content(wiki): purge v0.1 Sova/Van Maanen residue (#865)
Spring-cleaning accumulated v0.1 vertical-slice residue across the wiki. Scope per Jeroen's pre-decisions on 2026-04-21: - Delete outright: wiki/star-systems/GJ-35/sova/ subtree (5 files + 2 dirs) — v0.1 Station Sova / Transit District content. - Strip example blocks in authoring guides and _templates/ that cited dropped v0.1 NPCs (Kael Davan, Sera Venn, Nils Davan, Devra, Torek, Renn, Pell, Tav, Lera Sessik, Sabel). Replaced with short "v0.1 examples removed — D-122" notes pointing authors to the active NPC roster. - Rewrite canonical-lore references file-by-file: faction pages, technology pages, contraband pages, concepts pages, corp pages that cited v0.1 names/places. Preserve institutional/structural content, drop specific-name citations. - Commission name drift: replace "Concord Commission" and "Assembly Commission" with "the Lattice Commission" (D-193) throughout. - Van Maanen's Star cultural references: the canonical in-game name is Vuurkloof. "Van Maanen's Star" is retained only as an astronomical designation (glossary + GJ-35 Calibration Note). All cultural/system references converted to Vuurkloof across culture-authoring-guide, cultural-generation-guide, founder-gates, and star-system adjacent-system descriptions. - Strip `v0.1` from faction/triangle frontmatter tags (8 files). - wiki/triangles/hub-power.md and wiki/factions/the-ring.md: rewritten using role-name exemplars (Ring Coordinator / Shift Supervisor / THE FRIEND) instead of named v0.1 NPCs. Triangle pattern preserved as a structural reference. Also applies drive-by Commission drift fixes and minor cross-ref updates to canonical corps (gate-corporation, mastroianni-vehicle-group, stalownia-kowalski, prometheus-labs, ferreira-monteiro, vins-de-grand-vide, and 13 others). Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -1,6 +1,6 @@
|
||||
---
|
||||
title: "Span Gates"
|
||||
description: "Human-built intra-system transit gates — the freight chokepoints through which smuggling operates, and the source of Sova's omnipresent hum"
|
||||
description: "Human-built intra-system transit gates — the freight chokepoints through which smuggling operates, and the source of any freight district's omnipresent hum"
|
||||
slug: span-gates
|
||||
category: technology
|
||||
status: canonical
|
||||
@@ -25,7 +25,7 @@ cross_refs: []
|
||||
|
||||
Span gates are the intra-system transit backbone of the Settled Reach. They connect locations within a single star system — station to planet, station to orbital platform, orbital to orbital. Where [Founder Gates](founder-gates.md) bridge the void between stars, span gates handle the daily logistics of moving people and cargo within a system.
|
||||
|
||||
In Van Maanen's Star, span gates are infrastructure the way roads are infrastructure: essential, taken for granted, and noticed only when they stop working.
|
||||
In any freight system, span gates are infrastructure the way roads are infrastructure: essential, taken for granted, and noticed only when they stop working.
|
||||
|
||||
---
|
||||
|
||||
@@ -33,23 +33,23 @@ In Van Maanen's Star, span gates are infrastructure the way roads are infrastruc
|
||||
|
||||
Span gates create stable transit corridors between two fixed endpoints within a star system. Transit is near-instantaneous — step through one side, emerge at the other. The technology is human-built — derived from the Veil Institute's study of alien horizon station architecture. The Institute reverse-engineered the principles governing short-range aperture formation during the early settlement period and licensed the technology to what became the gate construction corporation, which now owns and operates span gate infrastructure across the Reach. The engineering is well-understood, reliable, and old. No one in the Settled Reach remembers a time before span gates.
|
||||
|
||||
**Gate cycles:** Gates operate on predictable cycles. During peak shifts on Station Sova, the Sova-to-Van Maanen's Star Prime gate cycles every 4-6 minutes. Off-peak, every 12-15 minutes. Each cycle moves a fixed volume of cargo and/or passengers.
|
||||
**Gate cycles:** Gates operate on predictable cycles. During peak shifts at a busy freight station, the primary gate cycles every 4-6 minutes. Off-peak, every 12-15 minutes. Each cycle moves a fixed volume of cargo and/or passengers.
|
||||
|
||||
**The hum:** Span gates produce a low-frequency vibration — a bass hum that varies in pitch with transit volume. On Station Sova, the gate hum is omnipresent. It's the ambient soundscape of the district. Workers tune it out. New arrivals notice it immediately. The hum rises during peak freight cycles and drops to a low throb during night shifts.
|
||||
**The hum:** Span gates produce a low-frequency vibration — a bass hum that varies in pitch with transit volume. At a busy freight station, the gate hum is omnipresent. It's the ambient soundscape of the district. Workers tune it out. New arrivals notice it immediately. The hum rises during peak freight cycles and drops to a low throb during night shifts.
|
||||
|
||||
This sound is the first thing the player hears on arrival (wow moment #1). It never stops.
|
||||
|
||||
---
|
||||
|
||||
## Van Maanen's Star Gate Network
|
||||
## Typical Gate Network (Freight District)
|
||||
|
||||
| Route | Type | Primary Use | Cycle Time |
|
||||
|-------|------|-------------|------------|
|
||||
| Station Sova <-> Van Maanen's Star Prime Surface Depot | Freight primary | Cargo transfer, surface-to-station logistics | 4-6 min (peak), 12-15 min (off-peak) |
|
||||
| Station Sova <-> Orbital Manufacturing Platform 3 | Component transfer | Parts and assemblies for light manufacturing | Variable |
|
||||
| Station <-> Surface Depot | Freight primary | Cargo transfer, surface-to-station logistics | 4-6 min (peak), 12-15 min (off-peak) |
|
||||
| Station <-> Orbital Manufacturing Platform | Component transfer | Parts and assemblies for light manufacturing | Variable |
|
||||
| Additional intra-system routes | Various | System commerce and passenger transit | Various |
|
||||
|
||||
**Transit volume:** High freight, moderate passenger. Van Maanen's Star's span gates run continuously during standard shifts. The system's prosperity comes from moving things between places — span gates are the mechanism.
|
||||
**Transit volume:** High freight, moderate passenger. A freight system's span gates run continuously during standard shifts. The system's prosperity comes from moving things between places — span gates are the mechanism.
|
||||
|
||||
---
|
||||
|
||||
@@ -57,13 +57,13 @@ This sound is the first thing the player hears on arrival (wow moment #1). It ne
|
||||
|
||||
Span gates are chokepoints, and chokepoints create opportunities.
|
||||
|
||||
**Legitimate cargo** arrives through the Sova gate on scheduled freight cycles. Manifests are filed in advance. Containers are logged. Inspectors (like Torek Lintar) check cargo against documentation.
|
||||
**Legitimate cargo** arrives through the gate on scheduled freight cycles. Manifests are filed in advance. Containers are logged. Inspectors check cargo against documentation.
|
||||
|
||||
**Contraband** arrives mixed with legitimate freight. The volume of cargo moving through a busy span gate makes item-by-item inspection impractical. Inspectors work from manifests and spot-checks. The ring exploits this: contraband lattice components packed into containers whose manifests show "standard components" with doctored weight data.
|
||||
|
||||
**The timing window:** Gate cycles create predictable surges of activity. During a peak-cycle arrival, dozens of containers come through simultaneously. Processing bottlenecks force prioritization. Inspectors focus on flagged shipments. Unflagged containers — the ones with carefully doctored manifests — move through with minimal scrutiny.
|
||||
|
||||
This is why Voss's shift scheduling matters: he creates understaffing during high-volume gate cycles, widening the inspection gap that the ring depends on.
|
||||
A compromised shift supervisor creates understaffing during high-volume gate cycles, widening the inspection gap that the ring depends on.
|
||||
|
||||
---
|
||||
|
||||
@@ -74,7 +74,7 @@ This is why Voss's shift scheduling matters: he creates understaffing during hig
|
||||
- Off-peak: low throb, almost subliminal, the sound of infrastructure idling
|
||||
- Post-transit: brief ozone scent that fades quickly, a faint crackle of dissipating energy
|
||||
|
||||
**Visual:** Span gates on Station Sova are industrial installations — large, utilitarian, built into the freight bay architecture. No decorative elements. Cargo conveyors feed directly to and from the gate aperture. Safety markings. Warning lights during transit cycles. Workers move around gates with practiced indifference.
|
||||
**Visual:** Span gates at a freight station are industrial installations — large, utilitarian, built into the freight bay architecture. No decorative elements. Cargo conveyors feed directly to and from the gate aperture. Safety markings. Warning lights during transit cycles. Workers move around gates with practiced indifference.
|
||||
|
||||
**The feeling:** Span gates represent the mundane miracle of the Settled Reach. Instantaneous transit between a station and a planet's surface — and it's boring. It's commuting. The extraordinary made ordinary through 180 years of daily use.
|
||||
|
||||
@@ -93,14 +93,14 @@ This is why Voss's shift scheduling matters: he creates understaffing during hig
|
||||
**Sound System (D-018, D-038):**
|
||||
- `amb_station_base.ogg` includes span gate vibration as primary ambient element
|
||||
- Gate hum pitch varies with transit volume (game-time driven)
|
||||
- Post-transit ozone is a sensory detail for monologue, not a separate audio asset in v0.1
|
||||
- Post-transit ozone is a sensory detail for monologue, not a separate audio asset in the initial build
|
||||
|
||||
**Knowledge Graph:**
|
||||
- `world.shift_schedule` — Gate cycle timing connects to shift operations (smuggler: KnowsDetails; detective: learns through observation)
|
||||
- `investigation.cargo_anomaly` — Container processing delays traced from gate arrival timestamps
|
||||
|
||||
**Spatial Design:**
|
||||
- Span gate is a fixed location on the freight bay level (Level 1) of Sova Transit District
|
||||
- Span gate is a fixed location on the freight bay level of the logistics hub
|
||||
- High-traffic chokepoint during shift transitions
|
||||
- Sightlines from the observation gallery (Level 3) to the gate area enable surveillance gameplay
|
||||
|
||||
@@ -108,10 +108,6 @@ This is why Voss's shift scheduling matters: he creates understaffing during hig
|
||||
|
||||
**Cross-References:**
|
||||
- [Founder Gates](founder-gates.md) — Interstellar gates connecting star systems
|
||||
- [Sova Transit District](../world/sova-transit-district.md) — Gate location in v0.1 setting
|
||||
- [Van Maanen's Star](../world/van-maanens-star-system.md) — System-wide gate network
|
||||
- [Station Sova](../world/station-sova.md) — Gate infrastructure details
|
||||
- D-036: Sova Transit District setting (gate cycles, freight logistics)
|
||||
- D-038: Audio scope (station ambient includes gate hum)
|
||||
|
||||
---
|
||||
|
||||
Reference in New Issue
Block a user