These are some of the many concepts we used to design and build Inisfree so well.

 

Table of Contents:

  1. Principles for Good Cities
  2. Additional Notes
  3. Conceptual Images
  4. 2022 Update:  Balancing the Entire City

 

Principles for Good Cities:

After traveling to thousands of cities all over the world, and studying what city experts have found common for all of the bad and all of the good ones, I have kept Inisfree’s layout based on the recommended six principles.  Those principles are:  1) variety + order, 2) visible life, 3) compact, 4) orientation + mystery, 5) the only buildings taller than 5 stories should be dedicated to things which matter most to the residents of the city, rather than to things such as banks, oil, shoes, or pharmaceuticals, and 6) every city should have architecture unique only to it, so that when people travel they do not end up feeling like they could be anywhere, regardless of what city they traveled to.  Here are some more details about each of these concepts and fundamentals:

  1. variety + order; organized chaos; a complex big city divided into distinctly themed neighborhoods and regions, making it easy to determine where you are at all times, without it being repetitive or boring
  2. visible life; ICVs casually patrolling everywhere (not as police, but to provide walking beauty, inspiration, and friendly vibes) amidst edible public gardens and biotecture, and the work is on show; what individuals and businesses are working on is visible along streets, in markets, and through big windows of the taller buildings (such as is the case in Inisfree’s Kathedrom, Welcoming Square, the Desserts Dirigible, etc.)
  3. compact; billions of people can still be in our 10 square miles without anyone feeling crowded, there is not too much isolation, residences and businesses are often stacked neatly within well-made structures, there are plenty of hangout parks and courtyards, everyone is within walking range of each other, and overall the city is intelligently and efficiently compact without being congested
  4. orientation & mystery; it is easy to navigate, but there are still many back alleys, hidden gems, etc., meaning you will never get lost, but you will also always discover more treasures you might not have noticed without a little adventure and exploring
  5. scale: most buildings should be 5 stories, max.;  apartment complexes, mansions, castles, etc., except for the buildings dedicated to what we all love; LHS for the best education imaginable, Sotu skyscrapers for artsy and eco businesses, the Auz’dome for volunteer teamwork, the B&B Spire for luxury slumber parties and one-night stands, and the Governor’s Mansion for the galas and most loving and devoted family of this Megaverse nexus.  Inisfree’s dominant skyline elements tell that our focus is not sports agents, shoe companies, banks, oil, or big pharma’ (which all Outlands cities’ skylines confirm), but eco-friendliness, education, volunteerism, sacred sleep with beach views, and big polyamory families based on free love rather than uniformity or control.  Our tallest pay homage to things we want to pay homage to; our loves/gods, etc., and for Inisfreeans… those loves are what was just listed here, and those gods are ourselves.
  6. make it local; buildings should not look the same in all cities, so Inisfree has…
    an art academy shaped like a giant winged lion,
    Atlantis 2 (a half-underwater hotel with lake-bottom window-wall views),
    a baobab-shaped skyscraper hotel/neighborhood,
    the beach landing-zone; where huge flying saucers practice their silent smooth landings, troop deployments, and returns to their cavernous hangar deep within our central mountain,
    Borg-cube apartments (a high-rise neighborhood in what looks like a much sleeker and more stylish version of this Star Trek spaceship),
    cliff-dwellings as tall as skyscrapers and miles from side to side,
    Cloud City 2 (a mile-wide hovering sphere neighborhood miles above the central mountain),
    the Double-tree hotel (which looks like what it sounds like; it is two skyscrapers shaped like trees, linked at the top),
    a drive-through aquarium big enough for whales,
    a drive-through cathedral,
    a drive-through geode,
    a drive-through pyramid,
    the EPCOT II drive-through museum,
    a floating racetrack (built atop two attached supercarriers),
    the Flower Towers (sports stadiums atop skyscrapers that bloom open like giant flowers),
    a flying movie theater,
    the Governor’s Mansion (which you’ll just have to see and enter to believe),
    the Highway Tube building (a horizontal skyscraper with our superhighway (16 lanes wide) continuing straight through),
    the Kapok Helix hotel (a skyscraper shaped like the well-known DNA double-helix),
    Luxor 2 (our bigger take on Las Vegas’s signature triangular hotel),
    night-clubs both on top of and inside the hollow core of a big artificial volcano,
    pails complex (high-rise hollow buildings shaped like inverted pails or buckets, used for training),
    pyramids people live in and party on top of,
    a sand-castle big enough to walk in,
    a school building shaped like a bigger Statue of Liberty,
    a shopping mall with escalators that have jacuzzis instead of steps,
    skyscraper-sized bridges connecting skyscrapers,
    hanging spherical mansions beneath those skyscraper bridges,
    hanging skyscrapers (called ground-scrapers),
    skyscrapers with flying aircraft carriers mounted on top of them,
    the Slanted Toroids skyscrapers, shapeshifting skyscrapers,
    spherical mansions slowly rotating on a gradual-slope waterfall-plane,
    Sphinx 2 (another skyscraper-sized neighborhood –with a highway ‘corkscrew’ inside it),
    Spire temple (a skyscraper-tall place of sexiness-worship, complete with a spherical sanctuary),
    the street-lights-shaped skyscrapers,
    The Palms (a skyscraper hotel shaped like a giant palm tree),
    tree-castles (luxurious treehouses as big as castles, built up around gigantic trees),
    Tri Mechs (towering giant trumpet-holding sexy female animatronics standing in a row facing our Welcoming Square and main entry gate),
    a triple-decker super-highway system downtown (quadruple-decker if you count what’s underneath),
    an underwater temple,
    a university entirely for better sex (with a rooftop courtyard garden decorated with life-size statues of sexy women in a variety of arousing poses, all in an orgy line, and with two larger statues on this campus’s down-slope side/’face’ –both with a waterfall coming out of their genitals (the penis hole on the male statue, and the pussy on the female statue)),
    Valhalla 2 (a skyscraper-tall massive lodge/hotel for skiers and snowboarders),
    Waterfall City 2,
    wave-shaped buildings,
    the X-2 hotel (a skyscraper with helicopter rotor-like ‘arms’ as its wings, and spherical clusters of suites which all rotate on the ends of those ‘arms’),
    and the Glowing Art Highway system held up by female support pillars instead of concrete blocks, etc.; all very unique architectural feats not found anywhere else on Earth.  Buildings should cater to the different needs and strengths of the local people, and use local forms and materials, so we have BTBs that are flesh like, smart surfaces that help keep people and property safe at all times, and Harbin II; local Antarctic ice, rock, lights, etc. used in what we build.  Also, our buildings are often curvy and tall, like our perfect women –which dominate our population. Some of our buildings even are perfect women; the Tri Mechs and GAH pillars, the life-size statues of Statue Park, and the interior statues of the Shrine-mansions, for example.  Our perimeter wall also uses local rock and ice, and honors the coastal glacier cliffs of our continent.  And… we know beauty must be defined, and zoning not left to the free market, for then lazy rich fools would try to redefine words, and build things as hideous as their lazy bodies.  So we let only the Governor (High King Auz) decide what to build (Inisfree is his private property, after all, not the city of a democracy or empire), and the ICVs ensure his vision is always built well; this keeps all our buildings local, unique, and sexy –almost as sexy as our perfect women, and that is a medicine and power greater even than that of the forests.

In retrospect, I (Auz) realized I followed these six principles of the top experts a decade before learning them!  If that isn’t a sign I’ve been on the right track all along, I don’t know what is.  My work continues within their wise guidelines, growing Inisfree the right way from the very start; no ‘after thoughts’, such as congested highways, urban sprawl, or overburdened landfills, and no possibility for legal battles and nitpicking between residents with opposing views.  Inisfree was born immune to all that, and always will be.

Lastly, Americans spend 90% of their lives indoors, surrounded by architecture, so if buildings are boring, cheap, and smashed together, and if you have to walk by people who make you feel bad, it will have a HUGE affect on your health, productivity, focus, and life.  This is why we Inisfreeans keep all ours tidy, sexy, and ideal, designed for the mentality of the people who use them.  Clutter, messes, congestion, crowding, and even poor facades?  They’re all illegal and proactively politely prevented in our realm.  Our buildings are the ones that make you naturally stand taller, stride more proudly, puff up your chest, breathe more deeply, and feel like stretching your arms out as you smile and spin about.  Enjoy.

 

Additional Notes:

* One of our layout principles is “variety within appealing limits” (“variety + order”), so we pre-screen and regulate who comes here, since the people are what literally make a city.  In other words, we only allow in our city the amount of variety that is compatible with all our already-unified/united residents and guests.  If it isn’t compatible with us, it doesn’t get in.  (While many Outlands cities and other communities have police and other forces that do something vaguely similar to this, it is usually reactive, not proactive, and it is nowhere near as complete or wise as what we have always done, and will always do, here.)

Everything in/about our realm and race is designed to be majestic and sublime.

2023 November:  Neighborhoods in our realm will never be expanded, nor even our downtown area; everyone coming to Inisfree is permitted to customize their own space/residence (using only things made in our realm; via our factories, etc.), but not add to its exterior (other than small temporary decorations, such as for Halloween or Yuletide), and not build a new house somewhere in our realm.

2024 March:  A city should not just look good at night (prime ex.:  Vegas).

 

Conceptual Images:

2022 Update:  Balancing the Entire City

This image shows color-coded shapes which highlight balanced regions on opposite sides of our central mountain.  With the ‘lion’s share’ (vast majority) of Inisfree’s structure being

  1. its lower hemisphere (which is 100% balanced),
  2. its central mountain (which is 100% balanced), and
  3. its perimeter wall (which is 100% balanced),

and only the red-outlined part/s of this image/map not fully balanced (yet; we are working on it, such as by adding/expanding our Halo Maps facilities there), ~95-99% of Inisfree is fully balanced, making it very easy to hover, fly (believe it or not), and move around (just like other ancient cities of legend were reported to).