Location and travel
Open Campaign → Travel and arrival to see the current contract, last contract planet visited, physical planet and travel state. Campaign → Campaign location and merchants reviews merchant regions for that location.
Accepting a contract links the campaign and participating companies but leaves the departure planet unchanged. Select the accepted contract and Begin travel; Confirm arrival moves the campaign to its recorded contract planet. Cancel journey returns to the prior state without moving.
The campaign remains at the contract planet until the GM completes the shared contract and settles every accepted company. Then it is between contracts on the same planet. Completion never automatically selects or moves to a hiring hall.
Between contracts, select Hiring hall between contracts, choose a planet and Begin travel. The automatic shortest route uses the campaign connector setting; the map remains a read-only route preview. Confirm arrival changes physical location. The destination must have a recorded hiring hall at the campaign date.
Travel actions require the GM and record history. Confirm arrival processes elapsed monthly finances, maintenance and recovery in one transaction; time and transport prices follow Campaign > Travel options. League journeys use the selected company calendar and merchants. While travelling, the previous planet is labelled Last confirmed planet and merchant generation is unavailable.
Planet and faction fields retain typeahead suggestions. Imported assignments show previously accepted company terms; no common negotiating baseline is invented when only individual terms were recorded.
Hiring halls are optional conveniences. Contracts can be obtained and accepted from the current planet; travel directly to the next contract if desired. A hiring-hall visit is never required to receive a new contract.
Review merchant factions
Arriving at a different planet replaces merchant regions with local suggestions and clears their reviewed status. Open Campaign → Campaign location and merchants to review and save them, or use Save reviewed merchant regions on the star map.
For Non-adjacent Periphery factions, click Add faction, choose a faction, and repeat as needed. Remove faction removes one entry. Saving deduplicates repeated names. The GM remains responsible for whether these factions are non-adjacent at the campaign date.
The star map can save reviewed merchant regions only for the current campaign planet. Changing the map center does not move the campaign. Merchant generation still requires reviewed regions for the current campaign month. Merchant regions use dropdowns of factions with inhabited systems at the campaign date. Periphery rows offer Periphery factions and support Add faction and Remove faction. Saved selections remain available even if outside the current list. Review suggestions before saving; the dropdowns do not automatically correct geographic suggestions.
The database updater converts older multiline Periphery entries into a list, preserving their names. Previously saved planet, financial records and merchant visits remain unchanged.
Hiring halls are optional conveniences. Contracts can be obtained and accepted from the current planet; travel directly to the next contract if desired. A hiring-hall visit is never required to receive a new contract.