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>
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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)*
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### D-093: Sova Transit District — Spatial Layout and District Topology
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- **Date:** 2026-02-25
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- **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).
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- **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.
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- **Raised by:** Full team — Gestalt (gameplay constraints), Miri (worldbuilding/lore), Araminta (visual/spatial), Tyre (technical), Paula (narrative), Ozzie (player experience). Compiled by Qatux.
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- **Dissent:** Araminta preferred 32×32 visual chunk size (overruled by lead and team majority). No other dissent.
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- **Source:** Station District Layout Workshop, Ticket #153, Sprint 20. Round document: `docs/discussions/round-20-station-district-layout.md`
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- **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
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- **Date:** 2026-02-25
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- **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.
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- **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).
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- **Raised by:** Miri (worldbuilding), confirmed by team.
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- **Dissent:** None.
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- **Source:** Station District Layout Workshop, Ticket #153, Sprint 20. Round document: `docs/discussions/round-20-station-district-layout.md`
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- **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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