From 98d28b5a546fc2e14b36287b03e0b680ac3d1898 Mon Sep 17 00:00:00 2001 From: Jeroen Schweitzer Date: Wed, 25 Feb 2026 19:08:29 +0100 Subject: [PATCH] docs(discussions): archive workshop #153 station district layout Three-round workshop producing D-093 (Sova Transit District spatial layout), D-094 (chunk/block/district hierarchy), D-095 (horizon stations and transport lore). Resolves Q-040, Q-041, Q-043, Q-044; partially resolves Q-042. Establishes spatial hierarchy as architectural precedent for Q-036 generator. Co-Authored-By: Claude Opus 4.6 --- decisions/architecture.md | 13 +- decisions/content.md | 24 +- decisions/questions.md | 39 +- docs/discussions/README.md | 1 + .../round-20-station-district-layout.md | 663 ++++++++++++++++++ 5 files changed, 737 insertions(+), 3 deletions(-) create mode 100644 docs/discussions/round-20-station-district-layout.md diff --git a/decisions/architecture.md b/decisions/architecture.md index 722539d0e..674cadaf6 100644 --- a/decisions/architecture.md +++ b/decisions/architecture.md @@ -234,4 +234,15 @@ Technical foundation decisions that constrain implementation: engine, client-ser --- -*18 decisions. Last updated: 2026-02-12 (D-088 added — retroactive filing from v0.1 Content Scoping Workshop)* +### D-094: District Spatial Hierarchy — Chunk, Block, District Naming and Sizes +- **Date:** 2026-02-25 +- **Decision:** The spatial hierarchy for map generation and streaming is defined as follows. **Chunk** = 64×64 sim tiles (32×32 visual tiles, 32m) — the streaming and serialization unit. **Block** = 128×128 sim tiles (64×64 visual tiles, 64m) — the generator planning unit, composed of 4 chunks arranged in a 2×2 grid. Each block contains 4 chunks; chunks within a block can merge into one large edifice, remain separate (small buildings, gardens, cafes), or form L-shaped buildings across chunk boundaries. **District** = 4×4 blocks = 512×512 sim tiles (256×256 visual tiles, 256m) per z-level, containing 16 blocks and 64 chunks. Large civic structures (gate terminals, horizon station installations, stadiums, parks) span multiple blocks. Three z-levels for the Transit District = ~1.35MB (trivial). This decision amends D-012 and overrides the ~150×150 visual estimate in D-014. +- **Rationale:** Chunk size of 32×32 visual (64×64 sim) gives a 32m streaming cell — large enough to hold a meaningful space, small enough for efficient streaming. The 2×2-chunk block provides a generator planning unit with enough granularity for per-chunk variation. The 4×4 block district (256×256 visual) gives a full district footprint generalisable as a template for the Q-036 generator. The chunk-based fill system within blocks allows the generator to place buildings of varying scale without hard-coding building dimensions. +- **Raised by:** Tyre (chunk/block spec and memory confirmation), confirmed by team. Lead ratified district = 4×4 blocks. +- **Dissent:** Araminta preferred 32×32 visual chunk size (effectively halving the chunk to a 16m cell). Overruled by lead and team majority — 32m chunk is the minimum viable streaming cell for the simulation architecture. +- **Source:** Station District Layout Workshop, Ticket #153, Sprint 20. Round document: `docs/discussions/round-20-station-district-layout.md` +- **Cross-reference:** D-012 (tile spec — amended), D-014 (v0.1 map spec — district bounding box superseded), D-066 (dual-scale grid), D-093 (Sova Transit District layout using this hierarchy), Q-036 (district generator) + +--- + +*19 decisions. Last updated: 2026-02-25 (D-094 added — Station District Layout Workshop, Sprint 20)* diff --git a/decisions/content.md b/decisions/content.md index 11a8ff4a8..9826a5096 100644 --- a/decisions/content.md +++ b/decisions/content.md @@ -227,4 +227,26 @@ How narrative, NPCs, and world content are created: content tiers, NPC generatio --- -*19 decisions. Last updated: 2026-02-12 (D-090, D-092 added — retroactive filings from v0.1 Content Scoping Workshop and Wiki Review Workshop)* +### D-093: Sova Transit District — Spatial Layout and District Topology +- **Date:** 2026-02-25 +- **Decision:** The Sova Transit District spatial layout is confirmed. Four social sites (D-025): Terminal (Sova Logistics Hub, 44×28 visual), Bar/Last Shift (28×22 + 6m east ext.), Gate Cluster (40×32 visual, 7 zones — see zone spec below), Sector 3 residential (Drin/Naia anchor, ~15×12 visual, adjacent maintenance spine). Transit platform (The Loop stop, ~12×8 visual, bar-side) is classified as an encounter node, not a social site. District bounding box: 256×256 visual tiles (4×4 blocks per D-094). Three investigation paths confirmed: Path A (pattern recognition via camera logs/manifest), Path B (physical traversal via acoustic gap at restricted storage door seal → maintenance hatch), Path C (institutional, via Commission inspector relationship). Zone palette (surface hex / fog tint): gate cluster #b8bec4 / #0a1222; terminal #7a8490 / #0d1520; bar #6b4018 / #200c04; maintenance #4e5054 / #101214. Gate cluster zone spec (Araminta): aperture chamber 8×4 (restricted); freight staging 24×8 (private); passenger arrival 12×8 (semi-public); freight customs 20×10 (semi-private, 3–5 lanes at 2vt/lane); pedestrian customs 12×10 (semi-public, 3 lanes at 1vt); gate concourse 40×8 (public); observation gallery z=2 32×10 (Commission-only). Corridor widths: maintenance 2vt; internal building 3–4vt; secondary public 4vt; transition 6vt; gate concourse 8vt; service alcoves 1–2vt. Z-level scheme: z=0 maintenance corridor (Era 1, no Meridian), z=1 all main structures, z=2 gate cluster observation gallery only. Cross-z LOS: gallery rail = transparent low wall (player on z=2 sees z=1 below; upward LOS blocked except at staircase). Gate cluster social triangle: operations manager + senior freight handler + Commission inspector. Invisible infrastructure principle (G-08): every ring location reads as mundane; criminal function visible only to those who know. G-11: detective enters via gate cluster (Commission arrival); workers enter via transit platform (bar-side). +- **Rationale:** Emerged from three-round workshop synthesis. Layout satisfies D-025 (social sites), D-036 (Sova Transit District), D-054 (tile movement), D-059 (fog zone palette), D-066 (dual-scale grid), D-011 (fog of perception), D-018 (sound model), D-027 (vertical slice criteria). Chunk/district hierarchy establishes architectural precedent for Q-036 generator. +- **Raised by:** Full team — Gestalt (gameplay constraints), Miri (worldbuilding/lore), Araminta (visual/spatial), Tyre (technical), Paula (narrative), Ozzie (player experience). Compiled by Qatux. +- **Dissent:** Araminta preferred 32×32 visual chunk size (overruled by lead and team majority). No other dissent. +- **Source:** Station District Layout Workshop, Ticket #153, Sprint 20. Round document: `docs/discussions/round-20-station-district-layout.md` +- **Cross-reference:** D-025 (social sites), D-036 (Sova setting), D-054 (tile movement), D-059 (fog system), D-066 (dual-scale grid), D-094 (district hierarchy), D-095 (transport lore), Q-036 (generator), Q-040–Q-044 (transport lore questions) + +--- + +### D-095: Horizon Stations and Gate Infrastructure — Transport Lore +- **Date:** 2026-02-25 +- **Decision:** Span gates are human-built structures with a single aperture enabling near-instantaneous transit. Operating schedule uses dual-use windows: freight (bulk of hours) and passenger (scheduled slots). Physical layout: aperture chamber → freight staging / passenger arrival → customs lanes → gate concourse. Horizon stations are alien-built installations (no identified builder species), self-maintaining, located at Oort-cloud distance, with 4–8 apertures per station. Per-system canonical name: "The Ring." Travel is sequential-hop only (A→B→C through intermediate systems; no direct long-range transit). Per-system access tiers vary (4 tiers — some systems allow single-hop to orbital customs; no direct planetary span gate). Station Sova's horizon gates are located at The Ring (Oort-cloud orbital); the Administrative Hub contains booking offices only (not the gates themselves — correction to prior station profile text). "The Loop" is Sova's internal tram network: 6 districts, 4-minute run from Residential Core to Transit District. Workers arrive at the transit platform (bar-side) and disperse to Terminal or bar. +- **Rationale:** Resolves transport lore questions Q-040, Q-041, Q-043, Q-044 raised during Workshop #153. Miri's Round 3 contribution. Horizon station as alien-built infrastructure adds worldbuilding depth without requiring a named builder species. Sequential-hop travel creates natural story hooks (layover locations, transit records, smuggling route complexity). +- **Raised by:** Miri (worldbuilding), confirmed by team. +- **Dissent:** None. +- **Source:** Station District Layout Workshop, Ticket #153, Sprint 20. Round document: `docs/discussions/round-20-station-district-layout.md` +- **Cross-reference:** D-093 (gate cluster spatial layout), Q-040 (gate dual-use topology — resolved), Q-041 (horizon station model — resolved), Q-042 (intra-system transport — partially resolved), Q-043 (station internal transit — resolved), Q-044 (gate-train integration — resolved) + +--- + +*21 decisions. Last updated: 2026-02-25 (D-093, D-095 added — Station District Layout Workshop, Sprint 20)* diff --git a/decisions/questions.md b/decisions/questions.md index 3c9c91748..259584dbc 100644 --- a/decisions/questions.md +++ b/decisions/questions.md @@ -242,6 +242,43 @@ Tracked questions awaiting discussion or resolution. - **Assigned to:** Tyre, Nigel - **Source:** Wiki Review Workshop R4 +### Q-040: Gate dual-use topology — freight and commuter on shared span gate infrastructure +- **Status:** Resolved → D-093 (gate cluster zone spec), D-095 (span gate dual-use windows) +- **Question:** System span gates serve both freight and commuter traffic (one gate per system). How does this work physically? Is it one gate aperture with scheduling (freight window vs. passenger window), or parallel lanes (separate apertures for freight and passenger flows)? What does the gate facility look like from the inside — a single large bay or divided infrastructure? +- **Layout implication:** Affects the gate cluster spatial design in the Transit District — the gate cluster must accommodate both freight staging and passenger throughflow, possibly at different times of day. +- **Assigned to:** Miri +- **Source:** Station District Layout Workshop (#153), Round 2. Surfaced by lead correction to Miri's S-02 (commuter transit ≠ second external gate). +- **Cross-reference:** D-036 (Sova setting), Q-036 (district skeleton as generator output) + +### Q-041: Interstellar travel mechanics — horizon stations and gate architecture +- **Status:** Resolved → D-095 (horizon stations: alien-built, 4–8 apertures, Oort-cloud, "The Ring"; sequential hop travel) +- **Question:** A system needs MORE than one horizon gate for multi-hop connectivity (one gate allows only 1:1 connections). Lead proposal (Round 3): **Horizon stations** — orbital installations at Oort-cloud distance, partially or wholly understood ancient alien technology, self-maintaining (Mass Effect relay/Citadel analog). Each horizon station holds a FIXED number of active and inactive horizon gates. Some systems may only have one hop to an orbital customs station with no direct planet-side span gate access. Remaining questions: How many gates per horizon station? What determines which gates are active vs. inactive? Is the travel instantaneous or traversal-based? What is "The Ring" (the orbital horizon station) like as a physical space? +- **Assigned to:** Miri +- **Source:** Station District Layout Workshop (#153), Round 2. Lead correction in Round 3: single-gate-per-system model insufficient for multi-hop travel; horizon station model proposed. +- **Cross-reference:** D-036 (Sova setting), Q-039 (gate topology generation), Q-040 (gate dual-use topology) + +### Q-042: Intra-system transport networks — passenger vs. freight, vehicles and modes +- **Status:** Partially resolved → D-095 (span gates at star/planetary level; horizon stations at Oort distance). Intra-system hab-to-hab transit remains open. +- **Question:** How do people and goods move within a star system (between orbital stations, planetary surfaces, and other in-system facilities)? Are there two separate networks (passenger transport and freight transport) or one shared network? What are the vehicle types and transit modes? How does intra-system transit interact with the span gate at the system's hub station? +- **Assigned to:** Miri +- **Source:** Station District Layout Workshop (#153), Round 2. Flagged by lead as transport lore requiring formal tracking. +- **Cross-reference:** D-036 (Sova setting), Q-043 (station internal transit) + +### Q-043: Station internal transit — intra-station transport system between districts +- **Status:** Resolved → D-095 (The Loop: 6-district tram, 4-minute Residential Core → Transit District; transit platform is bar-side encounter node) +- **Question:** What is the intra-station transport system on Station Sova? How do workers commute between districts (e.g., Residential Core → Transit District)? Is it a train, tram, shuttle, or pressurised corridor? What is the travel time and frequency? Where does the transit stop sit within the Transit District — gate-cluster-adjacent (workers arrive near freight operations) or bar-side-adjacent (workers arrive near their social space)? +- **Layout implication for #153:** The Transit District must include an internal transit stop. Its position within the district affects NPC traffic patterns and the district entry topology. This is the active T-03b question for Round 2/3 of the Station District Layout Workshop. +- **Assigned to:** Miri +- **Source:** Station District Layout Workshop (#153), Round 2. Arose from lead correction: commuter transit = internal station transit, not a second external gate. +- **Cross-reference:** D-036 (Sova setting), Q-042 (intra-system transport networks), S-02 revision + +### Q-044: Gate-train integration — do transport vehicles use gates directly or transfer on each side +- **Status:** Resolved → D-093/D-095 (gates are pedestrian/cargo-only; passengers transfer via gate concourse → transition corridor → transit platform; no direct gate-to-tram connection) +- **Question:** If trains or shuttles are the intra-system or intra-station transit mode, do they use the span gate directly (a train enters the gate and exits at the destination, carriages and all)? Or are the gates pedestrian/cargo-only, requiring passengers and freight to transfer to separate transport on each side? What does this imply for gate terminal design — does it need platforms, or just processing space? +- **Assigned to:** Miri +- **Source:** Station District Layout Workshop (#153), Round 2. Flagged by lead as transport lore requiring formal tracking. +- **Cross-reference:** Q-040 (gate dual-use topology), Q-043 (station internal transit) + --- -*39 questions (7 resolved, 1 partially resolved, 31 open). Last updated: 2026-02-25 (Q-030 through Q-039 added — retroactive filings from Wiki Review Workshop and v0.1 Content Scoping Workshop)* +*44 questions (11 resolved, 2 partially resolved, 31 open). Last updated: 2026-02-25 (Q-040, Q-041, Q-043, Q-044 resolved; Q-042 partially resolved — Station District Layout Workshop #153 Round 3)* diff --git a/docs/discussions/README.md b/docs/discussions/README.md index c90933efe..b91a41a39 100644 --- a/docs/discussions/README.md +++ b/docs/discussions/README.md @@ -23,3 +23,4 @@ Historical discussion rounds from the Commonwealth game design process. | 17 | Content Architecture | D-023, D-024, D-025, D-026, D-027, D-028, D-029 | [round-17](round-17-content-architecture.md) | | 18 | v0.1 Gap Analysis Workshop | D-030, D-031, D-032, D-033, D-034, D-035, D-036, D-037, D-038, D-039, D-040 | [round-18](round-18-v01-gap-analysis-workshop.md) | | 19 | Knowledge Graph & Information Boundaries Workshop | D-041, Q-016 resolved, Q-019 partially resolved, Q-024, Q-025, Q-026 | [workshop brief](../workshops/knowledge-graph-information-boundaries/workshop-brief.md), [synthesis](../workshops/knowledge-graph-information-boundaries/round2-synthesis.md) | +| 20 | Station District Layout Design (Workshop #153) | D-093, D-094, D-095; Q-040–Q-044 resolved/partially resolved | [round-20](round-20-station-district-layout.md) | diff --git a/docs/discussions/round-20-station-district-layout.md b/docs/discussions/round-20-station-district-layout.md new file mode 100644 index 000000000..8988dc539 --- /dev/null +++ b/docs/discussions/round-20-station-district-layout.md @@ -0,0 +1,663 @@ +# Round 20: Station District Layout Design — Ticket #153 + +**Sprint:** 20 (Shape) +**Date:** 2026-02-25 +**Ticket:** #153 — Station district layout design +**Participants:** Gestalt, Miri, Araminta, Tyre, Paula, Ozzie, Qatux (documenter) +**Output target:** D-record in `decisions/content.md` or `decisions/architecture.md` +**Blocks:** #155, #188 + +--- + +## Internal Round Structure + +| Internal Round | Topic | Status | +|----------------|-------|--------| +| Round 1 | Inventory and constraints | Complete — see §1 below | +| Round 2 | Topology proposals | Pending | +| Round 3 | Convergence and D-record draft | Pending | + +--- + +## §1 — ROUND 1: Constraints Summary + +*Compiled by Qatux. Derived from 6 agent contributions: Ozzie, Gestalt, Miri, Tyre, Araminta, Paula.* + +**Lead note (pre-round):** The spatial patterns decided here establish the district template that Q-036's generator will eventually use. Decisions here become architectural precedent — not just v0.1 configuration. + +**Qatux framing:** Constraints below are tagged: +- `[v0.1]` — specific to the hand-authored Sova Transit District +- `[template]` — generalisable to any future generated district of this type +- `[both]` — applies at both levels + +Cross-reference: Q-036 (district skeleton as generator output) tracks where template decisions need formal specification. + +--- + +### 1. Hard Constraints +*Non-negotiable: confirmed decisions, confirmed technical facts, Paula's structural requirements that block narrative arcs if violated.* + +| # | Constraint | Source | Tag | Cross-ref | +|---|------------|--------|-----|-----------| +| H-01 | Dual-scale grid: 0.5m sim tiles, 1m visual tiles. All tile counts in this document are **visual tiles** unless noted. | D-066 | both | D-066 | +| H-02 | Tile-based movement. All spatial reasoning is discrete. Corridors must be ≥1 visual tile wide; functional spaces ≥2 tiles wide. | D-054 | both | D-054 | +| H-03 | Fog zone temperature tint is already decided: Terminal = cool dark, Bar = warm dark, corridors = neutral dark. The gate cluster adds a fourth zone requiring a tint assignment. | D-059 | v0.1 | D-059 | +| H-04 | Local map budget: ~150×150 tiles. Tyre confirms current layouts use ≤10% of this budget. Performance is not a binding constraint at current scope. | D-014, Tyre | both | D-014 | +| H-05 | Social sites must be connected spaces of 15–40 tiles. | D-025 | template | D-025 | +| H-06 | Access tiers must be traversed **sequentially** — public → semi-public → restricted. No spatial path may allow skipping a tier. | Gestalt | template | D-025 | +| H-07 | Restricted storage has exactly **one** entrance (the coded door from the cargo floor). No second entrance, no back exit. | Paula | v0.1 | #311 | +| H-08 | Maintenance corridor has **zero LOS** from all other spaces. Its interior is not visible from any public or semi-public zone. Detection requires: sound propagation (footsteps on grating) or witness at hatch entry/exit points only. | Paula, smuggling layout | v0.1 | #313 | +| H-09 | No third route between Terminal and Bar. Exactly two routes exist: (a) the public transition corridor and (b) the maintenance corridor (ring-only, private). A third route would dissolve the ring's movement asymmetry. | Paula | v0.1 | #313 | +| H-10 | Bathroom corridor interior has **zero LOS** from the bar floor. Observer at bar can see only the door, not the interior. | Paula, bar layout | v0.1 | #312 | +| H-11 | No private path between manifest processing and supervisor's office. Maret's crossing of the main corridor is a public act with narrative cost — visibility is the spatial mechanism. | Paula, terminal layout | v0.1 | #311 | +| H-12 | Chunk size decision required. Tyre recommends **32×32 sim tiles** (= 16×16 visual tiles) as the generation unit. Zone and access-tier boundaries should align to chunk edges where possible. | Tyre | template | D-073, Q-036 | +| H-13 | Z-level allocation decision required. Tyre recommends maintenance corridor on **z=0**, bar/terminal structures on **z=1**. No additional z-levels without gameplay justification. | Tyre, Araminta | both | D-049 | + +--- + +### 2. Setting Constraints +*What the Sova station profile and worldbuilding require.* + +| # | Constraint | Source | Tag | +|---|------------|--------|-----| +| S-01 | Span gate at Terminal's **north face**. Freight enters from north (inbound cargo from span gate); maintenance exits south. This is directional — north = external transit, south = district interior. | Miri, terminal layout | v0.1 | +| S-02 | **Two separate entry vectors** into the district: (a) freight span gate and (b) commuter transit connection. Passengers and freight do not share the same entry point. | Miri | template | +| S-03 | Sealed hull-section boundary. The district has a **finite, countable number of choke-point exits** — not open-ended. The player can know all exits. | Miri | template | +| S-04 | Sector 3 is a named sub-area of the district with an unresolved ventilation issue. Must be referenced spatially — it has a location, even if not a full social site. | Miri | v0.1 | +| S-05 | Maintenance spine is **Era 1 construction** — it predates the current buildings. The spine's route is fixed; buildings were placed around it. This explains: grating floors, cold-white sparse lighting, no Meridian coverage, and why the ring chose it. | Miri | v0.1 | +| S-06 | Meridian coverage follows construction era gradient: new construction (gate cluster) = good coverage, mixed era (Terminal, Bar area) = degraded, Era 1 (maintenance spine) = none. | Miri | template | +| S-07 | 800 permanent population = compact district. Walking distances are short. Everything is known. | Miri | v0.1 | +| S-08 | Back room alley exit leads to the **district edge** (maintenance alley). It is not an interior district route — it accesses the hull boundary, enabling exit without crossing public district space. | Paula, bar layout | v0.1 | +| S-09 | Voss does not appear at the bar. The spatial separation of Triangles 1/2 (Terminal-based) from Triangles 3/4 (Bar-adjacent) is architecturally enforced by Voss's absence from the bar. | Paula | v0.1 | +| S-10 | Maintenance corridor carries **zero regular traffic**. It must be architecturally believable that no worker has reason to enter — it connects restricted storage to the bar's bathroom corridor. That route has no legitimate use. | Paula | v0.1 | + +--- + +### 3. Gameplay Constraints +*What the four gameplay loops require from the spatial layout.* + +| # | Constraint | Source | Tag | +|---|------------|--------|-----| +| G-01 | District must support **four gameplay loops** simultaneously: investigation, social observation, smuggling, daily life. Each loop requires distinct spatial affordances that do not conflict. | Gestalt | template | +| G-02 | **Minimum 4–6 social sites** in the district. Confirmed: Terminal (1), Bar (1), Gate cluster (to design, 1). Remaining 1–3 sites are unspecified. | Gestalt | template | +| G-03 | **Minimum 2 NPC route convergence points** outside Terminal and Bar — locations where NPCs from different social sites share a path, enabling observation of cross-site relationships. | Gestalt | template | +| G-04 | Gate cluster requires its own **social triangle** (≥3 NPCs with conflicting interests). This is not just a transit hub — it is a social site with investigation affordances. | Gestalt | template | +| G-05 | **District entry = fork**. Player's first spatial decision is directional: left or right, Terminal or Bar side. Both directions are legitimate from moment one. No forced tutorial path. | Ozzie | template | +| G-06 | Transition corridor crossing: **20–25 seconds** at Walk stance. Long enough to be a temporal beat; short enough not to become friction. At Walk (1 tile / 2 ticks, 10 tps) = 5 tiles per second = 100–125 tiles at 20–25s. The corridor as designed (~40m = 40 visual tiles) achieves ~8 seconds — **this is a gap that needs resolving in Round 2** (see Open Tensions T-08). | Ozzie, smuggling layout | v0.1 | +| G-07 | Maintenance corridor is a **gradual unlock**, not a sudden discovery. Player should be able to infer its existence (sound, NPC behavior anomaly, spatial hint) before accessing it physically. | Ozzie | template | +| G-08 | Every ring-associated location must **read as mundane on first pass**. "Nothing looks wrong" must be achievable without prior knowledge. The ring's spatial design principle (from smuggling layout): same physical space, different player understanding. | Ozzie, smuggling layout | template | +| G-09 | Generator district skeleton = **social site positions + access tier topology + traffic routing + observation position set + chokepoint designation**. This is the minimum specification for a generated district to be functional for all four gameplay loops. | Gestalt | template | +| G-10 | Zone-chunk alignment: audio zone transitions (D-073) and access tier transitions should coincide with chunk boundaries where possible, enabling the generator to reason about zones at chunk granularity. | Tyre | template | + +--- + +### 4. Narrative Constraints +*What the five triangle arcs require from the spatial layout.* + +| # | Constraint | Source | Tag | +|---|------------|--------|-----| +| N-01 | Triangle 4 (Drin–System–Ring) **spans both buildings**. Sera Venn needs a Commission inspection presence at the Terminal — a legitimate reason to be there that doesn't read as suspicious. The spatial layout must provide a Commission inspection point in the Terminal district. | Paula | v0.1 | +| N-02 | No private path between manifest processing and supervisor's office (see H-11). Reiterated here: the spatial cost of Maret choosing to act is the *visibility* of crossing the main corridor. | Paula | v0.1 | +| N-03 | No second entrance to restricted storage (see H-07). The ring's chokepoint is architectural — not a character choice. | Paula | v0.1 | +| N-04 | Bathroom corridor interior zero LOS from bar floor (see H-10). Private ring exchanges in the corridor must be invisible to observers on the bar floor. | Paula | v0.1 | +| N-05 | Exactly two routes between Terminal and Bar (see H-09). The public corridor is the ring's exposure; the maintenance corridor is their bypass. A third route dissolves this asymmetry. | Paula | v0.1 | +| N-06 | Back room alley exit to district edge (see S-08). Enables ring operational flow from bar side without re-crossing bar floor. | Paula | v0.1 | +| N-07 | Voss stays in Terminal spatial zone (see S-09). Triangle 1 and Triangle 2 are Terminal dramas; Triangle 3 is a Bar drama. Voss's absence from the bar is what keeps them separate. | Paula | v0.1 | +| N-08 | Maintenance corridor must be genuinely zero-traffic (see S-10). If workers ever had legitimate reason to use it, the ring's use would not be anomalous. | Paula | v0.1 | +| N-09 | **Path B discovery** (exploration-heavy investigation path) requires the maintenance hatch to be **discoverable from the break room area**. The terminal layout shows break room (southwest) and restricted storage (south-center) as adjacent structures, but the hatch (M-HATCH-T) opens inside restricted storage, not the break room. This is Paula's key topological issue — see Open Tensions T-01. | Paula | v0.1 | + +--- + +### 5. Player Experience Constraints +*What feel and navigation require.* + +| # | Constraint | Source | Tag | +|---|------------|--------|-----| +| P-01 | **Fork at district entry.** First decision is spatial. Terminal to the left, Bar to the right (or some equivalent directionality). The fork must be immediate and legible — no single entry corridor that forces the player through one building first. | Ozzie | template | +| P-02 | Transition corridor is a **tonal between-space** — not dead space. Moving through it is a beat of reflection: leaving one social temperature (Terminal = institutional cool), entering another (Bar = warm amber). 20–25s at Walk stance is the target duration. | Ozzie | template | +| P-03 | Main corridor at the Terminal must **feel dangerous**. Not literally — no combat threat — but the player should feel observed and out of place if they linger. NPC density, the supervisor's window, the chokepoint geometry all combine to produce this. | Ozzie | v0.1 | +| P-04 | Corner booth in the Bar is the **primary investigation observation post**. It must maintain LOS to: entrance, news ticker cluster, bar counter, card table, and back room door. Confirmed by bar layout. Any district modification that disrupts this LOS set breaks the investigation hub. | Ozzie, bar layout | v0.1 | +| P-05 | Maintenance corridor discovery should follow an **inference arc**: player hears something, notices NPC timing anomaly, finds the hatch, enters. Discovery should feel like a reveal, not a stumble. | Ozzie | template | +| P-06 | The "nothing looks wrong" moment — when the player first realizes the mundane spaces are the criminal infrastructure — should emerge from **accumulated observation**, not a single clue. Spatial design must support layered discovery: visit 1 = normal, visit 2 = curious, visit 3 = understood. | Ozzie | template | + +--- + +### 6. Visual / Spatial Constraints +*What the tilemap, art direction, and zone palette require.* + +| # | Constraint | Source | Tag | +|---|------------|--------|-----| +| V-01 | Terminal facade (44m wide) requires a **forecourt** — breathing space between the building face and the transition corridor or district spine. The facade cannot abut a corridor directly. | Araminta | v0.1 | +| V-02 | Bar east extension (bathroom corridor, 6m) **faces north**. This fixes the bar's relative orientation: the bathroom corridor opens northward toward the main transit area. The alley exit (south door, row 20 in bar layout) faces the district edge. | Araminta | v0.1 | +| V-03 | Transition corridor requires **widening zones** at both ends — spatial decompression before entering the Terminal forecourt and before entering the Bar entry. Narrow corridor expanding to wide forecourt reads as "arrival." | Araminta | template | +| V-04 | Gate cluster zone palette: **coolest and newest** in district. Era 3 construction, Commission-grade maintenance. Visually distinct from Terminal (cool grey-navy) and Bar (warm amber). Exact palette TBD in Round 2. | Araminta | v0.1 | +| V-05 | **Minimum corridor widths** by type (exact values to be specified in Round 2): maintenance corridor = 2m (confirmed, smuggling layout), transition corridor = 6m (confirmed, smuggling layout), internal building corridors and secondary public corridors = TBD. | Araminta | template | +| V-06 | **LOS anchors every ~4 visual tiles** in open spaces. Large open areas (forecourt, cargo floor, bar main floor) need furniture, pillars, kiosks, or fixtures at regular intervals. These serve dual purpose: visual rhythm and gameplay cover/observation points. | Araminta | template | +| V-07 | No additional **physical z-levels** unless gameplay-justified. Maintenance corridor on z=0, bar/terminal on z=1. Multi-floor structures require a gameplay reason (investigation access to a floor, combat routing). Cosmetic vertical variation is not sufficient justification. | Araminta, Tyre | both | +| V-08 | Zone temperature tints (D-059) must be **distinct and non-overlapping at transition boundaries**. Crossfade handled by D-073 (1.5–2s audio tween at hard tile boundary). Visual fog tint transition should use the same boundary — player should not be in two zone temperatures simultaneously. | D-059, D-073 | template | +| V-09 | Generator parameterization: minimum viable generator parameters for spatial layout include **facade width ratio** (building width : forecourt depth), **corridor width minimums by type**, **LOS anchor interval** (tiles between anchor objects in open spaces). | Araminta | template | + +--- + +### 7. Open Tensions +*Where constraints conflict or are underspecified — these are Round 2 discussion topics.* + +--- + +#### T-01 — PRIORITY: Break Room Adjacency / Path B Discovery +**What's at stake:** The detective's exploration-heavy investigation path (Path B from smuggling layout) begins with a floor worker in the break room mentioning Kael's odd hours, then the detective physically discovering the maintenance hatch. But the hatch (M-HATCH-T) opens inside *restricted storage*, not the break room. The break room (terminal layout rows 22–26, west) is southwest; restricted storage (rows 27–30, south-center) is south-center. They are adjacent but not connected. + +**Paula's three options:** +- **Option A — Shared wall with sound propagation.** Break room and restricted storage share an interior wall. A worker in the break room can hear sounds through the wall that hint at activity in the maintenance corridor (footsteps on grating). Player hears anomaly → investigates restricted storage → discovers hatch. +- **Option B — Disused side passage.** A disused (non-traversable) side passage between break room and restricted storage area gives physical proximity to the hatch area without creating a second route to restricted storage. +- **Option C — Path B starts on cargo floor.** A worker hears sounds near restricted storage while on the cargo floor (not the break room). Path B's starting location shifts from break room to cargo floor. + +**Why it needs resolving before Round 3:** The option chosen affects the terminal layout (wall topology between zones) and the district layout (is the break room at the southwest corner, or does it need repositioning?). **This is the highest-priority Round 2 discussion item.** + +**Generator implication [template]:** Which option generalizes? Option A (shared wall + sound propagation) is generalisable — it establishes "investigation paths can start with audio anomaly from adjacent zone." Options B and C are more specific to this layout. + +--- + +#### T-02 — Gate Cluster Scope and Triangle +**What's at stake:** Gestalt requires the gate cluster to be a full social site with its own triangle (≥3 NPCs). Miri requires freight/commuter flow separation at the gate. Together these imply the gate cluster is substantial — a fourth major location, not just a corridor junction. But no scope has been defined: how large? How many zones? What triangle roles? + +**The tension:** A large gate cluster is more content work than a small one. The district tile budget has room, but the content authoring budget (triangles, NPC lines) may not. Round 2 needs a concrete proposal for gate cluster size and triangle composition, or a decision to scope it down. + +**Generator implication [template]:** Gate cluster = entry node in district skeleton. Every freight district has one. The question is whether entry nodes always carry a social triangle or whether that's optional. If Q-036's district skeleton requires a triangle at every social site (Gestalt's minimum is 4–6 sites with triangles), entry nodes need triangle support. + +--- + +#### T-03 — Commuter Transit Entry Point Placement +**What's at stake:** Miri requires a separate commuter transit connection (not the span gate). This creates a second district entry point. Where it sits relative to the Terminal and Bar has large implications for NPC traffic patterns and ring exposure. + +**Two principal options:** +- **Option A — Gate-cluster-integrated.** Commuter transit is adjacent to the span gate — same spatial cluster, separate lanes. All inbound traffic (freight and passenger) arrives in the same zone, then fans out. This simplifies district topology but creates a single convergence point that's easier to monitor. +- **Option B — Separate entry point, Bar-side.** Commuter transit hub is on the bar side of the district (near the bar, away from the terminal). Workers arrive near their social space, not their workplace. This produces two active entry zones and richer NPC traffic routing — but complicates ring exposure analysis. + +**Generator implication [template]:** Two-vector entry is Miri's universal freight-district template. The generator needs to know whether the two vectors are co-located (same cluster) or distributed (separate district zones). This is a structural parameter. + +--- + +#### T-04 — Remaining Social Sites (1–3 Unidentified) +**What's at stake:** Gestalt requires 4–6 social sites. Confirmed: Terminal, Bar, gate cluster = 3. One to three more sites are unspecified. + +**Candidates from existing documentation:** +- Commuter transit hub (if Option B from T-03 — separate location with its own social dynamics) +- Sector 3 (Miri — named area with ventilation issue; has a location but no defined social site yet) +- Maintenance junction node (a secondary gathering point in the maintenance spine? Non-obvious) +- A commissary, clinic, or administrative sub-office (generic service space with resident NPCs) + +**What Round 2 needs:** Names and rough positions for the remaining social sites, or a decision to scope to 3 (Terminal + Bar + gate cluster) and justify why that satisfies Gestalt's minimum. Note: 3 may be sufficient if the gate cluster is large enough to function as 1.5 sites. + +**Generator implication [template]:** Social site count is a generator parameter (minimum: 4). The template needs named social site types and their relationship requirements (which types must be adjacent, which must be separated). + +--- + +#### T-05 — Transition Corridor Crossing Time +**What's at stake:** Ozzie requires 20–25 seconds at Walk stance for the corridor crossing. At Walk (1 tile / 2 ticks, 10 tps = 5 tiles/sec), 20–25 seconds = 100–125 visual tiles. The transition corridor in the smuggling layout is ~40m = 40 visual tiles, achieving only ~8 seconds. + +**Options:** +- **Option A — Extend the corridor.** Make the physical transition corridor 100–125 tiles. This is very long (100–125m) and may not fit the station profile ("compact district, 800 population"). +- **Option B — Accept 8 seconds.** Adjust Ozzie's target to match the physical reality. 8 seconds at Walk is not nothing — it's still a beat. Ozzie's 20–25s may be aspirational rather than hard. +- **Option C — Add intermediate spaces.** The transition route includes the forecourt (Terminal side) and entry zone (Bar side). If total route = corridor + forecourt + bar entry area, total walking distance may reach 60–80 tiles (~12–16 seconds). Closer to the target without an implausibly long corridor. + +**Generator implication [template]:** Inter-site transit time is a gameplay parameter. The template should specify minimum/maximum transit time between major social sites, not corridor length directly. + +--- + +#### T-06 — Maintenance Spine Route (Era 1 vs. Efficient Path) +**What's at stake:** Miri says the maintenance spine predates the buildings (Era 1 construction). If the spine's route is fixed and buildings were placed around it, the maintenance corridor between Terminal and Bar may not run in the most direct path. But the smuggling layout shows a relatively direct corridor connection. Is the route direct (efficient) or wandering (Era 1 authentic)? + +**The tension:** A wandering Era 1 corridor is setting-authentic but adds tile complexity and may not fit cleanly in the district layout. A direct corridor is simpler to lay out but slightly undermines Miri's historical rationale. + +**Generator implication [template]:** Maintenance spine routing is a generator parameter. The template should specify whether maintenance corridors follow the shortest path or use a historically-layered routing algorithm. + +--- + +#### T-07 — Corridor Width Minimums (Unspecified) +**What's at stake:** Araminta flagged minimum corridor widths by type but did not provide values. Confirmed: maintenance corridor = 2m (2 visual tiles), transition corridor = 6m (6 visual tiles). Unspecified: internal building corridors, secondary public corridors, service alcoves. + +**Round 2 needs:** Explicit minimum widths for each corridor type. These become V-05's specified values and feed into the generator's spatial layout rules. + +--- + +#### T-08 — Gate Cluster Zone Temperature Tint +**What's at stake:** D-059 assigns zone temperature tints to Terminal (cool dark), Bar (warm dark), corridors (neutral dark). The gate cluster is a fourth zone type requiring a tint. Araminta says it's the "coolest and newest" — suggesting a colder tint than the Terminal. But D-059 already uses "cool dark" for the Terminal. The gate cluster needs a distinct value. + +**Options:** Very cool (near-white institutional), clinical blue-white, or a Commission-grey that reads as "newer" than Terminal's grey-navy. + +**Generator implication [template]:** Zone temperature tint is a per-zone-type parameter. The template needs a tint for each of: logistics-hub, social-venue, transit-corridor, entry-gate. Currently only the first three are decided. + +--- + +## §2 — ROUND 2: Cross-Examination and Lead Feedback + +*Compiled by Qatux. Sources: 6 agent Round 2 contributions + lead feedback that resolved T-01 and T-05.* + +--- + +### Lead Feedback (resolved before agents responded) + +**Chunk size direction:** Lead prefers larger chunks with a sub-chunk quarter system. Chunks divide into 4 quarters that can merge into one edifice or remain separate. Large civic structures (train stations, government buildings) span multiple chunks. Generator must be top-down: geography → infrastructure → amenities → population → zoning → chunk generation → individual fill. Separate generator architecture workshop required — this is architectural precedent, not v0.1 configuration. + +**Z-level PoC:** Lead mandates one building in the district with a staircase as z-level proof-of-concept. Gate cluster observation gallery selected by consensus — the only unconfirmed location, setting-authentic, investigation-valuable, clean implementation test case. Overrides V-07's "no z-levels without justification" — the PoC IS the justification. + +**T-01 resolved — Option C:** "Hearing through walls is a flimsy core proposition. We don't build out of cardboard." Sound-through-walls is an exception, not a pattern. Detection toolkit is cameras, drones, bugs, maintenance shafts/vents/tunnels. Path B starts on the cargo floor, not the break room. Terminal layout #311 unchanged. + +**T-05 resolved — Careful stance:** Confirmed. Full route at Careful (3.33 tiles/sec per D-053) ≈ 80 tiles = ~24 seconds. Constraint is stance-dependent, not corridor-length-dependent. No layout change needed. + +**Gate/transport lore clarification (S-02 revision):** System gates serve only freight externally. "Commuter transit" = internal station transit (train/tram) from Residential Core. One external entry (span gate). One internal transit stop within the district. T-03 reframed as T-03b: where does the internal transit stop sit? + +**Transport lore questions:** Captured as Q-040–Q-044. All assigned to Miri. + +--- + +### Agent Round 2 Positions + +**Ozzie (Player Experience)** +- Confirmed T-05 can be satisfied by Careful stance measurement — accepts this resolution +- "Strong yes" on G-11 (gate cluster observation gallery as player investigation vantage point) +- Flagged V-06 exception: Terminal main corridor should be bare of LOS anchors — the exposure is the gameplay mechanic, not a design oversight. Open spaces that are *meant* to feel dangerous are exempt from the anchor rule +- Requested G-08 receive an official name in the D-record (the "nothing looks wrong" principle — mundane face on criminal infrastructure) + +**Gestalt (Systems Design)** +- Gate cluster triangle composition: customs officer + freight forwarder + waiting commuter (3 NPCs, distinct interests, credible spatial conflict) +- 4th social site = **transit hub** (bar-side internal transit stop has its own NPC population, social dynamics, and convergence function). This resolves T-04 — site count: Terminal + Bar + Gate cluster + Transit hub = 4, satisfying G-02 minimum +- G-11 confirmed: observation gallery at z=2 is a valid **investigation vantage point** — qualifies as a gameplay-justified z-level (H-13 / V-07 condition satisfied by lead's PoC directive) + +**Miri (Worldbuilding)** +- [PENDING Round 3 — horizon station revision, T-04 position, Commission overlap resolution] +- Internal transit stop: bar-side position accepted (workers commute to bar district, then walk to Terminal for shift) +- Transport lore model submitted — see Q-040–Q-044 for captured questions + +**Tyre (Technical)** +- [PENDING Round 3 — chunk size technical confirmation at 64×64 visual, z-level validation, cross-z shadowcasting spec] + +**Araminta (Visual/Spatial)** +- **Corridor width minimums (V-05 now specified):** + +| Corridor type | Width (visual tiles) | Width (meters) | +|--------------|---------------------|----------------| +| Maintenance corridor | 2 | 2m | +| Internal building corridors | 2 | 2m | +| Secondary public corridors | 4 | 4m | +| Transition corridor | 6 | 6m | +| Gate customs lanes | 2 | 2m (per lane) | +| Gate concourse | 8 | 8m | +| Service alcoves | 1 | 1m | + +- **Gate cluster zone temperature tint:** `#0a1520` — deep institutional cold, distinct from Terminal's cool-grey-navy. Coldest zone in the district +- **Gate observation gallery spec:** 4 tiles wide × lane-length, Commission grey-white palette. Gallery floor is z=2; same zone tint as gate cluster ground floor (elevation ≠ new zone) +- **Outlier on chunk size:** Araminta prefers 64×64 sim (32×32 visual). Rationale: visual tile is the authoring unit; generator should reason at visual-tile scale. Noted as minority position + +**Paula (Narrative)** +- **Gate cluster triangle revised:** operations manager + senior freight handler + Commission inspector (3 NPCs). Rationale: Commission inspector is Sera Venn's institutional peer — this creates the Commission overlap (N-01) without requiring Sera to be permanently stationed at Terminal. Inspector visits = legitimate, scheduled, observable +- **T-01 revised:** Path B via restricted storage door, not break room wall. The anomalous sound is footsteps on the maintenance grating, heard through the (imperfect) seal around the restricted storage access door on the cargo floor — not sound through a solid wall. The door is the weak point, not the wall. This preserves Option C without invoking cardboard-wall physics +- **Path C confirmed:** A third investigation approach for the detective — the Commission inspection overlap. The Commission inspector (gate cluster triangle NPC) has access to the same manifest anomalies as Maret but reads them as institutional compliance failures, not criminal ones. Detective PC who befriends the inspector gets a different angle on the evidence: institutional rather than human +- **Sector 3:** Supports Miri's framing — sub-area adjacent to maintenance spine, ventilation complaint is ambient NPC dialogue, not a full social site +- **6 narrative constraints for D-record:** Commission inspector has access to gate cluster AND Terminal (inspection authority crosses building boundaries); inspector's Terminal visits are scheduled (visible, predictable — ring can route around them); Sera is a bar regular who knows the inspector professionally (Triangle 4 cross-link); no NPC in the gate cluster triangle has social connection to Voss (Terminal triangle separation maintained); transit hub NPCs are socially isolated from the Terminal workers (two distinct working cultures); back room alley exit connects to maintenance alley which connects to district edge, NOT to the transit hub service area + +--- + +### Round 2 Tension Status + +| Tension | Status after Round 2 | Resolution | +|---------|---------------------|------------| +| T-01 Break room adjacency | **RESOLVED** | Option C: cargo floor + restricted storage door acoustic gap | +| T-02 Gate cluster scope | **RESOLVED** | Two competing triangle compositions (Gestalt vs. Paula) — Round 3 to pick one | +| T-03b Transit stop placement | **RESOLVED** | Bar-side — consensus | +| T-04 4th social site | **RESOLVED** | Transit hub (bar-side) | +| T-05 Corridor crossing time | **RESOLVED** | Careful stance ~24s on ~80-tile route | +| T-06 Maintenance spine routing | **RESOLVED** | Direct path for v0.1; wandering routing deferred to generator workshop | +| T-07 Corridor widths | **RESOLVED** | Araminta's table (see above) | +| T-08 Gate cluster tint | **RESOLVED** | `#0a1520` deep institutional cold | +| NC-01 Transit stop placement | **RESOLVED** | Same as T-03b | +| NC-02 G-10 chunk alignment | **PARTIALLY RESOLVED** | At 64×64 visual chunks, chunk ≈ zone; G-10 revised accordingly | +| NC-03 Gallery tint (z=2) | **RESOLVED** | Same tint as gate cluster ground floor | +| NC-04 Sector 3 / maintenance spine | **RESOLVED** | Adjacent; ventilation = ambient NPC dialogue | + +**Remaining for Round 3:** Gate cluster triangle — pick Gestalt's composition or Paula's. Chunk size — confirm 64×64 visual (Tyre analysis pending). Miri's horizon station revision and Commission overlap resolution. + +--- + +## §3 — ROUND 3: Convergence + +*Compiled by Qatux. All 6 agents delivered Round 3. All tensions resolved. D-records filed: D-093, D-094, D-095.* + +--- + +### Confirmed Consensus + +**T-01 (break room / Path B):** Option C confirmed by lead. Sound anomaly at restricted storage door (cargo floor) → Path B. Paula's refinement accepted: acoustic gap is the door seal, not a wall. No modification to terminal layout #311. + +**T-03b (transit stop):** Bar-side. Unanimous. Creates NPC convergence point at bar entry (satisfies G-03). + +**T-04 (4th social site):** Sector 3 residential (Drin/Naia anchor). Miri's Round 3 revision supersedes the interim Transit Hub consensus. The transit platform (The Loop stop) is reclassified as an encounter node (bar-side convergence point). Site count = 4 (Terminal, Bar, Gate cluster, Sector 3 residential). G-02 minimum satisfied. + +**T-05 (crossing time):** Walk ~13–14s on ~65–70 tile route; Careful stance ~24s. Ozzie confirms. No layout change. + +**T-06 (maintenance spine routing):** Direct path for v0.1. Generator-level concern deferred. + +**T-07 (corridor widths):** Araminta's table confirmed. Filed as V-05 specified values. + +**T-08 (gate cluster tint):** `#0a1222` deep institutional cold (Araminta final). Gallery at z=2 shares ground-floor tint. + +**G-11 (observation gallery as investigation vantage):** Confirmed by Gestalt + Ozzie. The gate cluster observation gallery at z=2 is a designated investigation position — the player can observe arriving cargo from elevation. This is the gameplay justification for the z-level PoC. + +**G-08 naming:** Confirmed name: **"Invisible infrastructure principle"** — every ring location serves a mundane purpose; criminal function is only apparent if you know what to look for. This is the spatial design principle stated in the smuggling layout and now formally named. + +**V-06 exception (main corridor):** The Terminal main corridor is explicitly exempt from the LOS anchor rule. The bare, unobstructed corridor is the gameplay mechanic — exposure IS the design. Araminta confirmed. + +**Gate cluster triangle:** Paula's composition selected — operations manager + senior freight handler + Commission inspector. Rationale: Commission inspector creates the narrative bridge (N-01, Path C, Sera's institutional peer) that Gestalt's commuter-based composition cannot provide. + +**Path C (Commission inspection overlap):** Confirmed. The Commission inspector at the gate cluster has institutional access to Terminal manifest data. Detective PC who builds relationship with inspector gains a third, institutional angle on the evidence. Non-confrontational. Sera Venn cannot access gate cluster customs records without a formal Commission request — separate institutional chains. + +**Sector 3 residential (S-04):** Sub-area adjacent to maintenance spine. 4th confirmed social site (D-025). Anchor NPCs: Drin and Naia (ongoing ventilation dispute). Industrial Sector jurisdiction. Ambient dialogue provides local texture without plot relevance. + +**Commission overlap resolution (N-01):** Gate cluster customs zone is Commission-jurisdictioned space. Commission inspector has scheduled inspection authority crossing into Terminal. This explains Sera's legitimate Terminal presence without requiring her to be stationed there. + +**Chunk size (confirmed):** Chunk = 64×64 sim (32×32 visual, 32m) — streaming unit. Block = 128×128 sim (64×64 visual, 64m) — generator planning unit, 4 chunks. District = 4×4 blocks = 512×512 sim (256×256 visual, 256m). Quarter = 32×32 visual within a block (sub-block unit for generator fill). Araminta dissent (preferred 32×32 visual chunk) noted, overruled. Amends D-012; supersedes D-014 estimate. Filed as D-094. + +**Z-level scheme (confirmed):** z=0 maintenance corridor (Era 1), z=1 all main district structures (Terminal, Bar, Gate cluster ground, transit platform), z=2 Gate cluster observation gallery only. Cross-z LOS: gallery rail = transparent low wall; player on z=2 sees z=1 below; z=1 cannot see upward unless at staircase. Confirmed by Tyre. + +**Transport lore (Miri — confirmed):** Span gates: human-built, single aperture, dual-use windows (freight/passenger). Horizon stations: alien-built, 4–8 apertures, Oort-cloud distance, "The Ring" per-system. Sequential hop travel only. The Loop: 6-district internal tram, 4min Residential Core → Transit District. Station profile correction: Sova's horizon gates at The Ring, not Admin Hub. Q-040/Q-041/Q-043/Q-044 resolved → D-093/D-095. Q-042 partially resolved. Filed as D-095. + +--- + +### Round 3 — All Items Resolved + +All tensions and open items from Rounds 1 and 2 resolved. D-records filed: D-093 (`decisions/content.md`), D-094 (`decisions/architecture.md`), D-095 (`decisions/content.md`). No pending items. + +--- + +## §4 — D-RECORDS FILED + +*Filed by Qatux, 2026-02-25. D-093 (Sova Transit District spatial layout), D-094 (District spatial hierarchy), D-095 (Horizon stations and gate infrastructure). See `decisions/content.md` and `decisions/architecture.md`.* + +--- + +### D-093: Sova Transit District — Spatial Layout and District Topology + +**Decision file:** `decisions/content.md` +**Date:** 2026-02-25 +**Source:** Station District Layout Workshop, Ticket #153 (Sprint 20) +**Raised by:** Full team (Gestalt, Miri, Araminta, Tyre, Paula, Ozzie). Compiled by Qatux. +**Dissent:** Araminta on chunk size (prefers 32×32 visual chunk; overruled by lead and team majority). No other dissent. + +--- + +#### Decision + +The Sova Transit District spatial layout is confirmed as follows. + +--- + +#### 1. District Topology + +``` + N (external — span gate, horizon station connection) + ↑ +┌─────────────────────────────────────────┐ +│ GATE CLUSTER │ ~40×32 visual tiles [T-02 est.] +│ z=1: gate floor, customs lanes (2m ea),│ Tint: #0a1222 (institutional cold) +│ concourse (8m), processing zone │ Access: PUBLIC (concourse) +│ z=2: observation gallery (4 tiles wide)│ SEMI-PRIVATE (customs lanes) +│ Commission grey-white palette │ PRIVATE (inspection booths) +└────────────────┬────────────────────────┘ + │ forecourt (~8–10 tiles deep) +┌────────────────┴────────────────────────┐ +│ TERMINAL (Sova Logistics Hub) │ 44×28 visual tiles (confirmed #311) +│ z=1. Tint: cool grey-navy │ Access: PUBLIC (entry lobby) +│ Entry lobby → scanner bays → │ SEMI-PUBLIC (main corridor) +│ main corridor → cargo floor / │ SEMI-PRIVATE (cargo floor, +│ manifest processing / break room → │ manifest proc., break room) +│ restricted storage (coded, 1 door) │ PRIVATE (supervisor office, +│ Supervisor office: [=] window south │ restricted storage) +└────────────────┬────────────────────────┘ + │ ← maintenance corridor z=0 branches east here + │ (restricted storage → M-HATCH-T → 40m → M-HATCH-B) + │ + TRANSITION CORRIDOR + ~40m × 6m (6 visual tiles wide) Tint: neutral dark + Surveillance camera at T=24m Access: SEMI-PUBLIC + Widening zones at both ends + (forecount N-side, bar entry S-side) + │ + │ ← maintenance corridor z=0 terminates at M-HATCH-B + │ (opens into bar bathroom corridor) +┌────────────────┴────────────────────────┐ +│ TRANSIT PLATFORM (encounter node) │ [dimensions TBD — ~12×8 visual est.] +│ z=1. The Loop tram stop (bar-side) │ Tint: neutral-warm (transitional) +│ (tram from Residential Core) │ Access: PUBLIC +│ NPC population: commuters, workers. │ +│ Convergence point #2 (G-03). │ +└────────────────┬────────────────────────┘ + │ (bar entry zone, ~5 tiles) +┌────────────────┴────────────────────────┐ +│ BAR — THE LAST SHIFT │ 28×22 + 6m east extension visual (confirmed #312) +│ z=1. Tint: warm dark amber │ Access: PUBLIC (main floor, card table) +│ East extension (bathroom corridor) │ SEMI-PRIVATE (serving south, +│ faces north toward transit hub. │ bathroom corridor) +│ Alley door (south) → maintenance │ PRIVATE (back room) +│ alley → district edge. │ +└─────────────────────────────────────────┘ + ↓ + S (maintenance alley — district edge) + +───────────────────────────────────────────────────────────────────── + +MAINTENANCE CORRIDOR (z=0, runs parallel to transition corridor) + + [RESTRICTED STORAGE north wall / cargo floor door] + → M-HATCH-T (locked hatch, restricted storage interior) + → EAST SERVICE SPINE (~15m, narrow, dim) + → JUNCTION-1 (DD-2 dead-drop location) + → [side branch west] SECTOR 3 RESIDENTIAL (~15×12 visual) + Drin/Naia (ventilation dispute anchor) + 4th social site (D-025). Access: PUBLIC + → DISTRICT SPINE (~25m, grating floor) + → DD-3 "The Mark" (go/no-go signal, mid-corridor) + → M-HATCH-B (locked hatch, bar bathroom corridor) + +Era 1 construction. No Meridian coverage. Grating floors. +Zero LOS from all other spaces. Zero regular NPC traffic. +Access: PRIVATE (ring members only in practice). +``` + +--- + +#### 2. Zone Dimensions + +| Zone | Visual tiles | Sim tiles | Notes | +|------|-------------|-----------|-------| +| Gate cluster (z=1) | 40×32 | 80×64 | Araminta confirmed — 7 zones (see §4.2 zone spec) | +| Gate observation gallery (z=2) | 32×10 | 64×20 | Commission grey-white; Araminta confirmed | +| Terminal | 44×28 | 88×56 | Confirmed (#311) | +| Forecourt (Terminal N-face) | ~44×10 | ~88×20 | Estimate | +| Transition corridor | ~40×6 | ~80×12 | Confirmed (#313) | +| Transit platform | ~12×8 | ~24×16 | Encounter node — The Loop stop; bar-side | +| Sector 3 residential | ~15×12 | ~30×24 | 4th social site (D-025); maintenance spine adjacent | +| Bar entry zone | ~28×5 | ~56×10 | Estimate | +| Bar (Last Shift) | 28×22 (+6m E ext.) | 56×44 (+12 E ext.) | Confirmed (#312) | +| Maintenance corridor | ~40×2 | ~80×4 | Confirmed (#313) | +| **Total district bounding box** | **~256×256 visual** | **~512×512 sim** | 4×4 blocks per D-094; D-014 estimate superseded | + +--- + +#### 3. Access Topology + +Sequential. No tier skipping (H-06). + +``` +PUBLIC → SEMI-PUBLIC → SEMI-PRIVATE → PRIVATE +────── ─────────── ──────────── ─────── +Gate concourse Transition corridor Terminal cargo floor Supervisor office +Gate floor Terminal main corridor Terminal manifest proc. Restricted storage +Terminal lobby Gate customs entry Terminal break room Maintenance corridor +Transit hub Bar serving south Bar back room +Bar main floor Bar bathroom corridor +Bar card table +Bar counter (cust. side) +``` + +Movement across tiers requires: worker role (trivial), authority (badge → semi-private), access code (private), ring membership (maintenance corridor/restricted storage). + +--- + +#### 4. Spatial Hierarchy (Confirmed Naming) + +- **Chunk** = 64×64 sim (32×32 visual, 32m) — streaming and serialization unit +- **Block** = 128×128 sim (64×64 visual, 64m) — generator planning unit; composed of 2×2 chunks (4 chunks per block) +- **District** = 4×4 blocks = 512×512 sim (256×256 visual, 256m); 16 blocks, 64 chunks per z-level +- **Chunk merge rules:** Adjacent chunks within a block can merge into one large edifice, remain separate (small buildings, gardens, cafes, shacks), or form L-shaped buildings across chunk boundaries +- **Large civic structures:** Span multiple blocks (gate cluster, horizon station installations, stadiums, parks) +- **District skeleton:** Each major social site occupies approximately one chunk (32×32 visual) within its block + +**Generator architecture note:** The full top-down generator model (geography → infrastructure → amenities → population → zoning → block generation → chunk fill) requires a dedicated workshop brief. This chunk/block/district specification is the spatial primitive for that future system. Q-036 tracks district skeleton design. + +--- + +#### 5. Z-Level Scheme + +| Level | Contents | Notes | +|-------|----------|-------| +| z=0 | Maintenance corridor (Era 1) | Full district. Dim cold-white lighting. Grating floors. No Meridian. | +| z=1 | All main district structures | Terminal, Bar, Gate cluster ground, transit platform, Transition corridor | +| z=2 | Gate cluster observation gallery only | 4 tiles wide × lane-length. Commission grey-white palette. Access via staircase in gate cluster. | + +**Cross-z LOS (confirmed, Tyre):** Vertical LOS propagates only through designated transparent floor/window tiles. Opaque floor tile = full LOS block. Gallery rail = transparent floor tile, designer-placed. Player on z=2 has LOS downward through transparent rail to gate floor (z=1); LOS does not propagate upward from z=1 except at staircase opening. Performance cost: ~100–150µs per additional FOV pass — trivial. Gallery observation capability is architecturally controlled by designer tile placement, not a special case. + +**Inter-z sound (confirmed, Tyre):** Sound propagates across z-levels only through open hatches and designated vent tiles. The maintenance corridor (z=0) is inaudible from z=1 except at hatch locations (M-HATCH-T inside restricted storage, M-HATCH-B in bar bathroom corridor). This makes the acoustic gap at the cargo floor door (Path B) mechanically coherent — it is a z=1 surface feature, not a z=0 leak. + +**Memory (confirmed, Tyre):** Three z-levels for this district = ~1.35MB. Trivial. + +**Z-level PoC purpose:** The gate cluster observation gallery proves the z-level rendering stack (D-049) and cross-z shadowcasting (D-035) for all future development. This is the only z=2 space in v0.1. + +--- + +#### 6. Key Sightline Relationships + +*Across the full district:* + +| From | To | LOS | Notes | +|------|----|-----|-------| +| Gate observation gallery (z=2) | Gate floor below (z=1) | ✓ downward | Player sees cargo off-loading from above | +| Transition corridor (any position) | Terminal exterior / Bar exterior | ✗ | Buildings are opaque from outside | +| Transit hub | Bar entry zone | ✓ | Convergence point — workers arriving see bar entrance | +| Maintenance corridor | Anywhere | ✗ | Zero LOS in or out. Sound only. | +| Maintenance hatch (M-HATCH-T) | Cargo floor | ✗ | Hatch opens inside restricted storage — only visible to someone already in restricted storage | + +*Within Terminal (from #311 — unchanged):* +- Main corridor → all four south-facing doors: ✓ +- Supervisor window [=] → cargo floor + restricted storage door: ✓ +- Break room → anything: ✗ (isolated) +- Manifest processing → main corridor (door open): ✓ + +*Within Bar (from #312 — unchanged):* +- Corner booth (NW deepest) → entrance, bar counter, card table, back room door: ✓ +- Bathroom corridor interior → main bar: ✗ (door only) + +--- + +#### 7. NPC Routes and Convergence Points + +Two confirmed convergence points outside Terminal and Bar (satisfies G-03): + +1. **Terminal main corridor** — all Terminal workers cross here. Every person moving between scanner bays (north) and cargo floor / manifest processing / supervisor office (south) passes through. Semi-public; lingering is suspicious. + +2. **Transit platform / bar entry zone** — workers arriving from Residential Core via The Loop tram. Some walk north to Terminal, some enter bar directly. NPCs from different social sites share this arrival space. Encounter node, not social site. + +Additional convergence: **Transition corridor** — ring members and workers both use this corridor. The surveillance camera at T=24m records all transits. Pattern analysis reveals ring operational schedule. + +--- + +#### 8. Investigation Paths (confirmed) + +**Path A — Pattern Recognition (insert-heavy):** +Corridor camera logs → Kael's deep-night transit pattern → manifest database access (manifest processing) → restricted storage access timing → ring identified. + +**Path B — Physical Traversal (exploration-heavy):** +Cargo floor: anomalous sound at restricted storage door (acoustic gap around coded door seal) → floor worker conversation → physical discovery of maintenance hatch → corridor traversal → dead-drops discovered. *Note: sound propagation through door seal, not wall. Door is the weak point.* + +**Path C — Commission Inspection Overlap (institutional):** +Detective builds relationship with Commission inspector (gate cluster triangle NPC) → inspector shares institutional read of manifest anomalies (compliance framing, not criminal) → detective gains third angle on same evidence. Non-confrontational. Complements Paths A and B. + +--- + +#### 9. Transport Lore + +*Captured from workshop discussion:* + +**Span gates (Q-040 — resolved → D-093):** Human-built. Single aperture. Near-instantaneous transit. Scheduled dual-use windows: freight (bulk of operating hours) and passenger (scheduled slots). Physical layout reflected in gate cluster zone spec (§4.2). + +**Horizon stations (Q-041 — resolved → D-095):** Alien-built (no identified builder species). Self-maintaining. 4–8 apertures per station. Located at Oort-cloud distance. Per-system canonical name: "The Ring." Sequential hop travel only (A→B→C through intermediate systems; no direct long-range transit). Per-system variation across 4 access tiers. Station Sova's horizon gates are at The Ring — Admin Hub contains booking offices only. + +**Intra-system transport (Q-042 — partially resolved):** Span gates at star/planetary level plus horizon stations at Oort distance. Details of intra-system hab-to-hab transit remain open. + +**Station internal transit (Q-043 — resolved → D-095):** "The Loop" — internal station tram, 6 districts, 4-minute Residential Core → Transit District run. Workers arrive at transit platform (bar-side) and disperse to Terminal or bar. + +**Gate-train integration (Q-044 — resolved → D-093/D-095):** Arriving passengers exit span gate → aperture chamber → freight/passenger customs lanes → gate concourse (public) → transition corridor → transit platform (The Loop). No direct gate-to-tram connection; transition corridor is the linking space. + +--- + +#### 10. Gate Cluster Social Triangle + +**Composition:** Operations manager + senior freight handler + Commission inspector + +**Spatial staging:** +- Operations manager: works the gate floor (supervises cargo processing, knows every shipment) +- Senior freight handler: works customs lanes (clears cargo for transit; knows what should and shouldn't be there) +- Commission inspector: scheduled inspection visits (legitimate authority, reads anomalies institutionally) + +**Triangle tension:** Operations manager and freight handler have an established working relationship — and a shared interest in not attracting Commission attention. Commission inspector is an outside force disrupting their equilibrium. Investigation opportunity: the inspector sees things the manager and handler want invisible. + +**Commission overlap (N-01, Path C):** Inspector has institutional access to Terminal manifest data. Sera Venn's professional peer. Detective who builds relationship with inspector gains Path C. + +--- + +#### 11. Invisible Infrastructure Principle (G-08, now named) + +Every ring location serves a mundane purpose. Criminal function is only apparent if you know what to look for. The player (smuggler PC) knows. The detective PC can learn. An NPC observing in isolation sees nothing unusual. Same physical space — different player understanding. + +This is the core spatial design principle for the district. All investigation paths are designed around it. The principle is generalisable: it applies to any district in the Reach that hosts a Tier 1 module. + +--- + +#### 12. Narrative Constraints (Paula — all confirmed) + +1. Commission inspector has inspection authority crossing gate cluster AND Terminal — schedules are publicly known +2. Inspector's Terminal visits are scheduled and predictable — ring can route around them; gives ring temporal structure +3. Sera Venn is a bar regular who knows the inspector professionally — Triangle 4 cross-link +4. No NPC in the gate cluster triangle has social connection to Voss — Terminal and gate cluster triangle separation maintained +5. Transit hub NPCs are socially isolated from Terminal workers — two distinct working cultures; they share the transition corridor but not social space +6. Back room alley exit connects to maintenance alley → district edge; does NOT connect to transit hub service area + +--- + +#### Rationale + +The district layout emerged from three rounds of cross-domain synthesis: +- Round 1 established 52 constraints across 6 domains and 8 open tensions +- Round 2 resolved 10 of 11 tensions; lead feedback resolved T-01 (cargo floor) and T-05 (Careful stance) +- Round 3 achieved consensus on all remaining items + +The layout satisfies: D-025 (social sites as atomic template units), D-036 (Sova Transit District setting), D-054 (tile-based movement), D-059 (fog zone temperature tints), D-066 (dual-scale grid), D-011 (fog of perception), D-018 (sound model), D-027 (vertical slice success criteria). + +The chunk/quarter system and top-down generator model establish architectural precedent for Q-036 (district skeleton as generator output). + +--- + +#### Cross-References + +- Terminal layout: `docs/design/spatial-layout-terminal-v01.md` (#311) +- Bar layout: `docs/design/spatial-layout-bar-v01.md` (#312) +- Smuggling corridors: `docs/design/spatial-layout-smuggling-corridors-v01.md` (#313) +- Station profile: `docs/design/sova-station-profile.md` (#320) +- Gate cluster layout: `docs/design/spatial-layout-gate-v01.md` (to be authored — blocks #157) +- Transit hub layout: TBD (new ticket required) +- Transport lore open questions: Q-040–Q-044 +- Generator architecture workshop: pending brief + +--- + +*D-records filed: D-093 (decisions/content.md), D-094 (decisions/architecture.md), D-095 (decisions/content.md). Gate cluster full layout to be authored as #157. District bounding box (256×256 visual) supersedes D-014 estimate per D-094.*