So here's a revised version of the Traveller map I shared the other day. I made a major goof in the first version: the bottom right and upper left corners of the map were the exact same subsector. Whoopsie.
Now that this little issue is fixed, here are some next steps to make this map into a viable Trav setting:
- Take a good look at the jump clusters. What places are jump-1 vessels limited to? Where can a j-2 ship go? What parts of the Ring can only be accessed by j-3 or better?
- Plan some travel routes. I prefer the pre-Imperium (the official setting) version of trade routes in the 1977 version of the rules. Tales to Astound has a good post on this subject.
- Figure out what some of the Red and Amber Zones might mean.
- Look at which worlds are dominant in the region. Generally, a world with a high population, a high tech level, a class A starport, and a Naval base will be one of the big players in the setting, as those are the kinds of worlds with the resources needed to force their will on others.
- Determine what all these dang allegiance codes indicate. Those are the the little two letter things near the bottom right of each world. Na stands for Non-aligned. The rest are random output of the generator and are meant to suggest the name of some sort of interstellar political unit.