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 <noreply@anthropic.com>
This commit is contained in:
2026-02-25 19:08:29 +01:00
co-authored by Claude Opus 4.6
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*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)
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*19 decisions. Last updated: 2026-02-25 (D-094 added — Station District Layout Workshop, Sprint 20)*
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*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)
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### 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)
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*21 decisions. Last updated: 2026-02-25 (D-093, D-095 added — Station District Layout Workshop, Sprint 20)*
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- **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)
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*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)*