My proposed table of contents follows (several categories are missing, but this handles the more difficult distinctions).
When building tables it is important to distinguish the characteristics that require a separate table and those that can be used as modifiers.
Here's the theory of the breakdowns I have used:
I think the only thing that the type of starport will affect is the available functions of the starport (i.e., whether or not there IS a fuel depot). Core functions (repairs, defense, control tower, tax collection) will be at the highest tech level of the applicable interstellar power minus zero to two (a d3)- Imperial starports range from 14 down to 12. If the planet's tech level is higher than that, use the planet's tech level.
breathable atmosphere will have one major effect; architecture.
tech level (other than core functions) will affect amenities like robots, moving ships from place to place, living quarters, and almost everything inside the concourse.
So:
Title Ports of Call: {tagline?)
Introduction (who writes?)
Discussion of USFP (who writes?)
Control tower & number/type of ships in port
table 1: based only on size of port A-E with perhaps a modifier for the type of base present (because this is affected neither by atmoshere nor by tech level)
Landing Facilities
Table 1: breathable atmosphere, Type A-C
Table 2: breathable atmosphere, Type D, E
Table 3: non-breathable atmosphere, Type A-C
Table 4: non-breathable atmosphere, Type D, E
There might be a TL modifier on these.
Table 5: Highport
Transportation inside/outside port (2 column table)
Table 1 extreme TL, bad atm
Table 2 extreme TL, atm breathable
Table 3 very high TL, bad atm
Table 4 very high TL, atm breathable
Table 5 high TL, bad atm
Table 6 high TL, atm breathable
Table 7 medium TL, bad atm
Table 8 medium TL, atm breathable
Table 9 low TL, bad atm
Table 10 low TL, atm breathable
Table 11 very low TL, bad atm
Table 12 very low TL, atm breathable
Table 13 Highport
Concourse Architecture
Table 1 bad air
Table 2 good air
Table 3 highport
Concourse size
Table 1 (based solely on starport size)
Concourse shops
This is several tables, probably, but all depend on two variables, tech level and starport classification)
Warehousing (the number will depend on port class)
Table 1: good air, high TL
Table 2: bad air, high TL
Table 3: good air, low TL
Table 4: bad air, low TL
Table 5: Highport
Starport Security and Defense
Based solely on starport class, perhaps with a population modifier and a base modifier.
Customs
Table 1 Starport Passenger Customs (Imperial or other)
modified by starport classification
Table 2 Planetary Passenger Customs
modified by law level and TL
Table 3 Starport Cargo Customs (Imperial or other)
modified by starport classification
Table 4 Planetary Cargo Customs
modified by law level and TL
Fleshing it out (roll once on each applicable table)
Table 1 unique features for TL 8+ only
Table 2 unique features for TL 7- only
Table 3 unique features for bad air only
Table 4 unique features for good air only
Table 5 unique features for class a-c only
Table 6 unique features for class d or e only
Table 7 unique features for highports
Table 8 unique features for any downport
Encounters (one table for each prior section)
Many entries will either need a subtable or a description, especially when the TL affects what the encounter will look like.
Reference Chapter
Description of robot security team
Description of SPA security team
Description of marine security team
Example Starports (and creation)
Big ol' honkin starport
lil ol' frontier backwater starport
Blank Forms
When building tables it is important to distinguish the characteristics that require a separate table and those that can be used as modifiers.
Here's the theory of the breakdowns I have used:
I think the only thing that the type of starport will affect is the available functions of the starport (i.e., whether or not there IS a fuel depot). Core functions (repairs, defense, control tower, tax collection) will be at the highest tech level of the applicable interstellar power minus zero to two (a d3)- Imperial starports range from 14 down to 12. If the planet's tech level is higher than that, use the planet's tech level.
breathable atmosphere will have one major effect; architecture.
tech level (other than core functions) will affect amenities like robots, moving ships from place to place, living quarters, and almost everything inside the concourse.
So:
Title Ports of Call: {tagline?)
Introduction (who writes?)
Discussion of USFP (who writes?)
Control tower & number/type of ships in port
table 1: based only on size of port A-E with perhaps a modifier for the type of base present (because this is affected neither by atmoshere nor by tech level)
Landing Facilities
Table 1: breathable atmosphere, Type A-C
Table 2: breathable atmosphere, Type D, E
Table 3: non-breathable atmosphere, Type A-C
Table 4: non-breathable atmosphere, Type D, E
There might be a TL modifier on these.
Table 5: Highport
Transportation inside/outside port (2 column table)
Table 1 extreme TL, bad atm
Table 2 extreme TL, atm breathable
Table 3 very high TL, bad atm
Table 4 very high TL, atm breathable
Table 5 high TL, bad atm
Table 6 high TL, atm breathable
Table 7 medium TL, bad atm
Table 8 medium TL, atm breathable
Table 9 low TL, bad atm
Table 10 low TL, atm breathable
Table 11 very low TL, bad atm
Table 12 very low TL, atm breathable
Table 13 Highport
Concourse Architecture
Table 1 bad air
Table 2 good air
Table 3 highport
Concourse size
Table 1 (based solely on starport size)
Concourse shops
This is several tables, probably, but all depend on two variables, tech level and starport classification)
Warehousing (the number will depend on port class)
Table 1: good air, high TL
Table 2: bad air, high TL
Table 3: good air, low TL
Table 4: bad air, low TL
Table 5: Highport
Starport Security and Defense
Based solely on starport class, perhaps with a population modifier and a base modifier.
Customs
Table 1 Starport Passenger Customs (Imperial or other)
modified by starport classification
Table 2 Planetary Passenger Customs
modified by law level and TL
Table 3 Starport Cargo Customs (Imperial or other)
modified by starport classification
Table 4 Planetary Cargo Customs
modified by law level and TL
Fleshing it out (roll once on each applicable table)
Table 1 unique features for TL 8+ only
Table 2 unique features for TL 7- only
Table 3 unique features for bad air only
Table 4 unique features for good air only
Table 5 unique features for class a-c only
Table 6 unique features for class d or e only
Table 7 unique features for highports
Table 8 unique features for any downport
Encounters (one table for each prior section)
Many entries will either need a subtable or a description, especially when the TL affects what the encounter will look like.
Reference Chapter
Description of robot security team
Description of SPA security team
Description of marine security team
Example Starports (and creation)
Big ol' honkin starport
lil ol' frontier backwater starport
Blank Forms