Macene, whose population according to BtC is compose entirely of transients, and any low-population world that is explained as an outpost.
For trade rules - well, I think low populations shouldn't be dealt with in the same general rules as large populations, but if one is going to, there should be an extended population profile to deal with that... and since the personnel on visiting starships could exceed the local population - that should be accounted for to, if one is going to that level.
I agree that at a higher level of detail, visiting starships should indeed be accounted for in some fashion. But personnel on visiting starships do not have to buy their supplies on low-population worlds (where said supplies would presumably be a lot more expensive, since they would have to be imported). Also, visiting starship crew is the very definition of unsteady transient population. Hence ignoring them but not ignoring
steady transients makes sense on the level of detail that the UWP addresses. (Especially since lots of low-population worlds (i.e. all outposts) would be nothing but transients. Indeed, I'm tempted to argue that practically all low-population worlds would be nothing but transients, low populations not being terribly good at sustaining themselves)).
What of hi-pop worlds that are not on interstellar trade routes?
A high-population world would be on an interstellar trade route -- the one that its own trade created. That was the point I was trying to make. People creates trade, trade requires starships, starships will pay for service, hence enough starships means a decent starport.
What of worlds whose law level and government types would tend to suppress interstellar trade?
Those would be among the rare and extremely economy-distorting social factors I mentioned.
What of high pop worlds with high TL that are self-sufficient - are goods shipped across space more likely to be cheaper than those made on planet? What if they are they are the same TL as their neighbors - why trade?
Comparative advantage means that there is always something to trade. And high populations means that you only need a small fraction of the population engaging in interstellar trade to warrant a decent starport. It really don't take much traffic to make the selling of refined fuel, repairs, and annual maintenance profitable. The only Class B facility that a high population wouldn't practically guarantee is spaceboat yards. For that you need an interplanetary population. (Which, incidentally, means that a lot of canonical Class B starports are stuffed on that account; no local customers for the boats its yards builds). By the same token, though, any interplanetary population of a decent magnitude almost guarantees the existence of boatyards, however lousy the interstellar trade may be.
There are plenty of reasons the quality of a starport may be poor, despite population and even being on a trade route -
No, there are very few reasons, all of them being basically the same: Extreme economy-distorting social bans.
...and the rules don't reasonably accommodate believable trade nor starport quality based on any of these factors, IMO.
Population and TL alone is not enough to satisfactorily answer the question of starport quality...
Depends on what you mean. A high population alone OUGHT to automatically provide a decent starport, except in a few rare cases. (Stellar tech merely shifts the threshold). But since the world generation system ignores this correlation they cannot explain the resultant distorted results.
... lots of other aspects should factor in, including trade and trade routes.
As I said above, high population tend to generate their own trade and thus trade routes. A trad route passing through a system can be grounds for having bigger and better than expected starports on worlds with smaller populations
too.
The approaches generally taken leave a lot to be desired. I suspect we are agreed on that.
That we are.
Hans