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Zones and Sectors
Zone 1
Home center, herbs, veggies, mostly structures, very intensive, starts at backstep
Zone 2
Intensively cultivate, heavily mulched orchards easy to access, well-maintained, mainly grafted and selected species, dense planting, use stacking and storeys, some animals like chickens, ducks, pigeon, quail, as well as multi-purpose walks: collect eggs, distribute greens and scraps.
Zone 3
Connect to Zone 1 and 2 for easy access, may add goats, geese, sheep, bees, plant hardy trees and bush species, ungrafted for later selection and later grafting, animal forage, self forage system like poultry forest, etc. windbreaks, firebreaks, spot mulching, rough mulching, trees protected with cages, and nut trees.
Zone 4
Long term development, timber for building, timber for firewood, watering minimal, feeding minimal, some introduced animals like cattle, deer and pigs.
Zone 5
Uncultivated bush, regrowth, timber, hunting.
Sectors
The aim of sector planning is to CHANNEL external energies into or away from the systems. This includes slope (using gravity) and orientation (using sun or shade.) Sectors, together with zones regulate the placement of particular plant species and structures.

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Flow and Patterns
Pattern is design and design is the subject of permaculture. PC design is the system of assembling conceptual, material and strategic components in a pattern to benefit all life forms. Our lives, for example, are a sequence of events in a pattern. All things spiral through a pattern (Water up a tree, earth around sun, our lives in seasons and years.)
Design is made up of two parts:
Patterns that exist Example: People flow (paths)
The design and imposition of patterns on sites in order to increase yields, achieve needs. Zones and sectors are pattern application.
Pattern by Random Assembly
Frees us from 'rational' decisions, considers unusual connections (that might be limited by our education, cultural restraints, normal usage, or assumptions).
Flow pattern in nature: Streams (eddies,) aboriginal tribal songs/art, and trees.
Flow in design: keyhole (mimics stream,) wind power, etc.
The pattern of a tree is found in explosions, erosion sequence, ideas, germination, mushrooms, vertebrae, fetus and placenta. Songs are patterns as are branching, pulsing, scattered phenomena, streamlines, cloud forms, spirals, lobs, nets, etc.
Tessellation - Annidation - Superimposition
Pattern gives us a strategy for developing complex, compact entities and the frame for analyzing complex landscapes. Patterns flow into new patterns-a decaying tree gives life to fungi and other trees.
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