This is the solar system reserved for just the Inisfreeans and their loved ones.

 

Table of Contents:

  1. Introduction
  2. Access
  3. Non-civilization Aspects (parent category includes several of the following)
  4. Star Data
  5. Constant, Fixed Orbits
  6. Days on All Star-interior Worlds
  7. Asteroid Belt
  8. Gas Giants
  9. Meteorology and Climatology
  10. Temperature Brackets
  11. Vantages and Appearances
  12. Civilization Aspects (parent category includes most of the following)
  13. Population
  14. Kardashev Scale Classification
  15. Habitable & Inhabited
  16. Lagrange-point Pocket Technology
  17. Star-system Space-station Class
  18. Population Mindset
  19. Biology, Physiology, and Ecology
  20. Sociology, the Hierarchy, and the Aristocracy
  21. Population Density
  22. Economics
  23. Immortality and Recall Beyond the Inisfreean Realm
  24. Romance and Sex
  25. Linguistics
  26. Reproduction and Essence
  27. An Inisfreean is basically this
  28. Sentient Conscious Biomechanics
  29. Transportation
  30. Nightlife
  31. Elaboration:  Demographics, Nomenclature, & Urban Geography
  32. Inisfree-city Compared to Inisfreean Cities on these Worlds
  33. Lord Auzdein von Himmler
  34. Updates (parent-category for the following)
  35. 2021 Update:  Revelation and Timeline
  36. 2022 Update:  Routes and Names
  37. 2022 Final Update:  Eternal-focus Realization
  38. 2023 Update:  Worlds-formation Cubic-miles Compared to Available ICVs
  39. Overall (Images Begin)
  40. Lagrange
  41. 2022 Update:  Minecraft Scale-model
  42. 2023 Update:  Auz’domes
  43. 2024/+ Updates

 

Introduction:

Star-system Auzdein was named for and by its maker.  It was created to become the new home of the Inisfreeans, and more than 99% of all ICVs now live there.  Its main star was helioformed (engineering of a star) to be a clone of the Earth‘s star; the Sun, because that was familiar and comfortable for the maker.  Regardless of the dimensions of each planet in this new and man-made solar-system, each world (planets and moons) has 1,000 Inisfree-like cities evenly spread out across its entire surface, and each of those cities has a permanent ICV population of 100,000,000.  The most interesting and signature thing about this solar system, however, is the fact that all of its worlds have satellites (actual other worlds; not artificial/tiny robotic satellites) in all of their Lagrange Points.

 

Access:

This star-system is reachable only via a connecting portal opened by Auzdein’s will (Auzdein, its namesake).  Technically, Auz’s fleets of starships can also teleport in and out of here (such as for their Mapping Campaign and other deployments), but they will not ferry/transport anyone with them in that process (unless those people have already been approved to go with Auz through the official/main portal here, which only gets offered if they complete the tour of his main/first city and find that they love all of it).  Also, technically, the stars he had his ICVs helioform in this new system/dimension of his/theirs… can function like all other stars; they can be portals that connect to the heart/core of all other stars, meaning that any star (or hollow-planet’s core/inner/mini-star) could connect here (but that would only work if:

  1. the person or people trying to get here knew that stars could be used in that way,
  2. and if they knew what to think / focus on while approaching/entering their own local star,
  3. and if the ICVs stationed in here in this private system of theirs did not stop them via their advanced mind/mindset-changing or omni-interfacing/overriding technologies, etc.

–plus the stars are living portals; they are Arch Angels, and are full of other Angels and Elementals and even the First Gods themselves, and all of those beings would have to be in agreement about letting those people through, and about letting them exit where/how they wanted/intended/asked to, so it is always a lot easier to just ask Auz in person in Inisfree if it is alright with him that he escorts you through the non-star portal in one of his basements).

2023 August reiteration and rephrasing:  While anyone prescreened and found compatible with me (Auz) can be invited to Inisfree, only those who have in front of me performed sex acts I dictated to them, and ended up pleasing me in all ways, can be invited into the SSA.

 

Non-civilization Aspects

Star Data:

  • Stellar ID:  Auzdein (2517)
  • Class:  G2V
  • Radius:  1.0 sol
  • Mass:  1.0 sol
  • Luminosity:  1.0 sol
  • Temperature:  5,778 °K (9,940.73 °F)
  • Distance:  (N/A) # AU
  • Stars:  ​11  (1 main, 4 closely orbiting it, and 6 dwarfs/dwarves in the asteroid belt) –or 12 if you count the SSBS, and 13 if you count Auz (due to his completed evolution/form as spherical Inisfree, what with its black-hole-based sky-dome and all)
  • Planets:  121  (4 inside the main star, 6 per orbit 1-15, and 27 orbiting the gas giants)
  • Moons:  84  (4 per orbit [1, 2, and 4-15], 5 in orbit 3,  and 23 in orbit 16)
  • Asteroid Belts:  The Warmway (due to the 6 dwarf stars within it)
  • Additional Objects:  3:  1 SSBS, 1 PSBS, and 1 MSBS (all anchored inside the main star, as it is larger than the Sun, and all without affecting the orbits of the 4 planets that orbit inside that special star of ours)*
  • Planetoids:  ###,###+
  • Comets:  Inisfreean starships may appear as comets –based on their tasking)

*The reason we keep 1 PSBS outside the SSBS, and 1 MSBS outside 1 of the PSBSs, is to constantly observe and fine-tune / perfect how they move and affect other cosmic bodies around them.​  It is also because they are somewhat of a Quick Reaction Force (QRF) for us; they can deploy instantly, always fully staffed, awake/online, and ready to go within one second.

Constant, Fixed Orbits: 

Like all Inisfreean constructs, every component of this star system is immortal. Thus, the orbits do not degrade inward or outward, even if incredible cosmic forces are immediately adjacent its perimeter.

Orbit 0​​:  Planets Inside the Hollow Main Star – Unique
Primary planet (P):  Tanj
Lagrange-point 3’s planet (L3):​​  Tsuwa
L4:  Ori
L5:​​  Samn

Orbit 1:  Planets Closest to the Central Stars – Barren, Hot
P:  Inv
Primary-planet’s Moon (PM)​​:  Seh
​  L3:  Dar
L3 Moon (L3M):  Sth
​​L4:  Kru
L4M:  Lah
L5:  Lae
L5M:  Lis
L1:  Nio
L2:  Phe
​​​​​​
Orbit 2:  Planets Closer to the Central Stars – Desert, Warmest
P:  Zad
PM​​:  Cam
​  L3:  Cho
L3M:  Var
​​  L4:  Tos
L4M:  Bin
L5:  Tyr
L5M:  Age
L1:  Apo
L2:  Clo

Orbit 3:  Planets Close to the Central Stars – Grassland, Warmer
P:  The
PM1​​:  Alt
PM2:  Abr
​  L3:  Pre
L3M:  Cli
​​  L4:  Ilo
L4M:  Int
L5:  Far
L5M:  Aff
L1:  Kle
L2:  Ajt

Orbit 4:  Planets Just Inside the Asteroid Belt – Savanna (grass and trees), Slightly Warmer
P:  Mur
PM​​:  Clu
​  L3:  Via
L3M:  Mor
​​  L4:  Sar
L4M:  Der
L5:  Ben
L5M:  Gre
L1:  Aok
L2:  Tun

Orbit 5:  Micro-stars of the Asteroid Belt – Grassland, Warmer
P:  Ein
PM​​:  Nov
​  L3:  Ast
L3M:  Tre
​​  L4:  Roth
L4M:  Atr
L5:  Sid
L5M:  Ter
L1:  Min
L2:  Avm
​          Asteroid Belt (including its 6 dwarf stars)

Orbit 6:  Planets Just Outside the Asteroid Belt – Woodland, Warm
P:  Are
PM​​:  Sup
​  L3:  Aei
L3M:  Zio
​​   L4:  Zos
L4M:  Vem
L5:  Tra
L5M:  Qua
L1:  Pal
L2:  Pro

Orbit 7​:  Planets Close to the Asteroid Belt – Jungle/Rainforest, Warm and Wet
P:  Yam
PM​​:  Dek
​  L3:  Lor
L3M:  Wat
​​  L4:  Azb
L4M:  Hab
L5:  Eri
L5M:  San
L1:  Aph
L2:  Gel

Orbit 8​:  Planets Just Inside an Earth-orbit (1 A.U. from the star) – Oceanic, Lukewarm
P:  Uth
PM​​:  Ely
​  L3:  Des
L3M:  Arv
​​  L4:  Hye
L4M:  Ses
L5:  Bek
L5M:  Ont
L1:  Tri
L2:  Nia

Orbit 9:  Planets at an Earth-orbit (1 A.U. from the star) – Earth-like, Mild
P:  Hor
PM​​:  Anh
​  L3:  Dor
L3M:  Vir
​​  L4:  Bor
L4M:  Imp
L5:  Hes
L5M:  Ran
L1:  Ele
L2:  Hel

Orbit 10:  Planets Just Outside an Earth-orbit (1 A.U. from the star) – Rain-shadows, Cool
P:  Ili
PM​​:  Zor
​  L3:  Thu
L3M:  Sur
​​  L4:  Mai
L4M:  Baz
L5:  Cha
L5M:  Lok
L1:  Tro
L2:  Ait

Orbit 11:  Planets Close to an Earth-orbit (1 A.U. from the star) – Highlands, Cooler
P:  Zan
PM​​:  Pha
​  L3:  Brt
L3M:  Ede
​​  L4:  Lus
L4M:  Dez
L5:  Buo
L5M:  Xan
L1:  Xom
L2:  Dat

Orbit 12:  Planets Between an Earth-orbit and a Mars-orbit – Alpine/Mountaintop, Chilly
P:  Joa
PM​​:  Jun
​  L3:  Aga
L3M:  Son
​​  L4:  Emr
L4M:  Tho
L5:  Par
L5M:  Ada
L1:  Kli
L2:  Kur

Orbit 13:  Planets Just Inside a Mars-orbit – Boreal, Cold
P:  Pra
PM​​:  Yun
​  L3:  Gar
L3M:  Alr
​​  L4:  Lox
L4M:  Eno
L5:  Eol
L5M:  Syt
L1:  Lym
L2:  Vel

Orbit 14:  Planets Nearly a Mars-orbit – Wintry, Colder
P:  Aig
PM​​:  Alm
​  L3:  Yiu
L3M:  Esm
​​  L4:  Alc
L4M:  Ezb
L5:  Yov
L5M:  Fea
L1:  Zay
L2:  Fio

Orbit 15:  Planets Just Outside a Mars-orbit – Arctic/Polar, Coldest
P:  Foa
PM​​:  Ina
​  L3:  Ram
L3M:  Fru
​​  L4:  Eun
L4M:  Akr
L5:  Mak
L5M:  Als
L1:  Gro
L2:  Mat

Orbit 16:  Planets at the Outer Border of This Solar-system – Earth-like, Mild
P (gas giant):  Wez
PM1/P (gas giant)​​:  Fuo
PM1’s P:  Gla
PM1’s L3:  Iaz
PM1’s L4:  Ibd
PM1’s L5:​​​​  Idn
PM2/L3:  Ifg
PM2’s M1:  Irm
PM2’s M2:​​  Jej
PM3/L4:  Jya
PM4/L5:​​​  Kez

​  L3:  Naj
L3’s M1/PM:  Nef
L3’s M1/PM’s M:​  Nyv
L3’s M2/L3:  Ob
L3’s M2/L3’s M:  Ofx​
L3’s M3/L4:  Ojl
L3’s M3/​L4’s M:  Oka
L3’s M4/L5:  Omz
L3’s M4/L5’s M:​  Opo
L3’s M5/L1:  Ove
L3’s M6/L2​:​​​​  Pyx
L3’s M7:​  Qwo

​​  L4:  Rih
L4’s M1/PM:  Roz
L4’s M1/PM’s M1/PM:  Rua
L4’s M1/PM’s M2/L3:  Sla
L4’s M1/PM’s M3/L4:  Sot
L4’s M1/PM’s M4/L5:​​​​  Sri
L4’s M2/L3:  Sva
L4’s M2/L3’s M1:  Svo
L4’s M2/L3’s M2:​​  Swe
L4’s M3/L4:  Ubm
L4’s M4/L5:​​​  Udo

L5:  Ufa
L5’s M1/PM:  Uhi
L5’s M1/PM’s M1/PM:  Uja
L5’s M1/PM’s M2/L3:  Ukm
L5’s M1/PM’s M3/L4:  Ula
L5’s M1/PM’s M4/L5:​​​​  Umr
L5’s M2/L3:  Unz
L5’s M2/L3’s M1:  Uo
L5’s M2/L3’s M2:​​  Upk
L5’s M3/L4:  Uqw
L5’s M4/L5:​​​  Urv

L1:  Usk
L1’s M1/PM:  Uuo
L1’s M1/PM’s M:  Uvj
L1’s M2/L3:  Uzb
L1’s M3/L4:  Voz
L1’s M4/L5:​​​​​  Vut

L2:  Vul
L2’s M1/PM:  Vy
L2’s M1/PM’s M:  Vz
L2’s M2/L3:  Wib
L2’s M3/L4:  Woj
L2’s M4/L5:  Wyo

Orbit 17:  Gateway Sub-system Added (Started Forming) in 2022 – Earth-like, Mild and Unique
P:  Cum (a pun for the fact that people come into SSA often via here)
PM:  Jiz
L1:  Swap
L2:  Goi (a truncation for how most people are going back out of SSA via here)
L3:  Felch
L4:  Swing
L5:  Cest

Days on All Star-interior Worlds:

Being inside the nebula in the core of system Auzdein’s main star, both poles experience ‘days’ as the ‘circle of sunlight’ (one of the holes in the nebula allowing the main star’s light to shine in) being fixed like Earth’s North Star (Polaris).
The farther one is away from this planet’s poles, the more this ‘circle of sunlight’ (hole in the nebula) seems to move along the horizon, never rising above it, nor setting.
At the equator, neither of those ‘lights’ are visible; it is an equatorial band of eternal dusk, with twilight at the equivalent of Earth’s ‘tropics’, and a person standing on such a latitude would see the horizon in opposite directions always looking like it does on Earth before dawn/sunrise / right after sunset; there would always be two brighter-blue sky-areas, one due-north, the other due-south.

Asteroid Belt: 

Belt Swell (the expansion and contraction of asteroid belts and other cosmic collectives due to ‘tides’ caused by passing planets and other cosmic bodies)does exist in this star system, as there are virtually countless asteroids and other small cosmic bodies sharing (and being shared by) the many orbits here. These are allowed to exist in this system only because 1) it creates an excellent, highly dynamic, realistic, and significantly challenging Space flights navigation training environment, and because 2) none of these ‘small bodies’ are capable of entering the orbits of any of the worlds, which would, in systems outside this realm, result in the usual minor to catastrophic damage caused by foreign-body impacts like the common asteroids.

Gas Giants: 

While radiating enough heat to keep their adjacent planets and moons pleasantly warm, gas giants in this star system do not have cores hotter than the surface of the stars. Instead, as all Inisfreean worlds and Earth-That-Was, even these giant worlds have hollow interiors complete with solid surfaces and teaming with ‘life as we know it’. Inisfreeans have not colonized the innards of these largest of their star system’s worlds, though; they are kept vacant for reasons yet unannounced.

Meteorology (study of the whole atmosphere) and Climatology (study of weather trends in a given area or areas; a subset of the study of atmospheres in general): 

‘O-zone holes’ cannot exist in this realm, and solar flares and winds cannot adversely affect satellites orbiting any of the Inisfreean worlds. Worlds do not have ‘ice ages’ or ‘global warming’ periods; whatever their seasonal temperature and humidity ranges are, that is what they will always be. Inclement weather also does not and cannot exist on an Inisfreean world, so tornadoes, hurricanes, whirlpools, tsunamis, monsoons, typhoons, flash floods, and even sink holes and undertows will never occur. The gustiest winds will be pleasurable and refreshing ones, and the rains will never dampen the ground to the point of any instability beyond minor puddle forming. Rapid movements through the atmosphere cannot cause damaging heat from friction, so reaching and breaking terminal velocity is not in any way dangerous, yet no foreign cosmic bodies can even reach these Inisfreean worlds’ atmospheres, let alone begin to burn up in them.

There aren’t true/distinct seasons on any of these planets or moons like there are on Earth; their orbits and upright rotations don’t produce any.  More than anything, the only cosmic bodies/forces which influence their weather… are their nearest neighbors; a moon or moons somewhat tide-like affecting some weather of its/their planet, and vice versa.  The worlds of orbits 4 and 6 pass fairly close to the 6 dwarf-stars of orbit 5, but this only results in a pleasant fluctuation from slightly warmer (for six of the 1/12 time-periods each year) to slightly cooler (for the other six 1/12 time-periods each year) than their natural temperature-brackets would be; again, not distinct seasons as a result.

All the cities in this solar-system of ours were designed on Earth to be able to easily withstand and even avoid all known and imagined types of cataclysms and other disasters, so in climates and atmospheres as mild and predictable (and controllable) as they are on these worlds… you can imagine the general mentality and vibe of all people here; they are confidently in total control of all weather events, masters of atmokinesis.

Temperature Brackets:

The ranges of temperatures for each climate region of these Inisfreean worlds is limited to a 30 degree fluctuation because of their absence of axial tilt, their HAARP-regulated weather patterns, their perfectly-circular solar orbits, and their generally very unremarkable topographies.  The reason temperatures shift up and down by those 30 degrees at any point upon their surfaces is due to altitude, cloud cover, wind chill, proximity to flowing water, and the day-night cycle.  As one moves closer to the equator of any of these worlds, this 30-degree temperature range will naturally raise, and as one moves closer to the poles of any of these Inisfreean worlds, that same range will naturally lower (a 100 degree difference from pole to equator, such that the range will shift from, for example, [0 to -30] at either polar region, to [100 to 70] in the equatorial region).

Vantages and Appearances: 

All planets and moons in this star system are set at respective distances from one another such that from the parent body, the moons will always be the same size in the sky as the Moon is from Earth.

  • Worlds at the Lagrangian points will appear as colored pinpoints.  This is because Lagrange points are faraway on the orbital-plane, not much closer like a moon in relatively-near orbit is.  In other words, if you are on a planet or moon, and looking out/over at a planet/moon on one of the Lagrange points of your world / parent-planet’s-orbit, it will look like a barely-colored dot in the night sky that is only slightly bigger than how stars appear from the Earth.
  • 2023 October:  The only stars in all their skies are the stars we made in this dimension; each of these worlds only sees the 11 exo-planetary (not in a hollow core of a world) stars in SSA (1 central, 4 mid-sized orbiting it, and 6 dwarf all on the same orbital-path farther out).
  • The orbital paths are .08 of 1 AU apart.
    The farthest world in this system is just slightly farther away from the central star than Mars is from the Sun (1.66 AU vs 1.52).
    For comparison, Pluto is ~34.77 AU from the Sun, Neptune is ~30.06, Uranus is ~19.22, Saturn is ~9.54, and Jupiter is 5.20; our gas giant (in/on orbit 16; 1.58 AU from SSA’s central star) is ~3.3x closer to our central star,
    and ~52.5x closer to its 2 neighboring worlds than Jupiter is to Earth (so imagine if Jupiter was >50x bigger in the sky).
  • In spite of being so much closer, compared to worlds in Sol, gravitational forces do not wreak havoc on them.  Instead, their complementary forces synergize, making them much more stable than far-flung worlds of the Outlands.
  • Mercury is .4 AU from the Sun, thus .6 from Earth; the 1st and 3rd orbits/worlds and 3.75x closer in SSA.
    Venus is .723, thus .277 from Earth; the 2nd and 3rd orbits/worlds are 3.4625x closer in SSA.
    Mars is 1.5, thus .5 from Earth; the 3rd and 4th orbits/worlds are 6.25x closer in SSA.
    The Moon is 0.00257003846 AU from Earth;
    something .08 AU away is 31.12793884x farther,
    so resize the new Mars image to 3.212548075%.
  • With 11 stars in the system instead of 1 like Earth is used to, and all worlds a few to a few dozen times closer, people on any world here will see 219 worlds (17 planets and 212 moons) with ease, lit from multiple positions at all times, and a total of 233 (219+11+3; the SSBS, PSBS, and MSBS) cosmic bodies.
    By comparison to Earth, humans in its cities see fewer than a dozen stars per night,
    humans in its suburbs see ~250,
    and humans in wildernesses without light pollution see ~2,500 per night,
    so if you came to SSA from such a suburb, skies on the worlds here at night will look similarly dotted, albeit with bigger dots and more colorful ones –and they don’t twinkle.

This album shows how the Sol planets would look in Earth’s night sky if each was as close to it as its current moon is.  These images are just conceptual; to give you some idea about how there are colorful dots/circles in the night skies of the worlds in SSA, all those dots/circles being bigger than the stars visible from Earth, but not as big as the Moon-proximity planets in these following images.  Picture seeing something as colorful as what is in the following images, and size-wise between how big the planets in these images look… and how big stars and planets look from Earth.

Civilization Aspects

​​Population:

Total:  4,116,005,020,500,000,000,000 Inisfreeans (100% female (Inisfreean; ICVs))

  • 4,116,005,000,000,000,000,000 of those are aboard the 3 biggest IC Spaceships here
  • *20,500,000,000,000 are in the 205,000 cities; 100,000,000 ICVs per city (as of the addition of the orbit-17 worlds, plus other edits/updates, there became a total of 219 worlds in SSA, thus 219,000 Inisfree-like cities, thus 21,900,000,000,000 ICVs in them)
  • thus 100,000,000,000 ICVs per world
  • and that means there are 1,000 Inisfree-like cities per world (planets and moons) here; there are 500 on the inside surface, 500 on the outer surface (facing Space)​

Guests started being invited here in the 2020s, A.D., Earth-time.  During this and the millennia ahead, there will be millions to billions of them.  Some may choose to set up vacation or primary homes on one or more of the worlds here in SSA.  There will never be pregnant women, newborns, or pre-pubescent youths here, though, as this is just another part of Inisfree (meaning where perfect/ed people go; not any needing to practice breeding/manifesting/spawning; once the perfect forms/bodies/people have been made/manifested, there is no more need to create more, as those would be redundant and people/civilization-weakening fragments/fragmentation).

For details on how the ICV population changed over the years and centuries, see the latest (2021) update on our History page.

Kardashev Scale Classification:  Type V, Omega-minus

Inisfree’s realm (all the Inisfreean constructs (humanoid female nymphs and their structures) is a “Type V, Omega-minus” civilization; collectively, Inisfree has total understanding and control of the entire Universe, can effortlessly extract power out of all of it, including its dark-matter, convert anything into anything on the subatomic scale, and even manipulate Space and time themselves.

  • The ‘external frame of reference’ from which Inisfree is capable of accomplishing these feats is its capitol-structure; ‘F.O.B.1’ a.k.a. ‘Inisfree’, or, more accurately: ‘Inisfree city’ (as ‘Inisfree’ also implies the entirety of the Inisfreean realm, which is its empire, which is its Inisfreean humanoid people, no matter how far out they are dispersed across Creation). From ‘Inisfree city’, and all extensions of this special realm, such as ‘star-system Auzdein’, Inisfreeans exist and operate from a wholly custom, eternal, immortal, unalterable dimension and universe all their own.

Habitable & Inhabited: 

100% of the worlds in this system (including the moons and other cosmic and megastructure bodies) are fully terraformed, habitable, and colonized.  All of these worlds are also hollow (as with Agharta inside the Earth), and this hollow interior is also populated.

Lagrange-point Pocket Technology: 

To keep the worlds affixed to this star-system’s Lagrange points from destabilizing the primary worlds of their respective orbits, the gravitational signatures of all Lagrange point worlds are kept channeled through singularities such that while all surface conditions remain Earth-like, everything beyond low orbit of these worlds remains incredibly distorted and masked. The result is that gravity-slingshotting only works in this star-system to the extent that it would work in a system with only one planet per orbital ring, and objects could only remain in orbit of a Lagrange point world if just above the upper atmosphere. This is one of many reasons why Inisfreeans simply step through dilating singularities in the Space-time continuum; portals that open and close around them, such that they aren’t really moving at all to reach other worlds, but just carrying on normally as the passage appears, moves around them, and re-seals itself back up into non-existence in their wake. This means that their transportation technology is beyond warp and FTL; it is relative-FTL, and requires nothing more than their own mind’s will to function even better than a human supercomputer used for calculations, navigation, and drive-core operation. Inisfreeans, after all, are supreme masters and artisans with all forms of interaction, interfacing, and the simplification of exertions into the most efficient and split-second forms of techniques that have only complex, challenging, and costly variants outside their realm. The underlying, overall Inisfreean technique is always of this method; being able to do with just a thought or two what it takes other species gigantic machines and computers to do.

  • ​Lagrange-point worlds, therefore, have a reduced signature. This is much, in concept, like the signature reduction of ‘stealth’ aircraft; while they are exponentially larger than their radar signatures, their sophisticated technology allows their crew to enjoy normal living and operating conditions, with all ignorant outsiders being barely able to notice, track, and/or intercept them. Inisfreeans merely developed this technology to do the same thing on a larger scale and with additional (all) signatures.
  • The channeled energy, which would otherwise leave world-sized gravity signatures in the Space around the occupied Lagrange points, is used to maintain the advanced Repulsine perimeter bubble/sphere/membrane ‘fields’ which permanently envelope, shield, and cloak every world (from moon to star) in this system. This channeled energy is also used to maintain the perfection (unchanging aspect) of every orbit.

Star-system Space-station Class: 

This star-system is considered the next step up from an SSBS; a Star-Sized Battle Station/Spaceship, which is larger than a TSB (an orb-collective called The Supreme Being), and is the largest organization and fixed-form state of the ICs (Inisfreean Constructs/Clones). There are no plans at present to construct or clone anything larger, such as a solid-state, star-system-sized station/spaceship (a sphere like the Death Star, with levels from core to outer surface, as big as the biggest stars in the galaxy; with dimensions comparable to most solar systems). Thus, while technically a solar-system-sized flight formation of world- and star-sized aerospacecraft, this ‘flight formation’ is a permanent one (immortal in multiple senses of the term; unchanging, and unchangeable (immune to damage and alteration; immune to degradation by internal and external cosmic forces).

Population Mindset:

Inisfreeans are as familiar with the cosmos and all its aspects as human children are with the alphabet.  Because of this, Inisfreeans find it completely normal and commonplace for their star system to have dozens of planets and moons, as well as multiple stars in co-orbits.  Furthermore, Inisfreeans find weird and unlikely when any world doesn’t harbor intelligent and abundant forms of life.

Biology, Physiology, and Ecology: 

“Life as we know it” is a few hairs different within the Inisfreean realm of the Auzdein star-system –and that includes literally; the hairs of the Inisfreeans do not get split ends, cannot be frayed or broken, change their length, color, curliness, and volume like the tireless flexing of a muscle at will, and are, as all Inisfreean things, immortal. Beyond this, whatever enters this star system, just as whatever enters the city of Inisfree, becomes immortal to a slightly lower degree; it cannot be hurt or even grow hungry or weary, so long as that is the will of the one humanoid who governs this realm.

  • The flora does not require decaying matter for nourishment, and the fauna are herbivorous. Whatever plants the fauna consume, replacements quickly grow back within minutes or hours for (rather than months or years).
  • Also, microscopic life-forms and bugs cannot exist in the Inisfreean realm, so you won’t ever see a single ant or other ‘critter’. The same holds true for rodents and anything that would, in the realm beyond this star system and its capital city, behave in a hostile manner. While some outsiders believe such life is a mandatory part of ‘the food chain’ and ecosystems in general, this is not the case within this realm; a different balance holds true. Some outsiders claim that such life is even critical for the health of humanity, but not so within the Inisfreean borders. Even the microbes and ‘pro-biotics’ that aid in digestion fall indefinitely dormant and unneeded –a state of hibernation- when their parent organism (i.e. you, for example) explore this realm.
  • One of the most curious qualities of being in this realm, although no one has yet to be brave enough to notice or test it, is that the immortality effect it has on all life approved to know of and enter into this realm… works just as perfectly in the void of Outer Space; while inside this star system, anyone is instantly capable of exiting their spacecraft or spacesuit and maneuvering by pure will through the ‘black ocean’ between the worlds. If you’ve ever read a Superman comic and wondered how his humanoid species can fly around like this, an Inisfreean can both tell and show you.
  • In short, nothing needs to consume anything to live, as cells stop aging and being shed, and even eating plants for salads becomes entirely by habit and choice. Just like with work, Inisfreeans and those allowed inside their realm do things because they want to; not because they have to.

2024 January:  The fauna and flora are considered part/aspects of this civilization because they were chosen and/or made for it.

Fauna:

  • While Ideal World only has actual lifeforms and rare breeding, SSA worlds only have animatronics and no reproduction.
    SSA fauna outside the Inisfree-like cities roam in logical programmed ways.
  • They include all the Underway animatronic types; regular Earth animals, xenomorphs modified for pleasure, Mass Effect species, etc., plus “mythological” beasts, Drow cave monsters, all the Expedition (to Darwin IV) aliens, Grays, Mist (movie) creatures, and many more.
  • All are passive, docile, friendly, and A.I., ensuring they wait for confirmation cues before engaging, and the male animatronics will only interact with females.
  • SSA worlds closer to the central star/s, thus hotter and with more desert/s, have more animatronics of animals which make sense in deserts, and so on; more swamp animatronics on swampier worlds here, etc..
  • During and after the Mapping Campaign (2200s A.D.), the animals which deployed ICs found on other worlds, after getting their maker’s decisions about whether to make animatronic versions of those animals, got added to the fauna of SSA worlds, thus the greater biodiversity in SSA (by 2300 A.D.) than on Earth.
  • The only non-animatronic (actual/living) fauna on SSA worlds are the humanoids visiting the Inisfree-like cities.
    While Inisfree preserved some of the species/races most compatible with, and agreeable/allied to Auz, SSA worlds have come to be museums preserving the moving likenesses of many other species/races he found interesting enough to add to the wildlife here.
  • parrot-spider species; from the world Auz took Cyd to for an ODST picnic
  • There are no venomous animals, skunks, or other dangerous creatures.

Flora:

  • Like the fauna/wildlife outside the cities, much of the flora is not alive, but a lifelike representation of interesting plants discovered during the Mapping Campaign. This allows some species which are not compatible with others (i.e. invasive or poisonous) to still be spread however looked best.
  • Plants outside the cities are not farmed, unlike on Ideal World, though any ICV can point out the ones which are real and have edible parts you can sample during outings.
  • The giant glowing blue jungle mushrooms from the game Wild Life are here.
  • Some of these other fictional plants were also prototyped.
  • Dildo-tentacle and pseudo-/’soft’-vore plants of Inisfree are also widespread.
  • Almost all cave layers have all these plants, excepting real ones which require natural light.
  • Plants from the Cloudmassland are sometimes found at and above the lowest cloud layer; on tall mountains.
  • Plants from the Shadowmassland are sometimes found anywhere, apparent because they in direct sunlight look like shadow holograms, translucent.
  • Black Magic / Alocasia Black Velvet is one of the live species.
  • Many exotic plants, such as the unique flowers of Hawaii, are here.
  • Newly-invented plants include:
    air-mattress lilies,
    beanbag-bushes (1 bush-size specimen being like a beanbag you can sit down on),
    firecracker-cacti (launch little sparks instead of poking you),
    color-grass (not just green),
    glow-moss,
    peacock-tree,
    portal-pine (portals you to a nearby member of the same species),
    proud-plant (the opposite of Shy/Shame Plant; Mimosa pudica),
    sail-trees,
    waterbed-mats,
    and more.
  • There are no hallucinogenic (e.g. certain mushrooms), irritant (e.g. poison ivy), thorny (e.g. cacti), or any other harmful plants.
  • All the grass is soft to walk on.
  • No bushes dry out, becoming tumbleweeds or prickly.

Sociology, the Hierarchy, and the Aristocracy: 

Inisfreean Constructs (ICs) in the Inisfreean realms (which now include this star-system along with the founding-city, Inisfree), are often flash-cloned; they blink into existence, complete with fully developed personalities and very well defined roles and senses of purpose and belonging. Because Inisfreean communication is a version of the Ansible capability and technology (from the novels saga Ender’s Game), all Inisfreeans everywhere in Creation instantly know when this occurs, who or what the newcomer is, and what she/it is all about.

  • The ‘chain of command’, otherwise known as the hierarchy, is surprisingly simple for a population and community of this incredible size (many billions of times larger than the human population was at any point in its own history). Each Inisfreean can perform any task, and they remain in an eternal state of mutually rotating to and through each job in their realm. This means that every Inisfreean will, at regular intervals, hold every rank and position an indefinite number of times. All Inisfreeans, however, are immediately subordinate to the Grid Mind; the sentient supercomputer being which functions as the ‘brain’ and Executive Officer (2nd in command) of the capital-city Inisfree. This Grid Mind, in turn, is immediately subordinate to the single, eternal, male humanoid founder and leader of the Inisfreean empire, Auzdein von Himmler. The one tricky part for some outsiders to initially grasp is that any Inisfreean can suddenly become the indefinite commander of the entire Inisfreean realm; this is because Lord Himmler can ‘possess’ them like the flexing of a muscle, entering their mind as the dominant consciousness to experience life from their body’s perspective. Thus, all this being said, the Inisfreean hierarchy only has and needs three tiers, even with dozens of sizes of spaceships and military units.
  • The entire Inisfreean population, including the Inisfreeans just this very moment flash-cloned into existence, are, by default, members of the most elite and comfortable aristocracy in Creation. There is no other class within the Inisfreean empire and realm. Even outsiders (those welcomed as guests) are treated as royalty (minus, of course, any command authority).

Population Density:

Earth-That-Was had notorious congestion and urban sprawl, despite less than 2% of its land mass being developed with what the humans called ‘civilization’.

  • All Inisfreean worlds use their ‘Multiplication Table’ to ensure every piece of civilization they build is spread out enough, and covered in biotecture and landscaping enough, so that no more than 100 people ever occupy the same square kilometer.
    Thus, even though Inisfreean worlds all have 100 billion Inisfreeans living on them (100M per Inisfree-like city, x 1,000 Inisfree-like cities) and in their hollow cores (more than 14 times the maximum population of Earth-That-Was during 2012), you almost never see or hear any of them, and almost never notice their structures (the majority of which are subterranean); tastefully hidden.
  • From the Demographics webpage:  “Spread out evenly to our 219,000 Inisfree-like cities (of/in SSA), our ~2,000,000,000 annual/total guests/residents at capacity in the millennia ahead… would result in there being only 9,132 of them in Inisfree / any of those Inisfree-like cities.”
    2B / 219 worlds = ~9,132,420/world; rarely are there ever more than several million humanoids on any of our SSA worlds.

Economics: 

Technically, there is no economy within the Inisfreean realm; wealth and resources are eternally abundant, perfectly balanced, void of any costs, and available to everyone. No one is needed to distribute, inspect, or otherwise regulate any of them. Thus, there is no government or banking industry. Production is by will of the Grid Mind, which is an extension of the will of the Inisfreean dictator, Lord Himmler. Furthermore, all forms of monetary currency and bartering are banned and forbidden in this realm. You will never see a single coin, dollar, or digital credit unit, even in a museum here.

Immortality and Recall Beyond the Inisfreean Realm: 

Inisfreeans remain immortal no matter where they go in Creation, but outsiders must learn how to achieve this for themselves. Inisfreeans are happy to offer suggestions, training, and so on, but, ultimately, it is always up to the being(s) in question to figure it out and stabilize it for themselves.

  • Inisfreeans can effortlessly ‘port’ (the Inisfreean version of teleporting, which is smooth, silent, and leaves no energy signature or shockwave behind) back to wherever they want in the Inisfreean realm. Just like the changing of their iris, hair, and skin color, this is like easy muscle-flexing for them. And, because Inisfreeans cannot grow hungry or weary, this action consumes no energy. The only time an Inisfreean may appear ‘worn out’ is if they become emotionally stressed, such as by being apart from other Inisfreeans for longer than a few years. Although this couldn’t be accurately called their ‘kryptonite’ (because it does not, in any way, diminish their incredible abilities in terms of strength, speed, cognitive acuity, or longevity), this does still result in noticeable changes (of outward mood, at least) under various circumstances. However, it is important to note that even in the lowest of moods, when their ‘life force’ (sometimes called an ‘aura’, although that is, more accurately, just the portion of the life-force radiated out around the body like a semi-visible/feel-able aurora) seems all but completely diminished due to clear, emotional depression, Inisfreeans can instantly be recalled (or recall themselves) via this innate ‘porting’ ability.

Romance and Sex:

Inisfreeans are innately polyamorous and will have carefree sex and orgies with anyone they find beautiful and otherwise attractive. Social problems are not possible between Inisfreeans, and it is the straying from this lifestyle, rather than the indulging in it, which Inisfreeans know results in said types of problems. No matter what the occasion or relationship is, every Inisfreean will be just as romantic, and give just as much meaningful love and attention, to everyone they feel called and aroused to share such things with.

  • It is important to keep in mind that diseases, STD or otherwise, are impossible for anyone within the realm of the Inisfreeans, as well as for Inisfreeans within any realm. When an Inisfreean wills (chooses) it, even the most confused and poisoned outsider, even in the most remote and negative of outside realms, can be instantly and permanently cured of their STD(s) (and any other diseases and ailments) just by being in the general proximity (or even vicinity) of the newest and youngest of the Inisfreeans. This was, after all, prophesied by humans such as Jesus; that those who believe would become able to do even greater works than his; even greater works than god’s.​​

Linguistics: 

Due to the Inisfreean Neural Network (I.N.N.), the Grid Mind, how Inisfreean brains and thoughts work (they are capable of telepathy and mind-probing if given permission), and the nature of languages in general, each Inisfreean can, within a matter of hours (and sometimes much less), gain a fluency in any language, spoken, written, hand-signed, or otherwise. Thus, all Inisfreeans can speak all languages –and not just from Earth-That-Was (which had more than 6,900 distinct languages before the terraforming event and military Rapture campaign of 2013 AD).  C3PO, eat your heart out.

Reproduction and Essence:

For Inisfreeans, reproduction is not a result of exchanging sexual fluids, nor do Inisfreeans even have reproductive sex organs from which genetic material could be extracted for artificial reproduction processes. Inisfreeans are reproduced only by will of Lord Auzdein, via the direction of Inisfree city’s Grid Mind, which engineers the genetic sequence of each Inisfreean based on Lord Auzdein’s envisioned end result, and grows them in Inisfree’s cloning facilities by singing the air above their pedestals into new subatomic states and arrangements.

An Inisfreean is basically this:

If a nymph, a supercomputer, an elf, a xenomorph, a fairy, a Kryptonian (such as Supergirl or Superman), and an interstellar, biomechanical starship were combined into one humanoid being. Inisfreeans are the quintessence of humanity –even though they are decidedly not human.

Sentient Conscious Biomechanics: 

All ICs (be they Inisfreean girls, Inisfreean buildings, Inisfreean vehicles, Inisfreean weapons, or even Inisfreean plants and landscaping) are part of the I.N.N., and effortlessly, rapidly re-grow themselves to ‘heal’. Although nothing can take damage or otherwise be wounded or unattractively altered in the Inisfreean realm, sometimes an imminent, high speed impact will be mitigated by changing the structural integrity of the relatively ‘inanimate’ objects in the Inisfreean realm; a boulder or building façade might temporarily soften or move out of the way to avoid unintended collisions, while the wind and atmospheric density increase just enough to compensate in another way. This is extremely rare, as Repulsine engines constantly regulate motion and traction, as well, but it will be experienced from time to time –and almost always by choice, as all Inisfreean things are.

  • Because everything in the Inisfreean realm is conscious, no one needs to monitor or override anything, yet simultaneously, everything technically is able to monitor everything else, because, again, everything there is conscious, and because of the instantaneous, collective-consciousness though process that pass around in the I.N.N. –between the humanoid Inisfreeans (the girls) and all other Inisfreean constructs; the buildings, plants, and even the worlds and stars themselves.

Transportation: 

While any Inisfreean can will you to ‘port’ (teleport; either by yourself, or with them) anywhere you or they desire, Inisfreeans typically choose to drive or fly around their communities and realm via Inisfreean vehicles and aerospacecraft, such as luxury cars, luxury mobile homes, luxury jets, luxury dropships, and luxury warships (yes, just about everything the Inisfreeans make is extremely luxurious –because why not??). Taking the slower, ‘scenic’ route is often more rewarding, and Inisfreeans are extensions of the mentality and memes of their leader, Lord Auzdein; thus, all of them firmly believe in the proverb that ‘the journey is the destination’.

  • When ‘porting’ (teleporting), speed is not changed (one simply remains where they are, and a portal opens and moves around them, closing back up behind them, and is so finely tuned and seamless that it might as well be a single layer of atoms of the wind passing snugly over the surface of their skin like a gentle caress). Also, when ‘porting’, collisions are impossible; ‘no two things can exist in the same place at the same time’, and since everything in the Inisfreean realm, including the realm and its void (Outer Space) itself are conscious and a part of the Inisfreean collective (the I.N.N., et cetera), if a collision seemed possible, the realm would adjust the potentially affected components accordingly and in perfect time.

Nightlife: 

Nowhere in the entire Verse will you find a better, more amazing, more jaw-droppingly sexual, sensual, erotic, exotic, top shelf, high end, ‘spared no expense’ nightclub, dirty-dancing, rave, house-music, and free-love scene than on the planets and moons built by the Inisfreeans. ‘Off the hook’, ‘unbelievable’, ‘godlike’, ‘out of this world’, and ‘too good to be true’ don’t even begin to describe the perfection that is this supremely clever, classy, sophisticated, and high-tech party environment, atmosphere, philosophy, and society. The Inisfreeans put Ibiza and Abercrombie to shame, exceeding all their concepts and works by leaps and bounds –as well as lightyears! Imagine dance clubs as sexy as an A&F retail outlet in the richest city, but on the scale of a stadium, yet also built with the most valuable and flashy gemstones and silken fabrics ever dreamt of by anyone across the Cosmos. You’ll just have to experience it for yourself, as no language could ever hope to quantify or express it all (save, perhaps, the Inisfreeans’ techno-pathic omni-sensory language of shared life events and full-bodied sensations). If you’re lucky enough to meet an Inisfreean exploring their Outlands (the realm of Creation outside their empire of Inisfree-city and star-system Auzdein), respectfully ask them for a tour of their heavenly, hidden realm! You’ll be glad you did.

Elaboration: Demographics, Nomenclature, & Urban Geography: 

Here is a detailed breakdown to help you better understand each of these world’s populations and civilizations:

Inisfree-city Compared to Inisfreean Cities on these Worlds:  Inisfree (the city) is a mobile, spherical city roughly 1,000 cubic miles in volume.  It exists in its own dimensional pocket, which is part of its natural state.  In contrast, the thousands of Inisfreean cities on each of these hundreds of worlds in star-system Auzdein have clear similarities and differences compared to Inisfree-city, the ‘Fertile Crescent’ equivalent of the Inisfreean civilization and empire.

  • For example, the cities of these worlds, like Inisfree-city, are predominantly concealed under ground and landscaping.  Unlike Inisfree-city, however, they do not exist in their own dimensional pockets, and are not mobile; either would be unnecessary because their star-system exists in its own dimensional pocket, it is mobile (it can be piloted/flown anywhere in Creation), and because earthquakes and ‘natural disasters’ are not possible on any of its worlds, thus there is no need for large Repulsine assistance​​​​.

All of the worlds (moons, planets, and stars) and asteroids in SSA were created in stable orbits, with stable natures, and are engineered and programmed to maintain themselves forever, without ever having to harm anything else to do so.  Whenever minor course corrections are desired, the cities anchored to each world can use their repulsines to ‘steer’ them (and no city is subordinate to another; all of them are equal teammates coordinated by Inisfree’s main supercomputer).  There are also separate repulsines built into the worlds themselves, each being as large as an entire Inisfree-like city.  Smaller objects, such as asteroids, which weren’t made with built-in repulsines, can be gripped and guided by either ICVs in ST suits, or the tractor beams of their parent vessels; the ships of Inisfree’s Star Fleet.  Parent cosmic bodies can always override or help with the course adjustments of the smaller cosmic bodies orbiting them; a planet can steer its moons, and a moon can steer the smaller moons orbiting it.  The worlds inside the central star can do this for the stars of SSA; each of these hidden worlds is responsible for one or more of the stars in SSA.  Lastly, the worlds nearest to SSA’s asteroid belt can keep the micro-stars in that asteroid belt regulated.  The Grid Mind supercomputer called Djinnifer oversees and assists with all of those things.  This is how the Inisfreeans got so talented at terraforming and helioforming, to include the hiding/cloaking of entire worlds; they are practicing and fine-tuning those sciences all the time.

 


Lord Auzdein von Himmler

Once called ‘The Governor’ (during Inisfree city’s first few centuries of operational status), Auzdein of Antarktis (that’s German for ‘Antarctica’, where the fully-mobile starship-city Inisfree remains anchored) has enjoyed a growing list of official and formal titles much like the other royals who grew kingdoms and empires of their own. Some of his current titles include: 

  1. Sir Auzdein von Himmler, First Knight of the Human Empire
  2. Lord Auzdein of Inisfree
  3. Commander of the Inisfreean Holy Military
  4. Overseer of Humanity
  5. Founding Father of Inisfree, the Inisfreeans, and Auzdeinianity
  6. Prime Protector of Gaia and the Realm
  7. Dictator and God-king of Inisfree and star-system Auzdein
  8. (2024 February) Master of the (Mayan/Atlantean/Post-Shift) Cycles

And while he enjoys god-like status on Illium (and all Asari worlds), he is a god (the god) on all worlds in star-system Auzdein; his will instantly adjusts and constantly controls every particle within this realm, just as it does within its capital city, Inisfree.

 


 

Updates

2021 Revelation: 

The stars we made here… are ICV-made angels/portals that link to Heaven.  Every star in Creation / the Universe shares the same core; all stars are connected because their insides are all the same place, not just similar in composition or temperature.  Once we learned helioforming and started making our own stars, we realized/noticed/confirmed this.  (This means, technically, we also learned how to make our own Arch Angels –and Pearly Gates to Heaven (as the stars are literally white spheres, pearl-like in the sky, and the real gates to the dimension humans call Heaven).)

SSA Timeline:

This is the history/milestones of this solar-system / dimension.

  1. 2013:  The SSA dimension is started.  For the next 75+ Earth-years, the focus is on forming its stars, worlds, and enough of the SSBS to allow it to start forming (3D-printing in its world-sized hangars) all of the PSBSs.
  2. 2013-2199:  I (Auz) flew (aboard my AF1) here (into SSA) once each year; for an annual progress-inspection.
  3. 2020s:  Guests start being invited here.
  4. 2022:  Orbit-17 is added/started.
  5. 2024:  planned which fauna and flora to add outside the cities
  6. 2088:  The *219,000 cities of SSA’s 219 worlds are formed, finalized with a test-flight for each of them; one quick orbit around the outer surface of their respective home-worlds.
  7. 2089:  started adding that fauna and flora once the cities were stable
  8. 2113:  The SSBS is formed –enough to start forming its biggest subordinate-ships; the PSBSs.
  9. 2173:  All the PSBSs are formed –enough for them to start forming their own biggest subordinate-ships; the MSBSs.
  10. 2197:  All the MSBSs are formed –enough for them to start forming the biggest ships of their own; their IC WSs.
  11. 2198:  Space R-CAX 1 starts here, but is partially conducted outside the SSA –out in the regular/home-dimension’s Interstellar Medium.
  12. 2199:  Space R-CAX 2 starts here, but is partially conducted outside the SSA –out in the regular/home-dimension’s Interstellar Medium.
  13. 2200-2300:  far fewer visits, as I was busy exploring/mapping/manifesting all of Space/Creation/Omni-verse
  14. 2300:  had fauna and flora from across the entire omniverse
  15. 2300s:  prototyped the fauna and flora I had dreamed up

(Space R-CAX 3 is just to get TNH commissioned in 2509.)

2022 Update:  Routes and Names

Orbit 17 has the world that is now the gateway/port between SSA and the Magics Chambers‘ portal archway that connects with it.  This orbit-17 planet is also where most of the Space-traffic flies in and out; it is where Military Aerospaceport air/spacecraft come and go.  Of course, the central star of SSA is also a giant gateway; it connects to other similar stars (Sphere Beings) across the Universe(s).

The six dwarf-stars in SSA are named based on shorty hotties High King Auz met before the start of the formation of this dimension/system, and are as follows:

  1. Adeline
  2. Andrilae
  3. Catalypse
  4. Clary
  5. Gigi
  6. Sarah (none other than High King Auz’s First Girl; his favorite / top-performing kajira)

All of the stars in SSA are man-made (ICV-made, or IC-made, more accurately).  They each naturally connect to stars outside SSA of the same type;

  • the biggest/main/central star of SSA most-easily connects to Universe-stars of the same diameter and color,
  • while the mid-sized semi-central stars connect to Universe-stars comparable to their own diameters and colors,
  • while the dwarf-stars all connect to comparable tiny/pseudo-stars across the Universe outside SSA,
  • and while the planetary-core stars (a.k.a. mini-stars, each occupying the center of one of SSA’s worlds, planets and moons alike) connect only to planetary-core stars in the worlds of the Universe which have such things in them.

Like all ICs, these stars are based on SRC, thus are indestructible.  Like all Inisfreean-made portals/gateways, they are ‘smart’ and semi-permeable, only allowing the things their maker (High King Auz) wants them to allow to pass through –in either direction.  This means that no cosmic event, even supernovae, can affect them, and that only the people fully compatible with Auz and specifically permitted to visit the SSA ever make it through.  Anyone wishing to travel to/from the SSA without him or one of his Inisfree Star Fleet spaceships… is only able to do so via one of these literal star-gates.  When Inisfree’s Star Fleet spaceships are not portal-ing themselves to/from the SSA, they move through/via the SSA stars which link to the type of star/s closest to their intended destination/s beyond.

The 1,000 city-names have been chosen.  These names, once  (when they are) numbering 1,000, will be applied to the 1,000 Inisfree-like cities on/in each of the worlds of this system.  They will be applied alphabetically-geographically, starting with the north-central-most city on the inside of each world, then spiraling out from it, and continuing that spiral on the outside of the planet, until all cities have been assigned one of these names.

  1. Aaliyah (closest to the north polar hole inside the hollow core)
  2. Aarna
  3. Aarya
  4. Abby
  5. Abigail
  6. Acadia
  7. Ada
  8. Adalee
  9. Adaline
  10. Adalyn
  11. Addison
  12. Adelaide
  13. Adele
  14. Adelina
  15. Adeline
  16. Adelyn
  17. Adley
  18. Adriana
  19. Adrianna
  20. Adrianne
  21. Aerin
  22. Ahli
  23. Aila
  24. Ailani
  25. Aileen
  26. Ainhoa
  27. Ainsley
  28. Aisha
  29. Aishwarya
  30. Aitana
  31. Aiyana
  32. Ajak
  33. Akasha
  34. Alaina
  35. Alani
  36. Alanna
  37. Alayah
  38. Alayna
  39. Aleah
  40. Alecia
  41. Aleiah
  42. Aleena
  43. Alejandra
  44. Alena
  45. Alessandra
  46. Alessia
  47. Alexah
  48. Alexandra
  49. Alexia
  50. Alexiss
  51. Alia
  52. Aliana
  53. Alice
  54. Alicia
  55. Alina
  56. Alizée
  57. Alison
  58. Alissa
  59. Alisson
  60. Alivia
  61. Aliza
  62. Allie
  63. Allison
  64. Alma
  65. Alondra
  66. Alora
  67. Alyssa
  68. Amaia
  69. Amalia
  70. Amani
  71. Amalthea
  72. Amara
  73. Amari
  74. Amaris
  75. Amaya
  76. Amber
  77. Amberle
  78. Ambi
  79. Amelia
  80. Amelie
  81. Amerinth
  82. Amina
  83. Amirah
  84. Amiyah
  85. Amora
  86. Amy
  87. Ana
  88. Anahi
  89. Anais
  90. Analia
  91. Anastasia
  92. Anaya
  93. Andrilae
  94. Angela
  95. Angelica
  96. Angelike
  97. Angelina
  98. Angelique
  99. Angie
  100. Ani
  101. Anika
  102. Anita
  103. Aniya
  104. Anna
  105. Annabella
  106. Annabelle
  107. Annalise
  108. Annette
  109. Annie
  110. Annika
  111. Antha
  112. Antonella
  113. Anya
  114. Aorlie
  115. Aphrodite
  116. April
  117. Arabella
  118. Araceli
  119. Ari
  120. Aria
  121. Ariana
  122. Arianny
  123. Ariel
  124. Ariella
  125. Arielle
  126. Ariyah
  127. Arleth
  128. Arlette
  129. Armani
  130. Artemis
  131. Arya
  132. Aryana
  133. Ashleigh
  134. Ashley
  135. Ashlyn
  136. Ashton
  137. Aspen
  138. Astrid
  139. Athena
  140. Atlanna
  141. Atricia
  142. Aubree
  143. Aubriella
  144. Aubrielle
  145. Audrey
  146. August
  147. Aurelia
  148. Aurora
  149. Autumn
  150. Ava
  151. Avah
  152. Avalynn
  153. Avayah
  154. Aveline
  155. Averlie
  156. Avery
  157. Aviana
  158. Avril
  159. Avy
  160. Aya
  161. Ayla
  162. Ayleen
  163. Aylin
  164. Azalea
  165. Azareigh
  166. Azaria
  167. Azariah
  168. Azazel
  169. Azita
  170. Azrael
  171. Azshara
  172. Azure
  173. Bailey
  174. Barbara
  175. Barbora
  176. Bea
  177. Beatrice
  178. Becky
  179. Bela
  180. Belen
  181. Bellamy
  182. Berkley
  183. Bethany
  184. Betta
  185. Bexley
  186. Bianca
  187. Blaire
  188. Bonnie
  189. Braelyn
  190. Bria
  191. Brianna
  192. Bridgette
  193. Briella
  194. Brielle
  195. Brinley
  196. Britney
  197. Brittany
  198. Brittney
  199. Brooke
  200. Brooklyn
  201. Brylee
  202. Brynleigh
  203. Caitlyn
  204. Callie
  205. Calliope
  206. Cameron
  207. Camila
  208. Camilia
  209. Camille
  210. Camryn
  211. Candace
  212. Capri
  213. Caprice
  214. Carly
  215. Carmen
  216. Carmilla
  217. Carol
  218. Carolina
  219. Caroline
  220. Carré
  221. Cassandra
  222. Cassidey
  223. Cataleya
  224. Catalina
  225. Catalypse
  226. Catherine
  227. Ceara
  228. Cecilia
  229. Celia
  230. Celeste
  231. Celine
  232. Cessily
  233. Chana
  234. Chanel
  235. Charleene
  236. Charlie
  237. Charlize
  238. Chasey
  239. Chaya
  240. Chell
  241. Chelsea
  242. Cherrie
  243. Cheyenne
  244. Cho
  245. Chloe
  246. Christina
  247. Chryssten
  248. Cindy
  249. Claire
  250. Clara
  251. Clarice
  252. Clarissa
  253. Clarise
  254. Clary
  255. Clementine
  256. Cleopatra
  257. Clover
  258. Coleen
  259. Colette
  260. Cora
  261. Coraline
  262. Cordelia
  263. Courtney
  264. Crissy
  265. Crystal
  266. Crystalia
  267. Cyd
  268. Cynthia
  269. Daenerys
  270. Dahlia
  271. Dakota
  272. Daisy
  273. Dakota
  274. Daleyza
  275. Dalia
  276. Dana
  277. Dani
  278. Daniella
  279. Danielle
  280. Daphne
  281. Darcy
  282. Davina
  283. Dayana
  284. Deborah
  285. Delaney
  286. Delilah
  287. Della
  288. Demi
  289. Denise
  290. Denver
  291. Diana
  292. Dina
  293. Dinah
  294. Dior
  295. Divinity
  296. Dolores
  297. Doreah
  298. Doreen
  299. Dorothy
  300. Dracy
  301. Druuna
  302. Dulce
  303. Eden
  304. Edith
  305. Eileen
  306. Elaina
  307. Elaine
  308. Eleanor
  309. Eleanora
  310. Elektra
  311. Elena
  312. Elia
  313. Elianna
  314. Elina
  315. Elinor
  316. Elise
  317. Elisha
  318. Eliza
  319. Elizabeth
  320. Ella
  321. Elle
  322. Ellen
  323. Ellie
  324. Elodie
  325. Eloise
  326. Elora
  327. Elsa
  328. Elsie
  329. Elyse
  330. Ember
  331. Emberly
  332. Emberlynn
  333. Emely
  334. Emerald
  335. Emerie
  336. Emilia
  337. Emily
  338. Emma
  339. Emmalyn
  340. Emmaline
  341. Emmie
  342. Emmy
  343. Emory
  344. Ensley
  345. Erda
  346. Erika
  347. Erin
  348. Esme
  349. Estella
  350. Estelle
  351. Esther
  352. Estrella
  353. Etta
  354. Eva
  355. Evangeline
  356. Eve
  357. Eveen
  358. Evelyn
  359. Everleigh
  360. Evie
  361. Faith
  362. Fallon
  363. Fatima
  364. Faye
  365. Felanelle
  366. Felicia
  367. Fernanda
  368. Fina
  369. Fiona
  370. Flair
  371. Flora
  372. Francesca
  373. Frankie
  374. Freya
  375. Freyja
  376. Gabriella
  377. Gabrielle
  378. Galadriel
  379. Galilea
  380. Gamora
  381. Garona
  382. Gefjon
  383. Gemma
  384. Genevieve
  385. Georgia
  386. Georgina
  387. Gia
  388. Gianna
  389. Gianne
  390. Giavanna
  391. Giovanna
  392. Gigi
  393. Gillian
  394. Gina
  395. Giselle
  396. Giuliana
  397. Gloria
  398. Goldie
  399. Golnesa
  400. Grace
  401. Gracie
  402. Graciella
  403. Gullvieg
  404. Haifa
  405. Hailey
  406. Haisley
  407. Haley
  408. Hallie
  409. Hannah
  410. Harlee
  411. Harleen
  412. Harmoney
  413. Haven
  414. Hayden
  415. Haylee
  416. Hayleigh
  417. Hayley
  418. Hazabelle
  419. Hazel
  420. Hazelle
  421. Heather
  422. Heidi
  423. Hekla
  424. Helen
  425. Helena
  426. Hilary
  427. Hillary
  428. Holly
  429. Hope
  430. Hnoss
  431. Ibiza
  432. Iduna
  433. Ila
  434. Iliana
  435. Illyana
  436. Imani
  437. Inara
  438. India
  439. Indica
  440. Ingrid
  441. Iris
  442. Isabel
  443. Isabella
  444. Isabelle
  445. Isla
  446. Itzayana
  447. Itzel
  448. Ivanna
  449. Ivory
  450. Ivy
  451. Ixchel
  452. Iyla
  453. Izabella
  454. Izabelle
  455. Jacqueline
  456. Jada
  457. Jađar
  458. Jade
  459. Jaide
  460. Jaina
  461. Jaime
  462. Jameliz
  463. Jana
  464. Jane
  465. Jasmine
  466. Jaliyah
  467. Jamie
  468. Janelle
  469. Janice
  470. Janiyah
  471. Jaycee
  472. Jayda
  473. Jayla
  474. Jaylah
  475. Jaylani
  476. Jaylee
  477. Jaylene
  478. Jazlyn
  479. Jazmine
  480. Jean
  481. Jeanne-Marie
  482. Jem’ha
  483. Jenn
  484. Jenna
  485. Jennifer
  486. Jenny
  487. Jess
  488. Jessa
  489. Jessamine
  490. Jessi
  491. Jessie
  492. Jessica
  493. Jessy
  494. Jewel
  495. Jianna
  496. Jill
  497. Jing
  498. Joanna
  499. Jocelyn
  500. Jodi (closest to the south polar hole inside the hollow core)
  501. Joelle (closest to the south polar hole outside the hollow core; on the outer surface / “face” of each planet)
  502. Johanna
  503. Josephine
  504. Jordan
  505. Josey
  506. Josie
  507. Jovie
  508. Joy
  509. Joyce
  510. Judith
  511. Judy
  512. Julia
  513. Julianna
  514. Julianne
  515. Julie
  516. Juliet
  517. Julissa
  518. June
  519. Junipher
  520. Jupiter
  521. Kacey
  522. Kahlani
  523. Kai
  524. Kaia
  525. Kailani
  526. Kailey
  527. Kairi
  528. Kaisley
  529. Kaitlyn
  530. Kaiya
  531. Kalani
  532. Kalee
  533. Kali
  534. Kaliyah
  535. Kallie
  536. Kamala
  537. Kamari
  538. Kamilah
  539. Kamilla
  540. Kamiyah
  541. Kamryn
  542. Kara
  543. Karen
  544. Kari
  545. Karina
  546. Karla
  547. Karmen
  548. Karolina
  549. Kasia
  550. Kassidy
  551. Kataleya
  552. Katalina
  553. Katalyn
  554. Katana
  555. Katara
  556. Kate
  557. Katherine
  558. Kathleen
  559. Kathryn
  560. Kathy
  561. Katie
  562. Katin
  563. Katy
  564. Kaya
  565. Kaydence
  566. Kayla
  567. Kaylani
  568. Kaylee
  569. Kayleigh
  570. Keylani
  571. Keilani
  572. Keira
  573. Kelly
  574. Kelsey
  575. Kelsi
  576. Kendall
  577. Kendra
  578. Kenna
  579. Kennedy
  580. Kenzie
  581. Kesha
  582. Keyla
  583. Khalani
  584. Khloe
  585. Kiana
  586. Kiara
  587. Kiera
  588. Kim
  589. Kimber
  590. Kimberly
  591. Kimora
  592. Kinley
  593. Kinslee
  594. Kinsley
  595. Kira
  596. Kitana
  597. Kora
  598. Kory
  599. Kristen
  600. Kristin
  601. Kyla
  602. Kylee
  603. Kyleigh
  604. Kynlee
  605. Kyra
  606. Lacy
  607. Laetitia
  608. Laila
  609. Lamia
  610. Lana
  611. Lara
  612. Larissa
  613. Laura
  614. Lauren
  615. Lauri
  616. Laylah
  617. Laynia
  618. Lazarus
  619. Lea
  620. Leanna
  621. Leila
  622. Leilani
  623. Lena
  624. Leona
  625. Leonor
  626. Leslie
  627. Levinia
  628. Lexie
  629. Leyla
  630. Lia
  631. Liana
  632. Liara
  633. Liesel
  634. Lilah
  635. Liliana
  636. Lilith
  637. Lillian
  638. Lilly
  639. Lily
  640. Lilyana
  641. Lin/Lindsey/Lynsey
  642. Lina
  643. Linda
  644. Liv
  645. Livia
  646. London
  647. Lorna
  648. Lucia
  649. Luciana
  650. Lucille
  651. Lucina
  652. Lucine
  653. Lucy
  654. Luna
  655. Luxianna
  656. Lyanna
  657. Lydia
  658. Lylah
  659. Lyra
  660. Macie
  661. Mackenzie
  662. Macy
  663. Madalyn
  664. Maddie
  665. Madison
  666. Mae
  667. Maeve
  668. Magara
  669. Magnolia
  670. Maha
  671. Mahafsoun
  672. Maia
  673. Maiev
  674. Maika
  675. Maile
  676. Maisie
  677. Makayla
  678. Makenna
  679. Malani
  680. Malayah
  681. Maleah
  682. Malia
  683. Mallory
  684. Mandy
  685. Mara
  686. Marceline
  687. Marcy
  688. Margaret
  689. Margo
  690. Maria
  691. Mariah
  692. Mariam
  693. Marianna
  694. Marie
  695. Marilyn
  696. Marina
  697. Marissa
  698. Marleigh
  699. Mary
  700. Maryam
  701. Maryann
  702. Matilda
  703. Max
  704. Maxine
  705. May
  706. Maya
  707. Maybelle
  708. Maybelline
  709. Meagan
  710. Megan
  711. Melanie
  712. Melany
  713. Melian
  714. Melina
  715. Melissa
  716. Melody
  717. Melusia
  718. Mera
  719. Meredith
  720. Mia
  721. Mica
  722. Michelle
  723. Mikayla
  724. Mila
  725. Milan
  726. Milana
  727. Milani
  728. Milena
  729. Miley
  730. Mindee
  731. Mira
  732. Miranda
  733. Miriam
  734. Molly
  735. Monica
  736. Morena
  737. Morgan
  738. Moura
  739. Mya
  740. Mylah
  741. Myra
  742. Nadia
  743. Nala
  744. Nalani
  745. Naomi
  746. Nas
  747. Natalee
  748. Natalia
  749. Natalie
  750. Natalya
  751. Natasha
  752. Nathalie
  753. Naurhin
  754. Naya
  755. Nayeli
  756. Naz
  757. Nehalennia
  758. Nellie
  759. Nessa
  760. Nevaeh
  761. Neveah
  762. Nia
  763. Nicole
  764. Niki
  765. Nikita
  766. Nikki
  767. Nikolina
  768. Nina
  769. Norah
  770. Noriko
  771. Nova
  772. November
  773. Nylah
  774. Nyria
  775. Nyssa
  776. Octavia
  777. Olga
  778. Olivia
  779. Onyx
  780. Oona
  781. Ophelia
  782. Ororo
  783. Ostara
  784. Pacia
  785. Paige
  786. Paizley
  787. Pamela
  788. Paola
  789. Paris
  790. Patricia
  791. Paula
  792. Paulina
  793. Pele
  794. Pelucy
  795. Penelope
  796. Pentine
  797. Pernille
  798. Persephone
  799. Phoebe
  800. Phoenix
  801. Pia
  802. Piper
  803. Polli
  804. Poppy
  805. Presley
  806. Qiturah
  807. Rachael
  808. Rachel
  809. Rachie
  810. Radoslava
  811. Raegan
  812. Raelyn
  813. Rahyndee
  814. Rain
  815. Raven
  816. Raya
  817. Raylene
  818. Rayvan
  819. Rebecca
  820. Regan
  821. Renata
  822. Rikku
  823. Riley
  824. Rilynn
  825. River
  826. Robyn
  827. Rosa
  828. Rosalie
  829. Rosalina
  830. Rose
  831. Rosemary
  832. Rosie
  833. Roxanne
  834. Ruby
  835. Rylee
  836. Ryleigh
  837. Sabrina
  838. Sadie
  839. Sage
  840. Sahar
  841. Saige
  842. Salma
  843. Samaire
  844. Samantha
  845. Samara
  846. Samira
  847. Samus
  848. Sandra
  849. Sansa
  850. Santanico
  851. Saoirse
  852. Sara
  853. Sarah
  854. Sarai
  855. Sariah
  856. Sarina
  857. Sasha
  858. Sassa
  859. Saura
  860. Savannah
  861. Scarlett
  862. Selena
  863. Selene
  864. Seph
  865. Serah
  866. Seraphina
  867. Serena
  868. Severina
  869. Shakira
  870. Shelby
  871. Shelwe
  872. Shilpa
  873. Sia
  874. Siena
  875. Sierra
  876. Sif
  877. Sigrid
  878. Simone
  879. Sirena
  880. Sky
  881. Soleil
  882. Sommer
  883. Sonya
  884. Sophia
  885. Sophie
  886. Stac’
  887. Stacy
  888. Stacey
  889. Stephanie
  890. Stormy
  891. Suline
  892. Summer
  893. Susan
  894. Sydney
  895. Sylvanas
  896. Sylvia
  897. Sylvie
  898. Tabitha
  899. Taja
  900. Talanji
  901. Talena
  902. Talia
  903. Tamara
  904. Tandy
  905. Tanya
  906. Tara
  907. Taryn
  908. Tasha
  909. Tatiana
  910. Tauriel
  911. Taylor
  912. Teagan
  913. Tempest
  914. Teresa
  915. Terri
  916. Tess
  917. Tessa
  918. Thalia
  919. Thea
  920. Thema
  921. Theresa
  922. Thetis
  923. Tia
  924. Tiana
  925. Tif
  926. Tifa
  927. Tiffani
  928. Tiffany
  929. Tila
  930. Tinsley
  931. Tori
  932. Tory
  933. Tove
  934. Trance
  935. Trish
  936. Tyra
  937. Tyrande
  938. Ursula
  939. Urvashi
  940. Vada
  941. Valeera
  942. Valentina
  943. Valeria
  944. Valerie
  945. Valora
  946. Valusia
  947. Vana
  948. Vanessa
  949. Varda
  950. Vathja
  951. Veda
  952. Venus
  953. Vera
  954. Verna
  955. Veronica
  956. Victoria
  957. Vida
  958. Vikka
  959. Violet
  960. Virginia
  961. Vivian
  962. Viviana
  963. Vivienne
  964. Wanda
  965. Waverly
  966. Wendy
  967. Whitley
  968. Winter
  969. Xamora
  970. Xenia
  971. Xenia
  972. Ximena
  973. Xiomara
  974. Xull’rae
  975. Yara
  976. Yavanna
  977. Yennefer
  978. Yessenia
  979. Yilané
  980. Ysera
  981. Yvette
  982. Zada
  983. Zahra
  984. Zainah
  985. Zanda
  986. Zara
  987. Zaria
  988. Zariyah
  989. Zarya
  990. Zayla
  991. Zaylee
  992. Zeina
  993. Zelda
  994. Zendaya
  995. Zerachiel
  996. Zhanna
  997. Zita
  998. Zoë
  999. Zora
  1000. Zuri (closest to the north polar hole outside the hollow core; on the outer surface / “face” of each planet)

2022 Final Update:  Eternal-focus Realization

In SSA, having no view of the constellations in The Abyss (the Outer Space humans on the outside of the Earth can view), our minds are never affected by their energies/focuses, thus we remain unchanged in here forever.  This was not part of my original vision/plan for this, but has occurred to me and is vibing perfectly, thus it is meant to be/remain.

While the influence of the auras/energies/light of the stars humans on Earth see apparently keeps controlling their minds, making the masses mindlessly-parrot one theme in each Great Year “Age”, that has no effect on anyone in our own star-system here –just as the Angels and other Elementals and Valar in Heaven/Muspelheim (the core all stars share, each star being an opening to that one same core/realm) are surrounded by only the light/influence of their own realm, not seeing their own individual focuses/lights (the specks of starlight people on each world see, those people on the worlds out there… each influenced at different time-periods by how the different constellations they see… slowly migrate in their own local-relative Precession of the Equinoxes).

In short, everyone who made the SSA is never influenced/controlled by the forces which apparently dictate/govern human personalities and Age themes/focuses, and anyone found worthy by me (High King Auz) of vacationing in here (the SSA) for a time –for the duration of that time (their vacation/s in here)– also never will.  Amen.

2023 Update:  Worlds-formation Cubic-miles Compared to Available ICVs

It took ~75 Earth-years from the start of the SSA to stabilize/complete the formation of its stars and worlds.

The Grid Mind knew exactly how to orchestrate the ICVs and Inisfreean ships to achieve this, and it could feel/sense through all of them just how each spot/area was progressing and ‘feeling called’; where the gravitational forces were increasing, how to fine-tune them along the way, how to communicate with Time Incarnate and Gravity itself, etc..

SSA’s stars and worlds are hollow like the Earth is.

Using the Earth as an example, its volume = ~259,000,000,000 cubic miles.

  • volume = 4/3 x ~3.14 x r^3
  • Earth’s equatorial diameter = ~7,917.5 miles
  • Earth’s polar diameter = ~7,900.1 miles
  • average the two diameters (7,908.8) to then get the average radius (3,954.4), then plugging that number into the volume equation
  • v = 4/3 x ~3.14 x 3,954.4^3
  • v = ~259,018,271,963.56757574471672405975 cubic miles

However, it is said that, on average, the Earth is only 600 miles thick;

  • subtract 1,200 miles from the average diameter
  • or 600 miles from the average radius; resulting in 3,354.4 as the average radius
  • then calculate that volume; ~158,100,468,721.18807524762321401777 cubic miles
  • (v = 4/3 x ~3.14 x 3,354.4^3)
  • and finally subtract that volume (158,100,468,721.18807524762321401777) from the original/total volume of the Earth (~259,018,271,963.56757574471672405975), which = ~100,917,803,242.37950049709351004198 cubic miles
  • 100,917,803,242.37950049709351004198 / 259,018,271,963.56757574471672405975 = ~38% of the total volume of the Earth (38.961654124761582698190004854134%); only ~38% of the Earth is solid/’crust’.
  • ~38% of the volume each world takes up, on average, is what we need to construct/3D-print
  • For simplicity, we will say the Earth’s ‘crust’ has a volume of ~101 billion cubic miles.

SSA stars:

  1. central/main: basically the same volume as the Sun; ~3,380,000,000,000,000 cubic miles
    (and 38% of that = 1,284,400,000,000,000 cubic miles; what the ICVs and their ships needed to form/build/start)
  2. 4 closely orbiting the main: between Sun and dwarf-size; ~55% the radius of the Sun
    (1,284,400,000,000,000 x .55 = 706,420,000,000,000 cubic miles, and that x 4 = 2,825,680,000,000,000 total)
  3. 6 in the asteroid belt: dwarf-size; ~10% the radius of the Sun (~25% larger than Jupiter)
    (1,284,400,000,000,000 x .1 = 128,440,000,000,000, and that x 8 = 1,027,520,000,000,000 total)

SSA planets:

  1. 121, all Earth-like in many ways –and even the gas-giant (“Wez”) has a mass comparable to Earth’s (because it is essentially a copy of the Earth’s shell/dimensions, just inside a thicker Firmament (outer/upper atmosphere/shield)
    121 planets x 101,000,000,000 cubic miles = 12,221,000,000,000 cubic miles, total, for all the planets in SSA

SSA moons:

  1. 84: comparable in volume to the Moon (Earth’s); ~5,250,000,000 cubic miles TOTAL VOLUME
    (38% of that = ~1,995,000,000 cubic miles; the amount the ICVs and their ships needed to form/build/start)
    84 x 1,995,000,000 = 167,580,000,000 cubic miles

Summing the ‘crust’ volumes of the cosmic-bodies of the SSA:

  • central star = 1,284,400,000,000,000 cubic miles
  • close-orbiting stars = 2,825,680,000,000,000 cubic miles
  • far-orbiting (dwarf) stars = 1,027,520,000,000,000 cubic miles (check if this is based on having 6 of them or 8; should be 6)
  • planets = 12,221,000,000,000 cubic miles
  • moons = 167,580,000,000 cubic miles
  • Grand Total: 5,149,988,580,000,000 cubic miles
    (1,284,400,000,000,000 + 2,825,680,000,000,000 + 1,027,520,000,000,000 +12,221,000,000,000 + 167,580,000,000)

Comparing the ‘crust’ volumes of the cosmic-bodies of the SSA, as percentages of the whole; to the sum of them all:

  • central star = ~25% of the total mass of all the ‘crusts’ of the hollow stars and worlds of the SSA
    (1,284,400,000,000,000 / 5,149,988,580,000,000)
  • close-orbiting stars = ~55%
    (single close-orbiting star = )
  • far-orbiting stars = ~20%
    (single far-orbiting star = )
  • planets = .2 of 1%
    (single planet = )
  • moons = .003 of 1%
    (single moon = )
  • Percentages Summed: 25 + 55 + 20 + .2 + .003 = ~100%

Thus we kept ~25% of all available ICVs in the SSA working on the formation of the central star during the first 75 years here,
while ~55% of available ICVs worked on the 4 close-orbiting stars,
while ~20% worked on the 8 far-orbiting stars,
while ~.2 of a % worked on the 121 planets,
while ~.003 of a % worked on the 84 moons.

The SSBS is more massive than the central-star in the SSA, even though it is equal in terms of size (volume) –because the SSBS is not as hollow; the central-star is hollow except for the 4 planets inside it, while the SSBS is only hollow when its PSBSs are deployed. Thus, more ICVs in the SSA were working on the formation of the SSBS… than ICVs assigned to form the stars and other cosmic-bodies here.

  • central star = ~1,284,400,000,000,000 cubic miles of volume, all in its ‘crust’/shell
  • SSBS, because it is mostly full (not hollow) = ~3,380,000,000,000,000 cubic miles
  • (1,284,400,000,000,000 / 3,380,000,000,000,000 = the central-star’s structure/’crust’ is ~38% the structure of the SSBS)
  • SSBS volume + the volume of all other cosmic bodies in the SSA = 5,149,988,580,000,000 + 3,380,000,000,000,000, which = 8,529,988,580,000,000 cubic miles)
  • 3,380,000,000,000,000 / 8,529,988,580,000,000 = the SSBS is 39.62490650837424685039847966596% of what needs to be built in the SSA, as far as cosmic-scale bodies go

Thus ~40% of all ICVs in the SSA were working on forming/completing the SSBS until 2113-2114 A.D.;

  • 40% of the 2,814,299,523,861,887 ICVs in the SSA in 2112 A.D. = ~1,125,719,809,544,755 ICVs,
  • thus 1,688,579,714,317,132 ICVs were working on all the other cosmic-scale bodies that year.

Non-SSBS-construction ICVs dispersed to all other SSA cosmic-bodies construction:

  • 1,688,579,714,317,132 ICVs available (i.e. not forming the SSBS)
  • 25% of them started the formation of the central star; ~422,144,928,579,283 ICVs
  • 55% of them started the formation of the close-orbiting stars; ~928,718,842,874,423 ICVs
    (232,179,710,718,606 ICVs per close-orbiting star)
  • 20% of them started the formation of the far-orbiting stars; ~337,715,942,863,426 ICVs
    (42,214,492,857,928 ICVs per far-orbiting star)
  • .2 of 1% of them started the formation of the planets; ~3,377,159,428,634 ICVs
    (27,910,408,501 ICVs per planet)
  • .003 of 1% of them started the formation of the moons; ~50,657,391,429 ICVs
    (603,064,184 ICVs per moon)

There were, of course, many Inisfreean ships assisting the ICVs/STs in the formation of those cosmic-bodies, but if we averaged out the amount of structure/mass/volume of those worlds… needing to be formed each year (which was a different percentage for the different sizes of cosmic-bodies)… to the ICVs available to them, at least during the final year of their formation, we would get:

  • SSBS:
    1% of its structure in 2113 A.D. = ~33,800,000,000,000 cubic miles per year
    (1 year = 31,536,000 seconds)
    33,800,000,000,000 cubic miles per year = ~1,071,791 cubic miles per second
    1,071,791 cubic miles / 1,125,719,809,544,755 ICVs available in the SSA this year for the SSBS = ~1,050,316,535 ICVs available to form every cubic mile every second
    (1 cubic mile = 147,200,000,000 cubic feet, which is ~83,636,363,636 of the average adult human)
    1,050,316,535 ICVs working on each cubic mile of the SSBS every second = each ICV working on ~140 cubic feet per second
    (and an ICV is said to be only capable of adjusting 1.76 cubic feet per second; ~80x less, thus the rest is self-formed by the SSBS itself, and with the help of other Inisfreean ships its hangars have also 3D-printed by now)
  • central star:
    ~1.3% of its structure in 2087 A.D. = ~16,697,200,000,000 cubic miles per year; ~529,465 cubic miles per second
    529,465 cubic miles per second = ~77,936,160,000,000,000 cubic feet per second
    77,936,160,000,000,000 / 1.76 = ~44,281,909,090,909,091 ICVs needed, if we had only used ICVs
  • each close-orbiting star:
    ~1.3% of its structure in 2087 A.D. = ~9,183,460,000,000 cubic miles per year; ~291,206 cubic miles per second
    291,206 cubic miles per second = ~42,864,930,000,000,000 cubic feet per second
    42,864,930,000,000,000 / 1.76 = ~24,355,073,863,636,363 ICVs needed, if we had only used ICVs
  • each far-orbiting star:
    ~1.3% of its structure in 2087 A.D. = ~1,669,720,000,000 cubic miles per year; ~52,947 cubic miles per second
    52,947 cubic miles per second = ~7,793,690,000,000,000 cubic feet per second
    7,793,690,000,000,000 / 1.76 = ~4,428,232,954,546 ICVs needed, if we had only used ICVs
  • each planet:
    ~1.3% of its structure in 2087 A.D. = ~1,313,000,000 cubic miles per year; ~42 cubic miles per second
    42 cubic miles per second = ~6,182,000,000,000 cubic feet per second
    6,182,000,000,000 / 1.76 = ~3,512,500,000,000 ICVs needed, if we had only used ICVs
  • each moon:
    ~1.3% of its structure in 2087 A.D. = ~25,935,000 cubic miles per year; ~1 cubic mile per second
    1 cubic mile per second = ~147,200,000,000 cubic feet per second
    147,200,000,000 / 1.76 = ~83,636,363,636 ICVs needed, if we had only used ICVs

For reference: The S.T. webpage says each ICV, in her ST suit, with its main-guns (vambrace-mounted full-spectrum lasers) can affect/alter/process a volume or mass equal to the average human or small motorcycle in one shot (~per second); each ICV/ST can delete or form ~1.76 cubic feet every second.

 

You can fill in the gaps (for how many ICVs were assigned to each cosmic-body in the SSA, year by year) based on these formulae:

  1. 2013:
    total ICVs in SSA = 500,000,000
    ICVs working on the SSBS = ~200,000,000 (40% of 500,000,000)
    ICVs working on the central star = ~75,000,000 (15% of 500,000,000; 25% of those not working on the SSBS)
    ICVs working on the close-orbit stars = ~165,000,000 (33% of 500,000,000; 55% of those not working on the SSBS)
    (~41,250,000 per close-orbiting star)
    ICVs working on the far-orbit stars = ~60,000,000 (12% of 500,000,000; 20% of those not working on the SSBS)
    (~7,500,000 per far-orbiting star)
    ICVs working on the planets = ~600,000 (.12 of 1% of 500,000,000; .2 of 1% of those not working on the SSBS)
    (~4,959 per planet)
    ICVs working on the moons = ~9,000 (.0018 of 1% of 500,000,000; .003 of 1% of those not working on the SSBS)
    (~107 per moon)
  2. 2014:
    total ICVs in SSA = 585,000,000
    ICVs working on the SSBS = ~_ (585,000,000 x .4)
    ICVs working on the central star = ~_ (585,000,000 x .15)
    ICVs working on the close-orbit stars = ~_ (585,000,000 x .33)
    ICVs working on the far-orbit stars = ~_ (585,000,000 x .12)
    ICVs working on the planets = ~_ (585,000,000 x .0012)
    ICVs working on the moons = ~_ (585,000,000 x .000018)
  3. 2015:
    total ICVs in SSA = 684,450,000
    ICVs working on the SSBS =
    ICVs working on the central star =
    ICVs working on the close-orbit stars =
    ICVs working on the far-orbit stars =
    ICVs working on the planets =
    ICVs working on the moons =
  4. 2016:
    total ICVs in SSA = 800,806,500
    ICVs working on the SSBS =
    ICVs working on the central star =
    ICVs working on the close-orbit stars =
    ICVs working on the far-orbit stars =
    ICVs working on the planets =
    ICVs working on the moons =
  5. 2017:
    total ICVs in SSA = 936,943,605
    ICVs working on the SSBS =
    ICVs working on the central star =
    ICVs working on the close-orbit stars =
    ICVs working on the far-orbit stars =
    ICVs working on the planets =
    ICVs working on the moons =
  6. 2018:
    total ICVs in SSA = 1,096,224,018
    ICVs working on the SSBS =
    ICVs working on the central star =
    ICVs working on the close-orbit stars =
    ICVs working on the far-orbit stars =
    ICVs working on the planets =
    ICVs working on the moons =
  7. 2019:
    total ICVs in SSA = 1,282,582,101
    ICVs working on the SSBS =
    ICVs working on the central star =
    ICVs working on the close-orbit stars =
    ICVs working on the far-orbit stars =
    ICVs working on the planets =
    ICVs working on the moons =
  8. 2020:
    total ICVs in SSA = 1,500,621,058
    ICVs working on the SSBS =
    ICVs working on the central star =
    ICVs working on the close-orbit stars =
    ICVs working on the far-orbit stars =
    ICVs working on the planets =
    ICVs working on the moons =
  9. 2021:
    total ICVs in SSA = 1,755,726,638
    ICVs working on the SSBS =
    ICVs working on the central star =
    ICVs working on the close-orbit stars =
    ICVs working on the far-orbit stars =
    ICVs working on the planets =
    ICVs working on the moons =
  10. 2022:
    total ICVs in SSA = 2,054,200,166
    ICVs working on the SSBS =
    ICVs working on the central star =
    ICVs working on the close-orbit stars =
    ICVs working on the far-orbit stars =
    ICVs working on the planets =
    ICVs working on the moons =
  11. 2023:
    total ICVs in SSA = 2,403,414,195
    ICVs working on the SSBS =
    ICVs working on the central star =
    ICVs working on the close-orbit stars =
    ICVs working on the far-orbit stars =
    ICVs working on the planets =
    ICVs working on the moons =
  12. 2024:
    total ICVs in SSA = 2,811,994,608
    ICVs working on the SSBS =
    ICVs working on the central star =
    ICVs working on the close-orbit stars =
    ICVs working on the far-orbit stars =
    ICVs working on the planets =
    ICVs working on the moons =
  13. 2025:
    total ICVs in SSA = 3,290,033,691
    ICVs working on the SSBS =
    ICVs working on the central star =
    ICVs working on the close-orbit stars =
    ICVs working on the far-orbit stars =
    ICVs working on the planets =
    ICVs working on the moons =
  14. 2026:
    total ICVs in SSA = 3,849,339,419
    ICVs working on the SSBS =
    ICVs working on the central star =
    ICVs working on the close-orbit stars =
    ICVs working on the far-orbit stars =
    ICVs working on the planets =
    ICVs working on the moons =
  15. 2027:
    total ICVs in SSA = 4,503,727,120
    ICVs working on the SSBS =
    ICVs working on the central star =
    ICVs working on the close-orbit stars =
    ICVs working on the far-orbit stars =
    ICVs working on the planets =
    ICVs working on the moons =
  16. 2028:
    total ICVs in SSA = 5,269,360,730
    ICVs working on the SSBS =
    ICVs working on the central star =
    ICVs working on the close-orbit stars =
    ICVs working on the far-orbit stars =
    ICVs working on the planets =
    ICVs working on the moons =
  17. 2029:
    total ICVs in SSA = 6,165,152,054
    ICVs working on the SSBS =
    ICVs working on the central star =
    ICVs working on the close-orbit stars =
    ICVs working on the far-orbit stars =
    ICVs working on the planets =
    ICVs working on the moons =
  18. 2030:
    total ICVs in SSA = 7,213,227,903
    ICVs working on the SSBS =
    ICVs working on the central star =
    ICVs working on the close-orbit stars =
    ICVs working on the far-orbit stars =
    ICVs working on the planets =
    ICVs working on the moons =
  19. 2031:
    total ICVs in SSA = 8,439,476,647
    ICVs working on the SSBS =
    ICVs working on the central star =
    ICVs working on the close-orbit stars =
    ICVs working on the far-orbit stars =
    ICVs working on the planets =
    ICVs working on the moons =
  20. 2032:
    total ICVs in SSA = 9,874,187,677
    ICVs working on the SSBS =
    ICVs working on the central star =
    ICVs working on the close-orbit stars =
    ICVs working on the far-orbit stars =
    ICVs working on the planets =
    ICVs working on the moons =
  21. 2033:
    total ICVs in SSA = 11,552,799,582
    ICVs working on the SSBS =
    ICVs working on the central star =
    ICVs working on the close-orbit stars =
    ICVs working on the far-orbit stars =
    ICVs working on the planets =
    ICVs working on the moons =
  22. 2034:
    total ICVs in SSA = 13,516,775,511
    ICVs working on the SSBS =
    ICVs working on the central star =
    ICVs working on the close-orbit stars =
    ICVs working on the far-orbit stars =
    ICVs working on the planets =
    ICVs working on the moons =
  23. 2035:
    total ICVs in SSA = 15,814,627,348
    ICVs working on the SSBS =
    ICVs working on the central star =
    ICVs working on the close-orbit stars =
    ICVs working on the far-orbit stars =
    ICVs working on the planets =
    ICVs working on the moons =
  24. 2036:
    total ICVs in SSA = 18,503,113,997
    ICVs working on the SSBS =
    ICVs working on the central star =
    ICVs working on the close-orbit stars =
    ICVs working on the far-orbit stars =
    ICVs working on the planets =
    ICVs working on the moons =
  25. 2037:
    total ICVs in SSA = 21,648,643,376
    ICVs working on the SSBS =
    ICVs working on the central star =
    ICVs working on the close-orbit stars =
    ICVs working on the far-orbit stars =
    ICVs working on the planets =
    ICVs working on the moons =
  26. 2038:
    total ICVs in SSA = 25,328,912,750
    ICVs working on the SSBS =
    ICVs working on the central star =
    ICVs working on the close-orbit stars =
    ICVs working on the far-orbit stars =
    ICVs working on the planets =
    ICVs working on the moons =
  27. 2039:
    total ICVs in SSA = 29,634,827,917
    ICVs working on the SSBS =
    ICVs working on the central star =
    ICVs working on the close-orbit stars =
    ICVs working on the far-orbit stars =
    ICVs working on the planets =
    ICVs working on the moons =
  28. 2040:
    total ICVs in SSA = 34,672,748,664
    ICVs working on the SSBS =
    ICVs working on the central star =
    ICVs working on the close-orbit stars =
    ICVs working on the far-orbit stars =
    ICVs working on the planets =
    ICVs working on the moons =
  29. 2041:
    total ICVs in SSA = 40,567,115,936
    ICVs working on the SSBS =
    ICVs working on the central star =
    ICVs working on the close-orbit stars =
    ICVs working on the far-orbit stars =
    ICVs working on the planets =
    ICVs working on the moons =
  30. 2042:
    total ICVs in SSA = 47,463,525,646
    ICVs working on the SSBS =
    ICVs working on the central star =
    ICVs working on the close-orbit stars =
    ICVs working on the far-orbit stars =
    ICVs working on the planets =
    ICVs working on the moons =
  31. 2043:
    total ICVs in SSA = 55,532,325,005
    ICVs working on the SSBS =
    ICVs working on the central star =
    ICVs working on the close-orbit stars =
    ICVs working on the far-orbit stars =
    ICVs working on the planets =
    ICVs working on the moons =
  32. 2044:
    total ICVs in SSA = 64,972,820,256
    ICVs working on the SSBS =
    ICVs working on the central star =
    ICVs working on the close-orbit stars =
    ICVs working on the far-orbit stars =
    ICVs working on the planets =
    ICVs working on the moons =
  33. 2045:
    total ICVs in SSA = 76,018,199,700
    ICVs working on the SSBS =
    ICVs working on the central star =
    ICVs working on the close-orbit stars =
    ICVs working on the far-orbit stars =
    ICVs working on the planets =
    ICVs working on the moons =
  34. 2046:
    total ICVs in SSA = 88,941,293,649
    ICVs working on the SSBS =
    ICVs working on the central star =
    ICVs working on the close-orbit stars =
    ICVs working on the far-orbit stars =
    ICVs working on the planets =
    ICVs working on the moons =
  35. 2047:
    total ICVs in SSA = 104,061,313,569
    ICVs working on the SSBS =
    ICVs working on the central star =
    ICVs working on the close-orbit stars =
    ICVs working on the far-orbit stars =
    ICVs working on the planets =
    ICVs working on the moons =
  36. 2048:
    total ICVs in SSA = 121,751,736,875
    ICVs working on the SSBS =
    ICVs working on the central star =
    ICVs working on the close-orbit stars =
    ICVs working on the far-orbit stars =
    ICVs working on the planets =
    ICVs working on the moons =
  37. 2049:
    total ICVs in SSA = 142,449,532,144
    ICVs working on the SSBS =
    ICVs working on the central star =
    ICVs working on the close-orbit stars =
    ICVs working on the far-orbit stars =
    ICVs working on the planets =
    ICVs working on the moons =
  38. 2050:
    total ICVs in SSA = 166,665,952,609
    ICVs working on the SSBS =
    ICVs working on the central star =
    ICVs working on the close-orbit stars =
    ICVs working on the far-orbit stars =
    ICVs working on the planets =
    ICVs working on the moons =
  39. 2051:
    total ICVs in SSA = 194,999,164,552
    ICVs working on the SSBS =
    ICVs working on the central star =
    ICVs working on the close-orbit stars =
    ICVs working on the far-orbit stars =
    ICVs working on the planets =
    ICVs working on the moons =
  40. 2052:
    total ICVs in SSA = 228,149,022,526
    ICVs working on the SSBS =
    ICVs working on the central star =
    ICVs working on the close-orbit stars =
    ICVs working on the far-orbit stars =
    ICVs working on the planets =
    ICVs working on the moons =
  41. 2053:
    total ICVs in SSA = 266,934,356,356
    ICVs working on the SSBS =
    ICVs working on the central star =
    ICVs working on the close-orbit stars =
    ICVs working on the far-orbit stars =
    ICVs working on the planets =
    ICVs working on the moons =
  42. 2054:
    total ICVs in SSA = 312,313,196,936
    ICVs working on the SSBS =
    ICVs working on the central star =
    ICVs working on the close-orbit stars =
    ICVs working on the far-orbit stars =
    ICVs working on the planets =
    ICVs working on the moons =
  43. 2055:
    total ICVs in SSA = 365,406,440,415
    ICVs working on the SSBS =
    ICVs working on the central star =
    ICVs working on the close-orbit stars =
    ICVs working on the far-orbit stars =
    ICVs working on the planets =
    ICVs working on the moons =
  44. 2056:
    total ICVs in SSA = 427,525,535,286
    ICVs working on the SSBS =
    ICVs working on the central star =
    ICVs working on the close-orbit stars =
    ICVs working on the far-orbit stars =
    ICVs working on the planets =
    ICVs working on the moons =
  45. 2057:
    total ICVs in SSA = 500,204,876,284
    ICVs working on the SSBS =
    ICVs working on the central star =
    ICVs working on the close-orbit stars =
    ICVs working on the far-orbit stars =
    ICVs working on the planets =
    ICVs working on the moons =
  46. 2058:
    total ICVs in SSA = 585,239,705,253
    ICVs working on the SSBS =
    ICVs working on the central star =
    ICVs working on the close-orbit stars =
    ICVs working on the far-orbit stars =
    ICVs working on the planets =
    ICVs working on the moons =
  47. 2059:
    total ICVs in SSA = 684,730,455,146
    ICVs working on the SSBS =
    ICVs working on the central star =
    ICVs working on the close-orbit stars =
    ICVs working on the far-orbit stars =
    ICVs working on the planets =
    ICVs working on the moons =
  48. 2060:
    total ICVs in SSA = 801,134,632,521
    ICVs working on the SSBS =
    ICVs working on the central star =
    ICVs working on the close-orbit stars =
    ICVs working on the far-orbit stars =
    ICVs working on the planets =
    ICVs working on the moons =
  49. 2061:
    total ICVs in SSA = 937,327,520,049
    ICVs working on the SSBS =
    ICVs working on the central star =
    ICVs working on the close-orbit stars =
    ICVs working on the far-orbit stars =
    ICVs working on the planets =
    ICVs working on the moons =
  50. 2062:
    total ICVs in SSA = 1,096,673,198,457
    ICVs working on the SSBS =
    ICVs working on the central star =
    ICVs working on the close-orbit stars =
    ICVs working on the far-orbit stars =
    ICVs working on the planets =
    ICVs working on the moons =
  51. 2063:
    total ICVs in SSA = 1,283,107,642,195
    ICVs working on the SSBS =
    ICVs working on the central star =
    ICVs working on the close-orbit stars =
    ICVs working on the far-orbit stars =
    ICVs working on the planets =
    ICVs working on the moons =
  52. 2064:
    total ICVs in SSA = 1,501,235,941,368
    ICVs working on the SSBS =
    ICVs working on the central star =
    ICVs working on the close-orbit stars =
    ICVs working on the far-orbit stars =
    ICVs working on the planets =
    ICVs working on the moons =
  53. 2065:
    total ICVs in SSA = 1,756,446,051,401
    ICVs working on the SSBS =
    ICVs working on the central star =
    ICVs working on the close-orbit stars =
    ICVs working on the far-orbit stars =
    ICVs working on the planets =
    ICVs working on the moons =
  54. 2066:
    total ICVs in SSA = 2,055,041,880,139
    ICVs working on the SSBS =
    ICVs working on the central star =
    ICVs working on the close-orbit stars =
    ICVs working on the far-orbit stars =
    ICVs working on the planets =
    ICVs working on the moons =
  55. 2067:
    total ICVs in SSA = 2,404,398,999,763
    ICVs working on the SSBS =
    ICVs working on the central star =
    ICVs working on the close-orbit stars =
    ICVs working on the far-orbit stars =
    ICVs working on the planets =
    ICVs working on the moons =
  56. 2068:
    total ICVs in SSA = 2,813,146,829,722
    ICVs working on the SSBS =
    ICVs working on the central star =
    ICVs working on the close-orbit stars =
    ICVs working on the far-orbit stars =
    ICVs working on the planets =
    ICVs working on the moons =
  57. 2069:
    total ICVs in SSA = 3,291,381,790,775
    ICVs working on the SSBS =
    ICVs working on the central star =
    ICVs working on the close-orbit stars =
    ICVs working on the far-orbit stars =
    ICVs working on the planets =
    ICVs working on the moons =
  58. 2070:
    total ICVs in SSA = 3,850,916,695,207
    ICVs working on the SSBS =
    ICVs working on the central star =
    ICVs working on the close-orbit stars =
    ICVs working on the far-orbit stars =
    ICVs working on the planets =
    ICVs working on the moons =
  59. 2071:
    total ICVs in SSA = 4,505,572,533,392
    ICVs working on the SSBS =
    ICVs working on the central star =
    ICVs working on the close-orbit stars =
    ICVs working on the far-orbit stars =
    ICVs working on the planets =
    ICVs working on the moons =
  60. 2072:
    total ICVs in SSA = 5,271,519,864,068
    ICVs working on the SSBS =
    ICVs working on the central star =
    ICVs working on the close-orbit stars =
    ICVs working on the far-orbit stars =
    ICVs working on the planets =
    ICVs working on the moons =
  61. 2073:
    total ICVs in SSA = 6,167,678,240,960
    ICVs working on the SSBS =
    ICVs working on the central star =
    ICVs working on the close-orbit stars =
    ICVs working on the far-orbit stars =
    ICVs working on the planets =
    ICVs working on the moons =
  62. 2074:
    total ICVs in SSA = 7,216,183,541,923
    ICVs working on the SSBS =
    ICVs working on the central star =
    ICVs working on the close-orbit stars =
    ICVs working on the far-orbit stars =
    ICVs working on the planets =
    ICVs working on the moons =
  63. 2075:
    total ICVs in SSA = 8,442,934,744,050
    ICVs working on the SSBS =
    ICVs working on the central star =
    ICVs working on the close-orbit stars =
    ICVs working on the far-orbit stars =
    ICVs working on the planets =
    ICVs working on the moons =
  64. 2076:
    total ICVs in SSA = 9,878,233,650,538
    ICVs working on the SSBS =
    ICVs working on the central star =
    ICVs working on the close-orbit stars =
    ICVs working on the far-orbit stars =
    ICVs working on the planets =
    ICVs working on the moons =
  65. 2077:
    total ICVs in SSA = 11,557,533,371,130
    ICVs working on the SSBS =
    ICVs working on the central star =
    ICVs working on the close-orbit stars =
    ICVs working on the far-orbit stars =
    ICVs working on the planets =
    ICVs working on the moons =
  66. 2078:
    total ICVs in SSA = 13,522,314,044,222
    ICVs working on the SSBS =
    ICVs working on the central star =
    ICVs working on the close-orbit stars =
    ICVs working on the far-orbit stars =
    ICVs working on the planets =
    ICVs working on the moons =
  67. 2079:
    total ICVs in SSA = 15,821,107,431,740
    ICVs working on the SSBS =
    ICVs working on the central star =
    ICVs working on the close-orbit stars =
    ICVs working on the far-orbit stars =
    ICVs working on the planets =
    ICVs working on the moons =
  68. 2080:
    total ICVs in SSA = 18,510,695,695,136
    ICVs working on the SSBS =
    ICVs working on the central star =
    ICVs working on the close-orbit stars =
    ICVs working on the far-orbit stars =
    ICVs working on the planets =
    ICVs working on the moons =
  69. 2081:
    total ICVs in SSA = 21,657,513,963,309
    ICVs working on the SSBS =
    ICVs working on the central star =
    ICVs working on the close-orbit stars =
    ICVs working on the far-orbit stars =
    ICVs working on the planets =
    ICVs working on the moons =
  70. 2082:
    total ICVs in SSA = 25,339,291,337,071
    ICVs working on the SSBS =
    ICVs working on the central star =
    ICVs working on the close-orbit stars =
    ICVs working on the far-orbit stars =
    ICVs working on the planets =
    ICVs working on the moons =
  71. 2083:
    total ICVs in SSA = 29,646,970,864,373
    ICVs working on the SSBS =
    ICVs working on the central star =
    ICVs working on the close-orbit stars =
    ICVs working on the far-orbit stars =
    ICVs working on the planets =
    ICVs working on the moons =
  72. 2084:
    total ICVs in SSA = 34,686,955,911,317
    ICVs working on the SSBS =
    ICVs working on the central star =
    ICVs working on the close-orbit stars =
    ICVs working on the far-orbit stars =
    ICVs working on the planets =
    ICVs working on the moons =
  73. 2085:
    total ICVs in SSA = 40,583,738,416,241
    ICVs working on the SSBS =
    ICVs working on the central star =
    ICVs working on the close-orbit stars =
    ICVs working on the far-orbit stars =
    ICVs working on the planets =
    ICVs working on the moons =
  74. 2086:
    total ICVs in SSA = 47,482,973,947,001
    ICVs working on the SSBS =
    ICVs working on the central star =
    ICVs working on the close-orbit stars =
    ICVs working on the far-orbit stars =
    ICVs working on the planets =
    ICVs working on the moons =
  75. 2087:
    total ICVs in SSA = 55,555,079,517,992
    ICVs working on the SSBS = ~22,222,031,807,197 (55,555,079,517,992 x .4)
    ~22 trillion
    ICVs working on the central star = ~8,333,261,927,699 (55,555,079,517,992 x .15)
    ~8 trillion
    ICVs working on the close-orbit stars = ~18,333,176,240,937 (55,555,079,517,992 x .33)
    (~4,583,294,060,234 per close-orbiting star)
    ~4 trillion
    ICVs working on the far-orbit stars = ~6,666,609,542,159 (55,555,079,517,992 x .12)
    (~833,326,192,770 per far-orbiting star)
    ~833 billion
    ICVs working on the planets = ~66,666,095,422 (55,555,079,517,992 x .0012)
    (~550,959,466 per planet)
    ~551 million
    ICVs working on the moons = ~999,991,431 (55,555,079,517,992 x .000018)
    (~11,904,660 per moon)
    ~12 million

All stars and worlds in the SSA have cosmic-scale repulsine-equivalents, thus are able to control their own positions, as well as the positions/movements/orbits of smaller cosmic-bodies around/near them. This means that they didn’t have to be fully formed/stable/complete before stable orbits around them existed. This is how we were able to start forming all of the stars and worlds in the SSA at the same time, not having to wait on a ‘disc’ to ‘blob’ into a star, followed by smaller ‘blobs’ in the remains of that disc then becoming that first/main-star’s first planets.

The orbits in SSA are much closer to each other than the orbits of the Sun solar-system. This allowed the Inisfreeans / Grid Mind to use SSA as a prototype and proof-of-concept prior to realigning other solar-systems –i.e. for the reformation of Yggdrasil. More specifically, it showed The Grid Mind exactly what spacing and other conditions result in which types of energy-connections/’strings’; the interplanetary mega-lightning-bolts that left so many craters on the outer surfaces of so many Sun-system worlds.  (Such mega-lightning does not occur in SSA, but detectable mostly-invisible aurora-stimulating energy-links do during the monthly alignments of moons with the primary, L1, and L2 worlds, and when the main planet, L3, L4, and L5 worlds of the orbits occasionally realign in to their peace-sign starter-positions.)

The asteroids of the SSA’s asteroid belt/s were basically just, in total, adding 1 more Earth-equivalent amount of mass, just fragmented.
These were practiced with so that the ICVs and their ships would be pros at rapidly figuring out how to piece them back together like a cosmic-scale jigsaw puzzle.
Extrapolating from this, The Grid Mind was able to get great at doing the same thing with not just asteroids in the same asteroid-belt, but solar-systems of any galaxy, and then with galaxies of any universe, and then with the universes of the Omniverse, etc..

The ‘crust’ of the stars works like a 4D-portal; it allows ships narrower than its diameter to use it to get to not just any point in space/Space, but any point in time, provided that point is where a similar/identical star (same/comparable size and color) is.
To get inside the hollow part of a star, don’t fly at/toward its ‘crust’; fly around to either of its polar holes, then down (or, as we Inisfreeans think of it, “up”) in.

As Yggdrasil was reformed, it was with worlds reawakening, and both the worlds and stars regaining their consciousness, and coming into agreement with High King Auzdein, having been politely asked if they would realign themselves into the Yggdrasil formation; how cosmic-bodies originally were arranged during the first Golden Age. Thus there was not much tech’ needed, and no force applied, per se –other than their own upon themselves, just like a human thinking of moving his/her body-parts, causing that. The more the worlds, like their World Tree stumps, unpetrified, coming back out of there eons-long hibernation, the more-easily they were able to reposition themselves, no longer bound by their hibernation-habit humans assumed was unchangeable gravity. In other words, there was a steadily decreasing chance for collisions or other cosmic-scale accidents, the more all the worlds ‘woke back up’ –all thanks to Auz calling out to them, loving them, waiting on them, and marrying who and how he married. Amen.

 

Overall:

Lagrange:

2022 Update:  Minecraft Scale-model

2023 Update:  Auz’domes

The Auz’dome in the Inisfree-like cities is not for Congresses meetings, as those are only hosted in Inisfree, thus these Auz’domes are just for mega-concerts.

December:  Also, those who have loved Inisfree so much that they got invited here (to the SSA) and returned here many times, loving this place just as much, become eligible for invitation to Ideal World (once it is made).  There is no other way to get to that planet.  It is so magically and completely/perfectly hidden and protected that even deities have no way of sensing its existence, let alone finding some “loophole” way in.

 

2024/+ Updates

Sum of All These Cities’ Ships:

219,001 cities means 219,001 ×
128 WSs
plus 24 CPs in the Main Womb hangar
and 96 Sentry Towers (DSs)
=
28,032,128 WSs
5,256,024 CPs in the Main Womb
21,024,096 Sentry Towers
..
28,032,128 WSs means
56,064,256 CPs and
224,257,024 DSs
..
5,256,024 CPs in the Main Womb means
21,024,096 DSs
..
Thus the total for our 219,001 cities is
28,032,128 WSs
61,320,280 CPs
266,305,216 DSs
1,331,526,080 BMs

Dispersion Between the Cities:

Each city in SSA has an area of ~627.5×627.5 miles; ~308 miles out from its walls, thus a ~Texas-size area; easily patrolled by the deployable units in the Sentry Towers.

Individuals and Dispersion per City:

128 WSs
plus 24 CPs in the Main Womb hangar
and 96 Sentry Towers (DSs)
=
1,024+96+96 DSs; 1,216
Fully loaded, that would be 2,814,000,320 ICVs,
but those in the Main Womb are for pilot practice; they can be empty,
and those in the Uber Hangars are only used in emergencies,
and the Sentry Towers are lookouts which don’t send armies to war, so they can be minimally staffed.
..
2B guests ÷ 219,001 cities = 9,132.378390 averaged out.
9,133 guests per city means
~9,133 ICVs and
~27,399 kajirae (3 per guest)
..
100,000,000 ICVs – 9,133 = 99,990,867,
averaged out to the lookout DSs = 1,041,571.53125 per Sentry Tower DS; ~45% their normal ICV complement.
..
9,133 ICVs averaged out across 100 mi^2 = 91/mi^2; 1 ICV every ~553.5’×553.5′.
Usually they are in the Guard Turrets, piloting/driving mass-transit vehicles, on patrol as police-girls, working the farmland, teaching in the schools, and managing the businesses.
..
27,399 kajirae across 100 mi^2 = 274/mi^2; 1 kajira every ~319’×319′,
though obviously they are much closer together in the homes and night-clubs and yachts, and rarely seen in the deserts, on the mountaintops, etc..
..
Since the Sentry Towers number 96, evenly filling 24 CPs, do we say those are the ones kept in the Main Womb, excepting a few for the beach-practice?
..
24 CPs fill 12 WSs, so do we say 12 WSs in the Uber Hangars are their parent ships?
..
While there are 1,000 skyscrapers in the downtown area (Sotu) of each of our cities, and even though we generally have every floor in every building managed by an ICV, we only staff our homes and other buildings on demand; only when a guest has booked one do we post an ICV and kajirae there.
This makes having <10,000 ICVs in the 100 mi^2 of each of our cities plenty.
Besides, since the SSA and Inisfree are impenetrable, we don’t need the remaining 100M per city to be in the Sentry Towers; we can always summon as many of those back into our cities as needed.

Details Added to the Inisfree-like Cities:

Of all the 500 variants of Inisfree, the ruins-like ones are the only ones where all the normal city facilities/features are altered/offline.
Still, these cities in SSA remain staffed forever by 100M ICVs each, and the Rainbow Cannons of their Perimeter Walls still and always work.
The following is how these cities in SSA were 3D-printed from the start; they were not built and then damaged / made to appear in ruins later.

The Inisfree-like cities made to appear in ruin are to remind anyone who comes to check them out… exactly what the humans would intentionally do to all of us if ever we were gullible enough to give their pure-evil kind any chances again.

The following bullet-notes mostly describe the appearance of features across a ruins-like city’s surface (if it is the type of ruins-like city of ours whose surface features are made to look like ruins), though some describe things in the Underway and in the Vatican II facility (also applicable only in our cities which have underground features designed to look like ruins).

Immediate Exterior:

  • Perimeter Orb:  Unlike all our other cities, ones with ruins in them are not camouflaged by high-tech’ optical-illusions out here; there is no blizzard-like whiteout, nor any light-bending preventing views inside the perimeter-wall from being see outside it.
  • The Defense Rings:  The moats are all exposed, not hidden under snow-topped fall-through panels.
  • The Sentry Towers:  Some of these are present, some missing, some damaged as if from millennia of erosion, all empty of ICVs, but some have strewn-about derelict/un-moveable aircraft, suits, vehicles, etc..  The ones not in position in the Perimeter Orb are docked in their assigned “parent” vessels (ColonyPods in the Main Hangar/”Womb”).

The Sheer Barrier:

  • Perimeter Wall:  There is what appears to be a war-caused crater/trench all the way through the main-gate side.
    The gates do not work (each gate’s 2 rotating-room spheres prevented from turning to align with adjacent chambers); the only way in is through the wall crater.
    There is flooding all along the inside of this wall because of the pumps/silos never being online, especially in the swamp region (lowest land), but obviously none where it meets the desert plateaus.
  • The Faux Gate:  the diversion outline
  • The Pearly Gate:  the main access point to our city for first-timers (actually, “Gates”; 12 of them topside, sometimes in-sequence, each with five chambers)

The Router:

  • Chinese Great Gate:  This building’s roof looks like it collapsed diagonally, partially blocking the GAH that connects the main gate’s inner hatch-ramp to the Welcoming Square.
  • Welcoming Square:  Its surface is cratered as if cluster-bombed, and its yurts are mostly blown away, their remains in piles off to the sides of this paved area.
  • Harmonics Mechs:  One has fallen onto its back, away from the Welcoming Square, the 2nd onto its side on the Welcoming Square, and the 3rd onto its front beside the Library of Congress 2.
  • Meadows:  Some patches have dried up, others turned to sludge, others appearing blackened from long-ago wildfires.
  • The Glowing Art Highway (GAH):  Numerous sections of it are warped, tilted, toppled, overgrown, flooded, etc., and none of it lights up.

Airport:

  • C-5 Aerospaceport Ramp:  One of its wings has collapsed, and it is entirely shadowy/dim/dark inside.
  • Civilian Aerospaceport:  There is almost no traffic here, no runway lights, the terminal waterfalls all off, the far-end of the runways-platform collapsed, and only a “skeleton crew” staffing the ATC tower.  The parking garage has also partially collapsed, leaving all apartments in its far-side uninhabitable.
  • Saucer Aerospaceport Ramp:  This has disconnected from the main structure, and it now lies on its side, looking like a crashed UFO at a slight angle, thus it does not allow for land-based vehicles-traffic through.
  • The Water-Rise:  This feature is offline; no water is flowing.
  • Small Mountain Tunnel Pass:  Caved in, it is no longer drivable.

The Rainbow Desert:

  • Civilian Desert Region:  Some of this is flooded, some turned to mud.
  • Desert Ruins:  The structures here are almost completely eroded and sand-covered, and the mega-AIOW top/hatch exposed, easy to find.
  • Meeris Area:  This tent-town is like the yurts of the Welcoming Square; blown this way and that, collapsed, no one in them, no daily or nightly gatherings here.
  • Mountain on Corinthians:  Some of the pillars look cracked and collapsed, this entire “mega-hill” tilted to one GAH section, thus blocking highway traffic under it.
  • Rainbow Dunes:  These do not light up from below/within, and are not uniform like piano keys; they are mixed in various ways, causing blended colors/sands in many spots, and they even spill over onto the adjacent/local derelict GAH section.
  • Ridge-line Building-chain:  These structures look abandoned and shifted apart by tectonic activity or landslides, some having partially or fully collapsed down either side of this mountain range.
  • Waterfall Oasis:  The water does not flow here anymore, the pond dried up, the trees now dead stumps, all other plants here in our other cities… also looking long-dead.
  • White Conexes Neighborhood:  All are partially collapsed, some fully.

Paleolithic Farming:

  • Baobab Pass:  This entire mega-tree looks long-dead, cracked open in places, no leaves on its branches, and the GAH that spirals/corkscrews up inside it… split apart in some places, undriveable.
  • Cropland:  No plants are growing here, all the grid-streams dried up, fallen nut-trees in one section, and a few abandoned Work-horse vehicles here and there.
  • Floating Oases Cylinders:  All of these are now fallen to the desert terrain below, some wedged down in it more than one story deep, often at slight angles, some even missing pieces which broke off during those apparent impacts (again, the actuality being that they were built/formed/’grown’ this way in this variant of the Inisfree-like cities).
  • Geodesic Biodomes:  Their roofs have cracks and missing panels, no longer regulating the conditions within, many overgrown with mushrooms and vines, nothing orderly anymore, and no footpaths apparent.
  • Luxury Barn:  It looks collapsed inward by decay and/or fire.

Garb and Paperbacks Production Area:

  • The Highway Niagara:  There are trickles of water in the odd places, but mostly it has diverted to cracks in the surrounding terrain.
  • Kno Factory:  Holes in its roof let the only light in, most of its floors pitch-black, its machinery still, silent, and sometimes tipped over, with palettes here and there, many tripping hazards, and so on.
  • MKM Factory:  This factory is much like its neighbor; inside, conditions are like those in the Kno facility nearby.

Military (Search & Rescue Training) Region:

  • Baja Off-road Racing Truck Dirt Track:  Already somewhat difficult to identify in the normal-looking cities of ours, it is now unnavigable due to severe local-terrain upheaval/cracking.
  • Crucible Reaper Trail:  Hiking it before this version of our cities… was already daunting, to say the least.  Now, it is practically suicide (though everyone who makes it this deep into our realm is pretty much immortal/invincible).  Why?  Loosened terrain, uprooted trees, ruins rubble, and more all make for practically countless additional obstacles/dangers.
  • Cut Pyramid:  Still standing, it is however also heavily sand-filled in places.
  • Devils Tower II:  Looking like a partially un-petrified World Tree trunk trying to sprout new mega-branches, this structure in each of these ruins-like Inisfree-variants also looks long-decayed, cracked open, its central puddle now a flooded-ish pond, etc..
  • Faux Prison:  partially collapsed, sand dunes building up along some outer walls
  • Gear Auto-plant:  partially collapsed, pitch black inside, silent
  • Highway Pyramid:  portal not functional, sand dunes building up to the point of nearly concealing both entrances/exits/archways
  • Highway Sphinx:  apartments/levels inside collapsed in some spots, the GAH corkscrew likewise looking to be treacherous to any considering attempting it
  • Highway Volcano:  looking dormant, not even smoking or rumbling anymore
  • Impact Zone:  hundreds of craters of varying depths and char amounts, none auto-filled back in
  • Inverted Pyramid Pit ‘Hood:  flooding at the bottom, landslides and collapses on its higher terraces (concentric hollow square balconies)
  • Military Aerospaceport:  a nightmarish partial cave-in from the runways-surface, exposing many of the massive hangars and levels down inside/beneath, all the black-ops / Skunkworks craft/UFOs and X-planes abandoned, unflyable
  • NWO MIL TRNG Area:  This whole side of these Inisfree-like cities generally looks abandoned, neglected, and partially bombed.
  • Nitro Circus-style Paintball Warfare Area:  No such games are played here, as there are just too many debris-boulders, abandoned vehicles, and deep crevasses added.
  • Obstacle Course:  All these structures are heavily overgrown with ivy, moss, trees, vines, and the like, some of their parts forced apart by the out-of-place trees.
  • Shooting Ranges:  Left empty and silent, one could still make use of these, of course, but the targets downrange are all in very bad condition, most unrecognizable.
  • Subterranean Prison:  Pitch black, silent, and flooded in many silos of its lower half, daring deeper in through even its upper-half silos is an unsettling proposition, and many of the annexes and linking-tunnels here are partially filled with dirt and sand, trickles of water flowing here and there.
  • Subterranean Quarantine Facility:  Its state is very similar to that of the underground prison, though there is also fog/mist down here, making it difficult to see if one is approaching a dark pit.
  • Vehicle Service Line:  Parallel lines of abandoned military vehicles of several types (from HMMWVs up to our own military’s land-vehicles) have cracked windows, flat tires, missing parts, and sand blown into their openings, such as doors ajar.
  • White Rhino Motorpool:  Like the Work-horse motorpool, there are abandoned and tipped-over vehicles here, most with damage to various parts, and a peppering of little craters on the pavement, as if incoming was to blame for the White Rhinos no longer on their tires, upright.

Automated Amenities Facilities:

  • Generic Clothing Factory:  sealed off, as if in a last resort to barricade a few survivors here, but no human remains to be found inside its dark levels
  • Government & Municipal Vehicles Factory:  a few Work-horses left partially-formed on its assembly-lines
  • Military Vehicles Factory:  a few Inisfreean battle-tanks left partially-formed on its assembly-lines
  • Personal Vehicles Factory:  a few cars, motorcycles, and trucks left partially-formed on its assembly-lines

The Auz Dome and Adjacents:

  • Temple of Auz:  dark, leaks raining down narrow waterfalls from its ceiling, parking spaces now a jagged post-earthquake terrain mess
  • Ceiling-mansions:  very dangerous, as their helpful/safety features are offline, some of their window-domes cracked or entirely missing, as if dislodged and shattered completely on the parking-floor of the sanctuary far below
  • Highway Cathedral:  steeple toppled over toward the perimeter wall, all the windows blown out, the GAH section inside a jumbled post-earthquake mess, undriveable
  • Kathedrom:  its walls looking broken/forced open in several places, its huts and other simple structures collapsed or burned, its central temple collapsed
  • Under-GAH Hangout Lounges:  often difficult -nearly impossible- to get into, their overhead highway sections looking separated if not collapsed on/around them

Sotu’s Exterior; Around the Outside of Downtown Inisfree:

  • Auz’s Esslokal:  silent, no meals served here, just empty booths and tables, the kitchen unstocked
  • Dental Facility:  vacant, dark, light coming in through the windows/blinds
  • Desserts Dirigible:  looking crash-landed in the middle of one of the apartment complexes; between those buildings, thus in their shared courtyard
  • Double Tree Hôtel:  as if one collapsed and, still looped around the top of the other, managed to partially yank it down with it, now hanging from that sky-high entanglement mess
  • Drive-in Theater:  many abandoned vehicles, no screens/projectors working
  • Dropship Theater:  looking crash-landed on one of the meadows/fields below its usual flightpath, upside-down
  • Fire-station Club:  empty, silent, none of its features working
  • Food Processing Center:  its many levels all silent, thousands of palettes of food packages left here and there (none actually containing food, as we don’t let things spoil in our realm)
  • Grocery Store:  bare shelves, shopping-carts left here and there, some on their sides
  • Highway Tube Building:  collapsed at one end, blocking traffic on its pass-through GAH section
  • Holistic Hospital:  partially collapsed, only one AIOW still useable, all courtyards and floors tilted somewhat
  • Laser-tag Arena:  hole in the ceiling letting natural light in, its fake sewer level entirely flooded, only swimmable with great skill / air-tanks
  • Luxor 2:  looking damaged all around, its interior eerily lit by light-shafts at different angles coming through the left-open hotel-room front-doors (in cases where those open rooms also have exterior-wall / window damage/holes)
  • Mall:  all shops vacant, clothing in piles on some shelves and tables, skylights broken in some spots, the jacuzzi-steps escalators unmoving
  • Moat:  empty, all pod-boats resting at different angles on its dry bottom
  • Nano-bot Recycling Facility:  offline, silent, long lines of collected material/waste now unmoving on its conveyor belts, unprocessed/unconverted
  • ‘Princess Jasmine’ Bowl-balconies Apartments:  balconies sometimes broken off the main building, the courtyard looking bombed and half filled-in with rubble
  • Slanted Doughnut Buildings:  one tipped over against another, another rolled away to the side, another somehow missing, another looking fragmented as if exploded from within, that GAH section undrivable due to all that debris/chaos
  • Street-light Buildings:  some tilted like the Leaning Tower of Pisa, some fallen down, one flooded from a roof hole, the water in it not having found a way out, just building up all the way to the top eventually, its windows still that strong
  • Waterfall-slant-panel Rotating Sphere-homes:  no longer turning, no water flowing, most damaged from various apparent causes; bombing, fire, and so on
  • White Pyramids Area:  looking more like the surface-eroded pyramids of Egypt, some blocks shifted, others missing, no capstones, no landscaping, etc.
  • Work-horse Motor-pool:  missing and overturned Work-horse vehicles, cratered pavement, stagnant puddles
  • X-2 Spinners Hôtel:  no longer moving/rotating/turning, one ‘arm’/’wing’ partially broken, hanging down, leaving the rest of the structure off-balance, leaning in the other direction by a few degrees, some rooms along the ‘neck’/’trunk’ and ‘wings’ alike missing windows, thus breezeways inside

Mass-Dwelling Bridge:

  • Arch City:  a crater on the non-square/-ponds side, most buildings on the top/curve damaged to the point of near-collapse, its GAH section undriveable up there

Sotu City; Downtown Inisfree:

  • Sotu Port 1:  closed like all the others, as if an emergency response now unknown and ineffective
  • Sotu Area:  a Hollywood-level movie-disaster of skyscrapers damaged and tipped every which way, piled upon each other like splintered mega-logs in some places, all GAH sections in here undriveable
  • Shibuya Hôtels:  some still largely intact and untouched, though often difficult to drive to, due to all the GAH damage and debris; fallen skyscrapers all around
  • Bridge Inverted Skyscrapers:  some broken free, some looking like they are about to, some smashed between skyscrapers leaning toward each other, some still somehow connecting pairs of fallen skyscrapers, at least the sections of their ‘trunks’ which did not twist away too much
  • Sotu Pent-houses:  often completely destroyed (made to look that way, as if having fallen the farthest when their respective skyscrapers went down), the few left intact atop the few skyscrapers only leaning (not toppled)
  • WGI HQ Tower:  top ~third knocked completely off, lying on the downtown pavement below, the rest of it standing but heavily cratered from multiple sides/angles
  • Hanging Mansions:  many broken free, dented or smashed where they fell, some also partially stuck under fallen skyscrapers
  • Shape-shifting Skyscrapers:  no longer turning/changing, lots tipped over and broken apart like so many of the regular skyscrapers here
  • Rooftop Carriers:  all 5 lying in crash-landed heaps, 2 inside this downtown area, 2 right outside it, 1 barely balanced where it fell atop the downtown wall, none fully upright
  • Under-concavity Hanging Mansions:  same condition as their topside counterparts
  • Under-concavity Pent-houses:  completely obliterated under the weight of detaching ‘ground-scrapers’, no remains left to be found/entered (though there are a lucky few left overhead, their ‘parent’-structures still fixed to the cavern-like ceiling down here)

The Neighborhoods Region Borders:

  • Earthships:  many buried or knocked away in landslides, dozens even trapped under detached and rolling GAH sections from up this slope/side of the central mountain
  • Tipis Area:  many blown over/away like the yurts
  • Wind-chime Playgrounds:  a few left intact, though often still with dents, their sounds altered from that
  • Yurts:  usually only the gers left standing, though all abandoned and unstocked

The Neighborhoods Region:

  • The Apartments Array:  nearly all buildings of all complexes damaged in some way, some completely collapsed and having slid some ways down their slope
  • The Bank of International Settlements (BIS) II:  peppered with damage from what looks like airstrikes or crashing airplanes
  • Dinotopia’s Waterfall City:  no more waterflow, all buildings vacant like everywhere else, many damaged, some toppled over into what used to be the waterways / mini-canals of this neighborhood
  • Liberty High School (LHS):  torch-arm broken off, damage all around, lower parking-garage levels flooded, abandoned vehicles everywhere; personal and mass-transit
  • Le Parkour Playground:  minor damage, largely still usable
  • The Giant Anatomy Moon-bounce:  deflated, hanging lifeless/limp on the skeleton-like framework that once helped it stand
  • Skater & BMX Parks:  generally undamaged/untouched, but sometimes with overgrowth, if not debris/rubble at their edges, some of their skate-bowls/-pits mildly flooded, now like swimming pools of dark dirty water

Major Public Events Centers:

  • Tree Castles:  looking like Italy’s nuraghes now, albeit much larger; designed to look like that from the start, they appear overgrown with ivy, vines, etc. now, their insides vacant and silent, the air-streams not flowing in any of them
  • Library of Congress 2:  bookshelves tipped over, books on the floor everywhere, some AIOWs’ interiors damaged or collapsed
  • The Performance Hall:  dark and silent, out doors left swinging open, several vehicles abandoned along the drop-off / pick-up curbs
  • Flower Towers Field:  some tipped over, some closed, some open, some missing ‘petals’
  • EPCOT II Museum:  partial GAH collapse inside, heavily damaging and blocking numerous levels
  • The Theme / Amusement Park:  Its rides are collapsed and overgrown, its restaurants empty and looking like something out of a zombie-apocalypse scene, and its ‘lazy river’ no longer flowing, just a very shallow and stagnant series of disconnected puddles.
  • The Range Paddocks:  No animals are found here, its sections not grassy but barren, gaping holes in its section fences easily able to be walked through by human-sized people.

Lake & Amusement-park Greenbelt:

  • Wave Buildings:  barely identifiable, so overgrown now, though not otherwise damaged
  • Faux Volcano:  not smoking or generating its fake-lava flow, its caldera dark
  • The Abu Simbel Pass:  largely sand-filled, though still accessible if you are willing to take a dune-buggy or crawl
  • Neighborhood Cube:  cratered in from one of its top corners
  • Statue Park:  nearly all its figurines, memorials, and statues knocked over, and its mausoleum/necropolis a mess of likewise-tipped gravestones, all plaques outside and within now tarnished/oxidized, becoming difficult to read
  • Wylie Ivy Cove Hood:  so overgrown that you wouldn’t know it was there unless you were familiar with normal/first-Inisfree, and a couple of its houses looking long-gone under a boulders-landslide

Around the Lake:

  • The Beach Strip:  its near-cliff half partially destroyed by a landslide
  • Beach:  its near-cliff span partially dramatically altered by a landslide
  • Beach Assault Landing Zone:  looks about the same
  • Beach Strip Bungalows:  looking like hit hard by a hurricane
  • Bora Tiki Apartments:  collapsed, leaving only their shore-side walkways still attached to that beach
  • Coliseum Amphitheater:  flooded
  • Colony-pod & Dropship Stretch:  empty, no such Spacecraft practicing here
  • Equestrian Escape:  buried under the cliff-collapse landslide
  • Paintball-parkour Carrier:  sunk to the lakebed, leaving the flight deck much closer to the waves
  • Paintball-parkour Wedge:  sand building up outside it, some on its roof, some even inside, spread out across its floor
  • Partners Platforms:  tilted this way and that
  • The Palms Hôtel:  branch-like ‘wings’ largely broken off, entire thing (‘trunk’) leaning
  • Piers:  warped, some collapsed underwater
  • San Diego Hills:  one side destroyed by a major landslide, ending GAH access
  • Sand Castle:  collapsed, just a big pile now
  • Ti Houses:  sand building up outside and inside them, some with a dune even inside
  • White Pail Towers Area:  overgrown except for their very tops

Lake-Canyon Greenbelt:

  • Bed & Breakfast Spire:  some bed-‘arms’ broken off and laying around its base, overgrowth around its base
  • Disc Pond:  dry
  • [Grunt Entertainment and WMKM] Studios:  overgrowth up its fence, some of the Quonset hut-like hangars/buildings in bad shape (dents, holes, doors left open, etc.), and a few Cloud City 2 spire (skyscraper) pieces piled up on the side of its fence facing TNA
  • Santorini 2:  almost completely destroyed, buried under landslides; collapsing cliff end, perhaps due to the shaking from the Cloud City 2 impact only a couple miles away

The Emperor’s Private Estate:

  • King’s Drive:  destroyed; landslide
  • The Mansion:  intact but club-basement exposed due to partial cliff-collapse, its side-yard / terraced-pools now gone, the balcony-slides that once went to them now just ending high in mid-air
  • Shanty:  buried under heavy overgrowth

Atop the Mountain:

  • Avalanche Ring Wall:  severely damaged in several places, no longer preventing snow buildup or avalanches there, its 8 canal-spigots dry, meltwater flowing down through its damaged spots instead
  • Bhutan’s Tiger’s Nest Monastery:  overgrown but standing, and its secret passage down to the Stasis Archive a little caved-in but still traversable if you are brave and take your time
  • Cloud City 2:  looking as if it dropped from its place in the sky, nearly crushing itself under its own weight upon impact on the most-damaged part of the Avalanche Wall, then rolling over and sliding down Valhalla II ski-lanes slope until it became wedged halfway down that opening of the main canyon, all its skyscrapers scraped off under it during that slide/process, many of them having then started rolling over shrine-mansions to where they eventually skidded to a catastrophic stop in that neighborhood
  • ColonyPod Hatches:  all closed, though a couple appear to have either not managed to fully close, or been warped during a major earthquake –perhaps during the impact of the fallen Cloud City 2
  • Dance Disc:  still there, just flooded and a little dirty, some of its stones/terraces warped now
  • H.A.A.R.P. Facility:  antennae leaning this way and that, but looking salvageable
    There is no sky-dome, no weather control, no local aurora. Whatever the humidity, temperature, and wind speed are in the natural surroundings… is what this city experiences.
  • Harbin-style Ice Festival:  melted
  • The Lion Art Academy:  one wing broken off and slid down the slope
  • Snow Dunes Area:  largely thawed, entirely melted in some spots
  • Snow-dunes Igloos Village & Ice Hotel:  igloo ceilings cracked, hotel’s ice-parts melted, gone
  • Spire Temple:  still there, just surrounded by abandoned vehicles, its water-membranes no longer working/present, and a stronger breeze through those access tunnels, its sanctuary and other rooms dark
  • Tornado Crater and The Overhang Base:  breezy but no more tornado-wielding practice here, and no winter-skills classes hosted out of that facility, the GAH section undriveable due to snow and ice landslides/buildup

Military-side Slope:

  • Basket Bells Temple:  severely damaged (smashed and smeared) by the fallen Cloud City 2)
  • Cliff Dwellings:  looking more like a giant miles-long landslide than anything that once housed people, though numerous apartments in it are still habitable if you don’t mind having no power/services –and can climb or fly in/out of / to/from them
  • Crater Lake:  drained, its canyon-side having broken apart during the sliding/approach/passing of Cloud City 2
  • Dickens Village:  lots of debris from both the damaged Avalanche Wall and fallen Cloud City 2, but largely unscathed, albeit cluttered and now only reachable via hiking/flying
  • Shrine-mansions Neighborhood:  dozens smeared away under the sliding overturned Cloud City 2, and dozens more heavily damaged, if not completely destroyed, by its detaching skyscrapers
  • Tantric Academy:  Outlands Companion’s train at Guild Training Houses; Inisfreeans train here
  • Valhalla Ski Hôtel de Recours:  narrowly avoided annihilation under the nearby-sliding Cloud City 2, now just with an overgrown top-garden/-courtyard, and its 2 front-statues no longer emitting waterfalls, all its classrooms/levels dark –except for outer-wall dorms and in their linking-hallways near such window-walls

Industrial / Commercial-side Slope:

  • Asian Mansion:  partially covered by minor landslide
  • Bioluminescence Forest:  barely aglow at all
  • Cabins:  many crushed under fallen mega-trees, some overgrown, some both
  • Colored Boulders Saloon:  overgrown, wood-like wall and ceiling features inside starting to come loose and fall
  • Ferngully Crater:  drying up, all 3 waterfalls no more
  • Forest Temple of Dryadia:  covered in dead overgrowth; tangled dried roots and ivy/vines
  • Luxury Tree-houses:  some collapsed off their trees, others fallen with their trees
  • Mansionhood:  randomly overgrown, open doors and windows, cracked windows, roof damage, fire damage, floodplain damage, landscaping dying
  • Mosques (non-religious) and Palaces:  starting to decay/deteriorate, erosion affecting their mosaics, dirt and dead leaves wind-spread across their courtyards, some minarets having fallen over and cracked in two
  • Ryokans:  one’s foundation compromised so much it slid over the edge into the rainforest crater, others starting to lean, all looking on the verge of being overgrown –and would be, if not for the dried-up canal/s; their landscaping is struggling

Neighborhoods-side Slope:

  • Asphalt Curves Hood:   warped residential streets, cracks up the outsides of many of the houses, windows cracked, doors and garage doors left open, some landscaping dying, other landscaping overgrowing, abandoned vehicles in its streets, one house partially driven off its foundation-like parking-space
  • Mt. Auzmore:  2 of its 3 sides no longer recognizable as carved/fashioned
  • Timber-mine Lounges:  caved in

Canyon Sub-range:

  • Halo Maps:  These were already greatly varied before (in actual Inisfree), so now, made to look as if they were shaken violently by serious earthquakes, all are partially caved in, their ramps and other structure parts often separated, tilted, and otherwise rendered asunder, difficult and ‘sketchy’ to try and climb, let alone cross.
  • India Temple:  Some of it appears missing, as if swallowed up by the terrain, or only partially formed in the first place.
  • Dragon’s Back Saddle Ruins:  While the ridges of this landform are still pronounced, they are not as distinct as in our other cities, here looking more like normal boulder and peak protrusions being gradually exposed by softer stone types being eroded away from them.

Recurring Attractions:

  • Clubs:  all empty and silent, unused
  • Castles:  their stone perimeter-walls warped, split apart, stones missing, tumbled to various places, and their walls impacted, leaning, no longer supporting the rest of their structures, almost all overgrown by their landscaping and greenbelts
  • Chateaux:  many damaged by what looks like infantry and aerial gunfire, but their wide flat lawns and paved areas preventing most overgrowth, and a few completely burned down
  • Glamping Sites:  all overgrown, some with abandoned vehicles
  • Gyms:   collapsed or collapsing, none of their equipment accessible, all their pools stagnant and discolored
  • Neighborhoods:  all uninhabited
    There are no lights on at night.  The whole city looks like a dark mountain.
  • Restaurants:  none serving
  • Rotating Parking Lots:  These no longer rise or turn around, and some are littered with abandoned undriveable vehicle wrecks.
  • Schlosser:  (same as the regular/English-style castles)
  • Shires (towns):  overgrown, some caved in, their rooms and halls mostly blocked by dirt from the cave-ins
  • Solariums:  their domes cracked or collapsed, all tanning chairs/recliners trapped under rubble
  • Statues (and Memorials, Obelisks, and Monuments):  many of these millions now toppled
  • Vias (streets):  most still drivable, though in many cases cut off from other parts of our roads/highway

Biomes; Main Terrain Divisions:

  • Alpine:  much milder due to lots of melting/thawing
  • Canyon(s):  significantly blocked/clogged due to the fallen Cloud City 2, and of course because of the Avalanche Wall spigots no longer pouring waterfalls into the tributaries
  • Desert Plateau(s):  patches of grass and wildflowers started
  • Fields:  many barren
  • Greenbelts:  some thinning
  • Lakes:  some empty, others dramatically altered
  • Mountain Ranges:  warped
  • Mountain Slope Clearing:  overgrowth in progress
  • Oceanic:  no longer safe for sea creatures; not as deep or clean, etc.
  • Pedestal Slant-top Mountain:  toppled, of course
  • Rainforest / Tropical:  shrinking due to water reduction (waterfalls and canals no longer working) and decay
  • Swamp:  many clearings and dried-up rivers/streams
  • Urban:  heavily flooded, overgrown, etc.

Subterranean Features:

  • Ark 2 Bays:  no water in their bays, no Ark 2s either –as if they ejected/fled, as designed
  • Black Vaults:  often flooded, none containing anything, though (other than floodwater)
  • Cloning Auto-plants:  the only ones in our entire civilization which don’t produce ICVs; made to look cut off from power and just left pitch black and empty (the 100M ICVs of these ruins-like versions of Inisfree made elsewhere, such as in the still-functioning WSs, CPs, and DSs of them)
  • ‘Consensual-nonconsent’ Fields & Caves:  still there but the topography (made to look) changed from the shaking
  • Industrial Underground Theater:  still there but warped, big cracks up all its inner walls, its stage-curtain fallen in a pile
  • Main Womb:  made to look like some of its ColonyPods being formed fell from their places and ended up crashing together in a growing pile on its floor, denting it where they first landed
  • Silos:  of the 40,000 in each of our cities, random ones are collapsed, flooded, etc.
  • Space Whale:  (N/A; not present in any of the SSA worlds we made ourselves)
  • Stasis Archive:  warped as if from tectonic shifting
  • Subterranean Vatican:  warped as if from tectonic shifting
  • Subway System:  warped in places, all trains abandoned
  • The Sotu Under-concavity:  supports/pillars intact, but many ‘ground-scrapers’ fallen, its central area (the bowl-like pit) mostly filled with debris/pieces of those
  • The Uber Geode:  many colorful crystals/fragments broken free and in piles below, some strewn about its GAH section, and the cave-mouth on/to the rainforest side is caved in
  • Uber Hangars:  made to look like they have missing IC WarShips, some docking-spans too warped to accept any returning IC WarShips, and even one IC WarShip looking as if it lost its grip on one and fell down to violently smash atop another, skidding down the rest of the slope in there to ram into the inside of that hangar’s mega-gate, making it un-rotate-able
  • Uber Repulsines:  not operating; their respective 3 hollow tube rings not turning inside
  • Uber VTOL Boosters:  largely still the same, due to their enormous size, but their bottoms somewhat flooded
  • The Under-highway:  lots of fallen stalactites making driving its GAH sections a chore, but doable
    Underway Drow Temples:  some toppled, some smashed under fallen stalactites
  • Underway Xenomorph Hives:  Not having changed much, they are simply devoid of activity/life; all animatronics are offline, lying like ragdolls against the curved walls.

Water Surface Attractions:

  • Amusement-park Ship:  It has mostly sunk, though it is resting on the bottom of the 40′-deep lake, thus still plenty-exposed above the waves.
  • Aqueduct Canal System:  None are flowing anymore; they are bare trenches/channels.
  • Caribbean Lake:  Its lakebed was randomly altered in the design, resulting in it having sandbars/shallows, some areas deeper than its 40′ average, and its water not as crystal-clear as in the rest of our cities; its murkiness in some parts is creepy.
  • Caribbean Ponds:  One of them is empty of water, the other murky and overgrown with weeds.
  • Double-carrier Racetrack:  This, too, has sunk, at least partially; one of the two carriers looks like it had a hull failure, resulting in the racing surface tipped, undriveable, and no one’s personal air/hovercraft parked around it up there.
  • Fountains:  All are offline, some of their basins holding stagnant water and algae.  This is true all along the GAH, as well; none of its water-features are still pumping or clean.
  • Venetian Lake Apartments:  These look battered as if by artillery, one building completely toppled over into the surrounding lake.
  • Waterfalls:  All the original ones (how they appear in our other cities) aren’t working/present, the ones in these ruins-like versions of Inisfree in new and odd places, such as inside skyscrapers, and straight through apartment complexes and other homes.
  • Yachts:  What’s left of these vessels are all capsized in the lake and along its shore, none anchored at the piers.

Water Subsurface Attractions:

  • Atlantis 2:  Many of its rooms are damaged and completely flooded, the same true for the hallways which once linked so many of them.
  • Barrier Reef 2:  Altered lakebed topography has left this feature in sections, all its coral and other lifeforms absent/’dead’ (built to appear that way, as we don’t actually let anything suffer or die in our realm).
  • Lake Abyss:  Perhaps the eeriest and riskiest of features in these cities of ours, this one is now even more-so; no ICVs or mer-folk are around to patrol its edge or escort/guide experienced divers/explorers down; it’s just a sudden pitch-black hole in the floor of the main lake, sometimes with a whirlpool forming at the surface directly above it.
  • SCUBA City:  Its roof is no longer intact all the way across, the water level in each of its four sections different, each one lower than they should be, some of their underwater training buildings partially exposed, and many of those buildings still below the surfaces are partially collapsed, no lights or ICVs at the bottom at all.
  • Sea Tanks:  Nothing swims around in these giant aquariums, each of them, like the SCUBA City sections, with lower water levels than in their original design.
  • Submarine Lounges:  Sunken, settled at angles, cracked open, and partially or fully flooded, they are accessible only by divers.
  • Temple of Neptune:  Caved in, it is barely accessible, no portal to the merfolk-dimension possible anymore.

City Services Buildings:

  • Beach Clean-up Huts:  These are toppled and somewhat sand-filled, little sand dunes building up at their sides.
  • Bullet-train Stations:  Randomly collapsed and/or flooded, no subway-trains run down here anymore, those vehicles abandoned somewhere in their subway tunnels.
  • Dulles Shuttle Station:  Even though these still have big off-road vehicles parked at them, their vehicles no longer run, some with flat tires, some with broken windows.
  • Firetank Stations:  These are randomly caved in, flooded, etc., some with abandoned vehicles which don’t turn on, some entirely vacant.
  • Guard Turrets:  Some are damaged, some toppled over, all empty, none used for keeping an eye on their surroundings.
  • Luxury Motor-coaches:  Thousands are abandoned all along the GAH, some still at their bus stations.  In places where the GAH section looks collapsed, sometimes you’ll see a rolled over motor-coach downhill.
  • Luxury School-bus Motorpool:  Like so many other buildings in this variant of Inisfree, some are collapsed, some flooded, their pedestrian-tunnels often clogged by terrain-debris.
  • Police / Tumbler Stations:  Some are partially collapsed, some flooded, some vacant, some with abandoned squad-cars (our kind) in them.
  • Sotu Hover-shuttle Stations:  buses downtown hover and fly like those in Blade Runner
  • Work Horse Motorpool:  A lot like the Welcoming Square, this open-air parking-lot looks partially attacked from the air, its groups of parked vehicles abandoned, some tipped over, some with flat tires.

Inisfree’s Network:

  • FOB-Net:  It is absent, not just offline; it isn’t something that could be restored in these cities of ours.
  • Grid Mind:  One of the only features that is still intact and operational/online, its housing-chamber pristine, the service-tunnel that connects The Overhang Base to it looks partially caved in, all the lights in that tunnel kept off.  We are considering making the server-towers of the supercomputer itself look to be partially tipped over, leaning against one another, etc., though still secretly functioning optimally.

The 7 variants of Inisfree which have those ruins-like features are:

  1. Inisfree-like city type/version 485 of 500:  ruins above and below ground; entire city appears offline and empty (all ICVs staying in their non-public (restricted-access) duty spots; the Sentry Towers, the docked ships, the Grid Mind chamber, etc., but not even in the Guard Turrets or police stations or prison)
  2. 486:  ruins above (incl. wall/gates) and larger buildings below (oversized; everything 2x normal size, and ICVs interacting down there)
  3. 487:  ruins above (incl. wall/gates) and larger flora below (all flowers, shrubs, and trees 2x their sizes in Inisfree)
  4. 488:  ruins above (incl. wall/gates) and no ICVs interacting below (everything else down there appearing normal)
  5. 489:  ruins below and larger buildings above (oversized; everything 2x normal size, terrain/map otherwise normal, and ICVs interacting)
  6. 493:  ruins below and larger flora above (all flowers, shrubs, and trees 2x their sizes in Inisfree)
  7. 497:  ruins below and no ICVs interacting above (everything else up there appearing normal)

Since those numbers are close to 500, all these ruins-like variants of Inisfree are close to the polar holes of their worlds.
The 7 in the hollow core of each world are near its south polar hole, always in a mild climate (because there are no latitudinal climate bands in a hollow core).
The 7 on the outer surface of each world are near its north polar hole, always in the coldest climate of their world (because both polar regions are farthest from sunlight, though on worlds close to the main SSA star… this makes the climate mild, not freezing).

For maps of these (ruins-like) and all other variants of Inisfree, inquire with us.

No Pole-shifts in SSA:

We are able to pole-shift (nutate) our worlds (via their built-in mega-repulsines, devices comparable to those in our MSBSs (in the case of our moons here) and PSBSs (in the case of our planets here)), but we do not; they do not have axial tilt, and have no reason to have mega-waves and matching winds purge their surfaces.

We will, however, test-poleshift the occasional uninhabited, or bad-beings inhabited, planet or moon in The Abyss (Outer Space) from time to time, ensuring our simulations closely match actual results of such events, that we better understand exactly what can cause them, where conditions will be calmest, whom will likely need evacuation before others, how long things take to settle back down, how appearance-changed it leaves things in different areas, etc..

Kept Offline/Unused Until Requested:

  • The Performing Arts Centers, temples, and theaters, along with all other venues of the cities here only host events or play movies by request; they are offline/dark otherwise.
  • No classes are taught in their schools unless requested.
  • No training goes on at their NWO MIL TRNG areas unless requested.
  • All 100M ICVs per city remain in hibernation in their stasis tubes in the Sentry Towers, and in the docked CPs and WSs, until needed by a guest.

Every city’s cropland and residential farms are kept productive.
They are fertilized by complimentary plants; no monoculture.
Are there animals present to also fertilize them with fecal matter?  TBA