HSHOT SPOTSSTEEL DOMINIONHOT SPOTS / CAMPAIGN CONTROL

Travel methods, arrival and league calendars

Players and campaign GMs · Reviewed for v433

Review automatic shortest routes; configure time separately from transport pricing and confirm arrival with monthly effects.

Campaign structure and options

  1. At campaign creation choose GM-run shared calendar or League independent company calendars and merchants. This structure is fixed. Existing campaigns retain shared calendars. Campaign > Travel options configures travel together or independent journeys, time, transport pricing and connector systems.

  2. Connector systems are enabled by default. The shortest eligible jump route is selected automatically; the map viewer checkbox does not change campaign routing policy.

  3. Time methods: Hot Spots abstraction adds no separate travel month; Tracking Jumps adds floor(jumps / 4) months; configured days multiplies jumps by days; fixed months applies the configured duration; MekHQ uses endpoint transit and intermediate recharge. Pricing independently uses 300 SP x Scale or (50 + 50 > jumps) SP x Scale, followed by company terms and DropShip benefits.

  4. Examples: eight jumps add two Tracking Jumps months. At Scale 2 they cost 600 SP fixed or 900 SP per-jump before benefits. At seven days per jump they take 56 days. A three-jump MekHQ route with seven-day endpoints and two 176-hour intermediate recharges takes 28 and two-thirds calculated days, with arrival after 29 days.

  5. MekHQ uses saved stellar recharge facts and orbital distance where available, configured acceleration, stored charges, stations and command circuits. Missing facts use the disclosed defaults. GM JSON system overrides can supply distance_km, transit_days at 1g, recharge_hours and station by saved system ID. New options apply to new journeys; saved journeys retain their calculation.

Departure and arrival

  1. Campaign > Travel and arrival shows saved physical location and the accepted contract or hiring-hall destination. Preview is read-only. Accepting a contract never moves the company. Only the GM/referee can begin, cancel or complete travel.

  2. Confirm arrival processes all elapsed months, monthly finances, maintenance, eligible automatic repairs and recovery, then saves arrival atomically. Maintenance may create Warchest Debt. One action supports at most 120 elapsed months. Repeating arrival cannot repost effects.

  3. Exact departure and arrival dates are retained; normal summaries show named months and years. Separate travel postpones the initial company contract start until arrival. Accepted transport receipts are retained and not charged again. Cancelling travel does not refund transport; a cancelled initial trip restores the pre-travel contract start for replanning.

  4. Shared campaigns advance every company on one calendar. Independently travelling shared-calendar companies whose arrival date is reached also arrive. League journeys advance only the chosen company; its merchants, locations, mission accounting snapshots and dates stay separate.

  5. Arrival invalidates merchant-region review. Review and save merchant regions at the actual location before generating stock. Contract completion keeps the company on that planet; travel to a hiring hall is a separate confirmed journey.

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