Campaign settings govern the fundamental operating parameters of a campaign — its designation, operational type, and data acquisition protocols. These parameters determine how sectors are populated and what capabilities are available to the crew.
- Name
- The campaign's operational designation. Displayed throughout the interface and used to identify the campaign in mission briefings and reports.
- Campaign Type
- Determines the campaign's operational context and how sectors are initialised.
- Charted Space — The standard operational mode. Sectors are imported from TravellerMap and the crew explores the known reaches of Charted Space. Build configurations are assigned manually or pulled from TravellerMap data.
- Deepnight Revelation — Configured for the Deepnight Revelation campaign. On creation, all Deepnight Revelation sectors are pre-populated with build configurations derived from the sourcebook. Survey index tracking is enabled by default.
- Homebrew — The universe is constructed from scratch. No sectors are imported automatically. All sectors, subsectors, and build configurations are defined by the referee.
- Sector Data Source
- Visible only for Deepnight Revelation campaigns. Controls where build configurations are sourced when populating sectors.
- TravellerMap — Build configurations are imported from TravellerMap data. Use this when you want sector data that reflects the published universe as catalogued by TravellerMap.
- Deepnight Books — Build configurations are sourced from the Deepnight Revelation sourcebook. Use this for a faithful rendering of the sectors as described in the published adventure materials.
- Exploration Mode
- Marks the campaign as exploration-driven rather than charted space. Two effects follow: the jump log form gains a Survey Index field, and newly created sectors default their build specification to surveyIndex: 3 (lightly surveyed) instead of surveyIndex: 10 (fully settled).
On saving a jump log, the survey index value is written to the destination star system — or to the destination parsec directly if no system exists at that location. The default value when logging a jump is 10. Valid range is 0–12, corresponding to the survey index scale used in the Deepnight Revelation sourcebook. This setting is enabled automatically for Deepnight Revelation campaigns, but can be toggled independently for any campaign type — a homebrew frontier-exploration campaign should enable it too.
System Generation
- Sophont Check
- Controls the procedure used when determining whether a world has a native sophont species.
- Standard — Default sophont check procedure.
- Rare Earth Universe Variant — Applies the Rare Earth variant (World Builder's Handbook, p.130). Applies a DM −2 to biocomplexity rolls. Significantly reduces the probability of complex life.
- Very Rare Earth Variant — House rule — not a standard Traveller rule. Applies a DM −3 to biocomplexity rolls, more severe than the Rare Earth variant (DM −2). Severely reduces the probability of complex life.
- None — Sophont check is skipped entirely. No sophont worlds will be generated. This is the default for Charted Space campaigns.
- Max Tech Level
- Sets a campaign-wide ceiling on the tech level assigned to any generated world. The generator will not produce worlds with a tech level above this value. The default is 16, corresponding to the standard upper bound in Traveller. Valid range is 0–33.
- Use Native Sophont Tech Level Rules
- When enabled, the tech level of worlds with a native sophont population is determined using native sophont rules rather than the standard procedure.
- Standard rules (default) — Tech level is generated using the standard Traveller procedure.
-
Native sophont rules
— Tech level is rolled as 3D3 − 2 + DMs,
where the DMs are determined as follows:
Condition DM Star age < 1 −1 Star age 2–3 +1 Star age ≥ 4 +2 Government code 1, 5, or 7 +1 Population code > 7 +1 - Allow Captive Government
- When disabled, the generator will not assign government code 6 (Captive Government) to any world during subsector generation. A captive government implies the system is politically controlled by another system — in exploration campaigns this relationship should be a referee decision rather than a generated result.
- Limit Populated World Eccentricity
- When enabled, restricts every generated world with a population code of 3 or greater to the three lowest rolls of the Eccentricity table (World Builder's Handbook, pg. 27), i.e. an eccentricity of 0.09 or less — unless that world already has an explicit eccentricity value set, which always wins.
Individual build configurations may specify their own maxTechLevel, which takes precedence over this campaign setting for that subsector generation run.
Defaults to disabled for Deepnight Revelation campaigns and enabled for Charted Space and Homebrew campaigns.
Individual build configurations may specify allowCaptiveGovernment, which takes precedence over this campaign setting for that subsector generation run.
Defaults to disabled.
Individual build configurations may specify limitedMainWorldEccentricity, which takes precedence over this campaign setting for that generation run.
Display Preferences
- Distance Display
- Controls which distance measurement is shown in star system tables and orbital data sections throughout the interface.
- AU (default) — Distance from the primary star is displayed in Astronomical Units.
- Orbit # — Distance is displayed as the Traveller orbit number (0–19 scale).
- Date Format
- Controls how Imperial dates are displayed throughout the interface.
- Traveller Standard (default) — Dates are displayed in day-year format, e.g. 001-1105.
- ISO 8601 — Dates are displayed in year-day format, e.g. 1105-001.
Map
- Sector Capital Colour
- Colours the name label of any star system whose main world carries the Cs (Sector Capital) trade code, on the subsector map, sector map, poster, and interactive starmap. Leave blank to use the default name colour. When set, a matching legend entry appears on the poster.
- Subsector Capital Colour
- Colours the name label of any star system whose main world carries the Cp (Subsector Capital) trade code, the same way as Sector Capital Colour above. If a world carries both trade codes, the Sector Capital Colour takes precedence.
- Hex Size
- Controls the pixel size of hexes on the subsector map, sector map, poster, and in-app viewport maps rendered by Rails.
- Small — Compact hexes (30px), fitting more of the map on screen.
- Medium (default) — Standard hex size (40px).
- Large — Larger hexes (50px), making icons and labels easier to read.
API Access
- Campaign Slug
- The campaign's unique identifier as it appears in all URLs — the :campaign_slug segment of /c/:campaign_slug/…. Enter this value in the Foundry module's MTU Campaign Slug setting.
- API Token
- A shared secret used to authorise write operations from external tools such as the Foundry VTT module. The token is transmitted as a Bearer credential in the Authorization header of each request. Enter this value in the Foundry module's MTU API Token setting.
The token is generated automatically when a campaign is created and is not transmitted or stored anywhere other than this page. Use the Copy button to transfer it to the Foundry module settings.
Use Regenerate to issue a new token — for example if the token is compromised. The previous token is invalidated immediately. Any external tool using the old token will receive a 401 Unauthorised response and must be updated with the new value.
Passenger Traffic
- Passenger Traffic DMs
- Adjusts the die modifiers used by the Passenger Traffic tool when determining how many Low, Basic, Middle, and High passengers are seeking passage between two star systems. Each field is pre-filled with, and overrides, the corresponding sourcebook value; clear a field to fall back to the default.
- Population ≤1 through 12 — applied for both the origin and destination world's population code, one DM per digit. Only ≤1, 6, 7 and 8+ are part of the original sourcebook design; the rest default to 0.
- Starport A / B / C / D / E / X — applied for both the origin and destination world's starport code. C and D are not part of the original sourcebook design and default to 0.
- Amber Zone / Red Zone — applied for both the origin and destination world's travel zone.
- Rolling for High / Rolling for Low — applied only to the qualifying roll for that passenger type.
- Per Parsec Past First — applied once for each parsec of distance beyond the first between the two systems.
Freight Traffic
- Freight Traffic DMs
- Adjusts the die modifiers used by the Freight Traffic tool when determining how many Incidental, Minor, and Major cargo lots are available for shipment between two star systems. Each field is pre-filled with, and overrides, the corresponding sourcebook value; clear a field to fall back to the default.
- Population ≤1 through 12 — applied for both the origin and destination world's population code, one DM per digit. Only ≤1, 6, 7 and 8+ are part of the original sourcebook design; the rest default to 0.
- Tech Level 0 through 16 — applied for both the origin and destination world's tech level digit, one DM per digit. Only ≤6 and 9+ are part of the original sourcebook design; the rest default to 0.
- Starport A / B / C / D / E / X — applied for both the origin and destination world's starport code. C and D are not part of the original sourcebook design and default to 0.
- Amber Zone / Red Zone — applied for both the origin and destination world's travel zone.
- Major Cargo / Incidental Cargo — applied only to the qualifying roll for that cargo lot type.
- Per Parsec Past First — applied once for each parsec of distance beyond the first between the two systems.
- Mail DMs
- Adjusts the die modifiers used by the Mail tool when determining whether mail is available for shipment between two star systems. Each field is pre-filled with, and overrides, the corresponding sourcebook value; clear a field to fall back to the default.
- Freight Traffic DM -10 or less through 10 or more — one DM per tier of the Freight Traffic DM computed for the same pair of worlds (the same total shown on the Freight tab).
- Ship is armed — applied when the Travellers' ship is armed.
- Origin world TL 5 or less — applied when the origin world's tech level is 5 or less.
Speculative Trade
- Local Broker Level
- The campaign-wide default Broker skill level assumed for a hired local broker on the Commerce tool's Speculative Trade tab, when the Use Local Broker option is checked. The sourcebook rolls this randomly as 2D/3 (2D6 divided by 3, rounded down); this setting fixes it at a single default instead, editable per-transaction on the tab itself. Defaults to 2, the average result.
- Local Broker Fee %
- The campaign-wide default flat fee, as a percentage of the transaction price, charged by a hired local broker. Defaults to 10, per the sourcebook.
Bulk Operations
- Regenerate All Sectors
- Enqueues generation jobs for every subsector in the campaign that has a build configuration assigned, regardless of whether the sector already contains star systems. Existing systems are replaced. Locked systems are always left untouched. The Exclude visited subsectors toggle next to the button is on by default; while on, any subsector containing a parsec the players have travelled to or from, per the jump log, is skipped entirely.
- Populate Empty Sectors
- Enqueues generation jobs only for subsectors belonging to sectors that contain no star systems. Sectors that have already been generated are left untouched. The confirmation prompt displays the number of empty sectors and subsectors that will be affected.