Register a new sector. Once committed, the sector’s 16 subsectors are created automatically in the background.
Core details
- Name
- The sector’s designation. Use to generate a random name. Use to choose the language used for name generation.
- Abbreviation
- A short code used on maps and in references. Typically two to four characters.
- Imperial Coordinates
- The sector’s position in the Imperial grid. X increases coreward; Y increases spinward. Each sector occupies a unique X/Y position.
- Survey Records
- Free-text notes visible to players and the referee, written in Markdown (Markdown guide). Shown on the record in a collapsible block; toggle it with the chevron button. Reads “No findings reported” when empty.
- Classified Records
- Referee-only notes, also written in Markdown. Players never see this block, and it is left out of the API and exports for them.
Creation method
- Same for every subsector
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Choose one density and one set of settings, and every subsector in the sector is set up the same way. Subsectors are given names generated from the sector’s language, or named with their letter if the sector has no language.
- Star system density
- The chance that each parsec holds a star system, from Dense (60%) down to Empty (0%). Standard (50%) is the default density in Traveller. Choose a lower density for frontier regions, and one of the rift options for sparsely charted voids.
- Maximum tech level
- The highest tech level any generated system can have, from 0 to 33. Defaults to 15. Lower it for low-technology settings.
- Settled space
- When enabled, generated star systems have populations, governments and tech levels. When disabled, systems are generated without populations. Use this for exploration or frontier sectors.
- Systems known
- Whether the players already have the data for these systems. When enabled, systems are fully surveyed (survey index 10) and visible on all maps. When disabled, they are lightly surveyed (survey index 3): they appear on the starmap but without detailed world data, reflecting an exploration-era record.
Settled space and Systems known default to on, except in exploration campaigns, where they default to off.
- Set each subsector separately
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Shows a grid of the 16 subsectors, A to P. For each one you can enter a name (blank names fall back to the subsector letter) and set its own density, maximum tech level, settled space and systems known.
Names are pre-filled with the subsector letter. If the sector has a language, any name still set to its letter is replaced with a name generated from that language when the subsector is created. A name you type yourself is always kept.
The grid starts from the values chosen under Same for every subsector when you switch to it, so you only need to change the exceptions.
- T5 import
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Homebrew campaigns only. Upload a whole-sector T5 Tab Delimited file to seed each of the 16 subsectors with its own configuration, derived from the systems that fall within its hexes. A file containing systems is required.
Systems known still applies to every subsector, regardless of the uploaded file. Subsectors with no matching rows in the file are created with standard density.
After creation
- Populate subsectors
- When enabled (the default), generation of each subsector is queued as soon as the subsector has been created, so the sector fills in without further action. Disable it if you want to review or edit the subsector configurations first; you can populate them later from the sector or subsector pages. The configuration is created for you; the build specification reference describes it in full should you wish to edit a subsector’s configuration afterwards.