Move wiki from docs/wiki/ to root wiki/. Add 14 category templates with YAML frontmatter, governance model, hierarchical spatial structure (system > station > district > location). Populate Krenn System entry as first concrete star system. Update cross-references in workshop and sprint docs. Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
121 lines
6.7 KiB
Markdown
121 lines
6.7 KiB
Markdown
---
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title: "Span Gates"
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slug: span-gates
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category: technology
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status: canonical
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created: 2026-02-12
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updated: 2026-02-13
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prevalence: common
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tags: []
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decision_refs: []
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cross_refs: []
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---
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# Span Gates
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**Type:** Transit Infrastructure
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**Status:** Canonical
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**Scope:** Intra-system transit (within a star system)
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**Scale:** Connects stations, planets, orbital platforms within a single system
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---
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## Overview
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Span gates are the intra-system transit backbone of the Settled Reach. They connect locations within a single star system — station to planet, station to orbital platform, orbital to orbital. Where [Founder Gates](founder-gates.md) bridge the void between stars, span gates handle the daily logistics of moving people and cargo within a system.
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In the Krenn System, span gates are infrastructure the way roads are infrastructure: essential, taken for granted, and noticed only when they stop working.
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---
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## How Span Gates Work
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Span gates create stable transit corridors between two fixed endpoints within a star system. Transit is near-instantaneous — step through one side, emerge at the other. The technology is well-understood, reliable, and old. No one in the Settled Reach remembers a time before span gates.
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**Gate cycles:** Gates operate on predictable cycles. During peak shifts on Station Sova, the Sova-to-Krenn Prime gate cycles every 4-6 minutes. Off-peak, every 12-15 minutes. Each cycle moves a fixed volume of cargo and/or passengers.
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**The hum:** Span gates produce a low-frequency vibration — a bass hum that varies in pitch with transit volume. On Station Sova, the gate hum is omnipresent. It's the ambient soundscape of the district. Workers tune it out. New arrivals notice it immediately. The hum rises during peak freight cycles and drops to a low throb during night shifts.
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This sound is the first thing the player hears on arrival (wow moment #1). It never stops.
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---
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## Krenn System Gate Network
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| Route | Type | Primary Use | Cycle Time |
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|-------|------|-------------|------------|
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| Station Sova <-> Krenn Prime Surface Depot | Freight primary | Cargo transfer, surface-to-station logistics | 4-6 min (peak), 12-15 min (off-peak) |
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| Station Sova <-> Orbital Manufacturing Platform 3 | Component transfer | Parts and assemblies for light manufacturing | Variable |
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| Additional intra-system routes | Various | System commerce and passenger transit | Various |
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**Transit volume:** High freight, moderate passenger. Krenn's span gates run continuously during standard shifts. The system's prosperity comes from moving things between places — span gates are the mechanism.
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---
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## Span Gates and Smuggling
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Span gates are chokepoints, and chokepoints create opportunities.
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**Legitimate cargo** arrives through the Sova gate on scheduled freight cycles. Manifests are filed in advance. Containers are logged. Inspectors (like Torek Lintar) check cargo against documentation.
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**Contraband** arrives mixed with legitimate freight. The volume of cargo moving through a busy span gate makes item-by-item inspection impractical. Inspectors work from manifests and spot-checks. The ring exploits this: contraband lattice components packed into containers whose manifests show "standard components" with doctored weight data.
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**The timing window:** Gate cycles create predictable surges of activity. During a peak-cycle arrival, dozens of containers come through simultaneously. Processing bottlenecks force prioritization. Inspectors focus on flagged shipments. Unflagged containers — the ones with carefully doctored manifests — move through with minimal scrutiny.
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This is why Voss's shift scheduling matters: he creates understaffing during high-volume gate cycles, widening the inspection gap that the ring depends on.
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---
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## Atmosphere and Sensory Detail
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**Sound:** The gate hum is the district's heartbeat.
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- Peak shifts: bass vibration rises, felt in the floor grating, audible through walls
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- Off-peak: low throb, almost subliminal, the sound of infrastructure idling
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- Post-transit: brief ozone scent that fades quickly, a faint crackle of dissipating energy
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**Visual:** Span gates on Station Sova are industrial installations — large, utilitarian, built into the freight bay architecture. No decorative elements. Cargo conveyors feed directly to and from the gate aperture. Safety markings. Warning lights during transit cycles. Workers move around gates with practiced indifference.
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**The feeling:** Span gates represent the mundane miracle of the Settled Reach. Instantaneous transit between a station and a planet's surface — and it's boring. It's commuting. The extraordinary made ordinary through 180 years of daily use.
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---
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## Dual-Lens Significance
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**The smuggler** sees span gates as the entry point for their livelihood. Cargo arrives through the gate. The timing of gate cycles is their operational clock. They know which cycles run heavy, which inspectors work which shifts, which containers are flagged and which slide through. The gate is a workplace fixture — familiar, predictable, exploitable.
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**The detective** sees span gates as the supply chain entry point. Contraband enters through the gate. The detective queries manifest logs, cross-references arrival times with container processing delays, maps the gap between gate-logged weight and inspector-recorded weight. The gate is an evidence source — every transit cycle generates data that an Analytical lattice can mine.
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---
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## Mechanical Integration
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**Sound System (D-018, D-038):**
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- `amb_station_base.ogg` includes span gate vibration as primary ambient element
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- Gate hum pitch varies with transit volume (game-time driven)
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- Post-transit ozone is a sensory detail for monologue, not a separate audio asset in v0.1
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**Knowledge Graph:**
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- `world.shift_schedule` — Gate cycle timing connects to shift operations (smuggler: KnowsDetails; detective: learns through observation)
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- `investigation.cargo_anomaly` — Container processing delays traced from gate arrival timestamps
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**Spatial Design:**
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- Span gate is a fixed location on the freight bay level (Level 1) of Sova Transit District
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- High-traffic chokepoint during shift transitions
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- Sightlines from the observation gallery (Level 3) to the gate area enable surveillance gameplay
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---
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**Cross-References:**
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- [Founder Gates](founder-gates.md) — Interstellar gates connecting star systems
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- [Sova Transit District](../world/sova-transit-district.md) — Gate location in v0.1 setting
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- [Krenn System](../world/krenn-system.md) — System-wide gate network
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- [Station Sova](../world/station-sova.md) — Gate infrastructure details
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- D-036: Sova Transit District setting (gate cycles, freight logistics)
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- D-038: Audio scope (station ambient includes gate hum)
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---
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**Status:** Canonical — intra-system transit infrastructure
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**Created:** 2026-02-12
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**Updated:** 2026-02-12
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