Balfuset790 wrote:How do people justify the Imperium (or other governing body) spending millions of credits or more on such an installation in an otherwise unremarkable star system?
Broken rng based world generation system. I know you were looking for an in-universe explanation, but that's really the root cause. I've been trying to create a Traveller sector and I'm having severe problems with it. The "hard sci fi" variant rules do not really help much (but it's better than the unmodified base system).
That said, if you do not want to manually override silly results, you'll have to assume that the dice don't tell the full story.
Spaceport too high:
- Maybe the world in question is an important waystation to other, more prominent, systems
- Local tourism industry might be disproportionate
- Important religious sites result in annual pilgrimage
- Spaceport was result of corruption - the real world is full of projects that do not make sense other than to make someone rich, or to further someone's ego
- Miscalculation - officials expected planet to do better, and it didn't.
Spaceport too low:
- Miscalculation: Officials did not foresee boom time and planned starport that is too small
- Might be in the process of upgrade
- Economic downturn or mismanagement has resulted in quality of spaceport to slide, thus prompting downgrade
- War or terrorism damage
- Was once top-notch but by today's standards it is simply just a C (or whatever)
And so on, you get the idea. For published 3I material I'd expect such explanation for any world that is more detailed than just the UWP line (i.e. even if it just has a few Library data lines).