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= Abundance | = Labor Valuation System: Design Document = | ||
== The Problem Statement == | |||
> "If we chop wood, how much is that worth compared to building a wall module?" | |||
This document defines the '''Value Anchor''' system that converts labor into Abundance Tokens (AT) in a way that is: | |||
# '''Fair''': Different skills are valued appropriately. | |||
# '''Simple''': Anyone can understand the rules. | |||
# '''Robust''': It cannot be gamed or lead to inflation. | |||
--- | |||
== Core Principle: "The Hour is the Anchor" == | |||
'''Rule #1''': All labor starts with the same base: '''1 hour = 10 AT (Base Rate)'''. | |||
This prevents class warfare. The person chopping wood is no less valuable than the person welding steel. The ''difference'' comes from a '''Complexity Multiplier'''. | |||
--- | |||
== The Formula == | |||
<pre> | |||
AT_Earned = (Hours_Logged) x (Base_Rate) x (Complexity_Multiplier) | |||
</pre> | |||
=== Base Rate === | |||
`Base_Rate = 10 AT/hour` (Editable by Village DAO vote). | |||
=== Complexity Multipliers === | |||
| Tier | Multiplier | Description | Examples | | |||
| :--- | :---: | :--- | :--- | | |||
| '''Routine''' | 1.0x | Low skill, general labor. Minimal safety risk. | Chopping wood, Weeding gardens, Sorting materials. | | |||
| '''Skilled''' | 1.5x | Requires training or certification. May have safety implications. | Brick pressing, Basic carpentry, Cooking for events. | | |||
| '''Expert''' | 2.0x | Highly specialized. Often requires years of practice or formal education. | Welding, Electrical work, Heavy machinery operation. | | |||
| '''Steward''' | 2.5x | Leadership, verification, or system-critical roles. Accountability. | Quality Control, Node Administrator, Community Steward. | | |||
=== Example Calculation === | |||
* '''Chopping Wood''': Alice chops wood for 4 hours. | |||
* `AT = 4h x 10 x 1.0 = 40 AT` | |||
* '''Building Wall Module''': Bob builds a wall module for 4 hours (requires carpentry skills). | |||
* `AT = 4h x 10 x 1.5 = 60 AT` | |||
* '''Welding Power Cube''': Charlie welds for 4 hours. | |||
* `AT = 4h x 10 x 2.0 = 80 AT` | |||
--- | |||
== Ben's Idea: "Work for Your Keep" == | |||
The system supports daily variety through '''Quests''' (Bounty Board). | |||
=== How it Works === | |||
# '''Each Morning''': A villager checks the Quest Board on the app. | |||
# '''Variety''': Quests are posted for all skill levels (Routine, Skilled, Expert). | |||
# '''Choice''': The villager picks what they want to do that day. No one is locked into a single job. | |||
# '''Community Abundance''': Because everyone contributes ''something'' daily, the community's total output (food, housing, infrastructure) increases. | |||
=== The "Daily Keep" Target === | |||
* '''Concept''': A villager aiming for "subsistence" might target '''50-80 AT/day'''. | |||
* '''How to Reach It''': 5-6 hours of Routine work, OR 4-5 hours of Skilled work. | |||
* '''Flexibility''': If you work 8 hours today, take it easy tomorrow. The ledger doesn't forget. | |||
--- | |||
== Collective Valuation: "Planning Poker" == | |||
Who decides if a task is "Routine" or "Skilled"? | |||
'''Answer: The Circle, not a Boss.''' | |||
=== The Protocol === | |||
# '''A Quest is Proposed''': "We need to fix the solar panel wiring." | |||
# '''The Circle Meets''' (or votes async in App): | |||
* Each experienced member votes on the Complexity Tier. | |||
# '''Consensus''': The average vote sets the tier. | |||
# '''Market Correction''': If no one claims the Quest for 3+ days, the bounty '''auto-increases''' until someone accepts. This is a "Dutch Auction" that finds the true price. | |||
--- | |||
== Output-Based Bonus (Direct Output) == | |||
For tasks with measurable output, add a '''Yield Bonus'''. | |||
=== Example === | |||
* '''Task''': Press Bricks. | |||
* '''Base Pay''': Skilled (1.5x) for the hours logged. | |||
* '''Yield Bonus''': `+0.5 AT per brick` for every brick above the "standard quota." | |||
* '''Result''': Incentivizes efficiency without penalizing new learners. | |||
--- | |||
== Verification: The Steward Check == | |||
'''No AT is minted without a Steward signature.''' | |||
This is the "Oracle" that ensures honesty. | |||
* A Steward is a trusted community member (earns 2.5x when acting in this role). | |||
* They inspect the output (e.g., checks the bricks, counts the firewood). | |||
* They sign the block, turning it from Yellow (Pending) to Green (Verified). | |||
--- | |||
== Why This Works (The First Time) == | |||
# '''It's Simple''': `Hours x Rate x Complexity`. A 10-year-old can calculate their pay. | |||
# '''It's Fair''': Everyone's hour is valuable. Skill adds, but doesn't dominate. | |||
# '''It's Self-Correcting''': The Dutch Auction mechanism finds the "true price" of hard-to-fill jobs. | |||
# '''It Prevents Inflation''': AT is only minted for ''verified'' work. No printing press. | |||
# '''It Feeds Variety (Ben's Idea)''': The Quest Board offers many choices each day. | |||
--- | |||
''Drafted by Antigravity. Ready for Village Review.'' | |||
== Price Table == | |||
= Village Price Table (Economics v1.0) = | |||
== Core Anchors == | |||
* '''1 AT = 1 Hour of Routine Labor''' (The Base Unit) | |||
* '''Base Rate = 10 AT/hour''' (Adjustable by Village DAO) | |||
--- | |||
== 🏠 Housing & Lodging == | |||
| Item | Price (AT) | Rationale | | |||
| :--- | :---: | :--- | | |||
| '''Nightly Stay (Bunk/Shared)''' | 15 AT | ~1.5 hours of labor. Accessible to new arrivals. | | |||
| '''Nightly Stay (Private Room)''' | 30 AT | Premium privacy. 3 hours of labor. | | |||
| '''Weekly Rent (Shared)''' | 80 AT | Discount for commitment (~8 hours of labor). | | |||
| '''Monthly Rent (Shared)''' | 250 AT | Sustainable "keep" target (~25 hours of labor). | | |||
| '''Micro-House (Ownership)''' | 5,000 AT | ~500 labor hours. Or '''"Build 10, Get 1 Free"''' via 1/10th Rule. | | |||
--- | |||
== 🎫 Community Access Threshold (Work for Your Keep) == | |||
'''Philosophy''': Basic needs aren't transactions - they're '''earned by participation'''. | |||
If you contribute to the village, the village covers you. | |||
| Tier | Weekly Labor | Access Included | | |||
| :--- | :---: | :--- | | |||
| '''Resident''' | 15 hours | Shower, Meals (3/day), Bunk, Internet | | |||
| '''Maker''' | 25 hours | + Workshop access, Tool Library | | |||
| '''Steward''' | 35 hours | + Private Room, Priority Quests, Admin Rights | | |||
'''How It Works''': | |||
# Log your labor daily via the app. | |||
# At week's end, your tier is calculated automatically. | |||
# Below 15 hours? You're a Guest (pay per-use or contribute more). | |||
'''This eliminates nickel-and-diming.''' No one swipes a card for a shower. You earned the shower by welding, gardening, or coding. | |||
--- | |||
== 🍖 Food & Provisions (For Trade/Guests) == | |||
| Item | Price (AT) | Rationale | | |||
| :--- | :---: | :--- | | |||
| '''Meal (Community Kitchen)''' | 5 AT | Subsidized, bulk cooking. ~30 min of labor. | | |||
| '''Meal (Premium/Specialty)''' | 10 AT | Higher ingredients cost. 1 hour of labor. | | |||
| '''Beef (1 lb Ground)''' | 8 AT | Approx. cost of raising/processing. | | |||
| '''Beef (1 lb Steak)''' | 15 AT | Premium cut. | | |||
| '''Chicken (Whole)''' | 12 AT | Raising + Processing. | | |||
| '''Eggs (Dozen)''' | 3 AT | Daily collection. | | |||
| '''Vegetables (1 lb)''' | 2 AT | Garden yield. | | |||
| '''Weekly Food Box''' | 50 AT | Curated provisions for 1 person. | | |||
--- | |||
== 🛠️ Services == | |||
| Item | Price (AT) | Rationale | | |||
| :--- | :---: | :--- | | |||
| '''Skill Lesson (1 hour)''' | 15 AT | Learning from a Journeyer (1.5x rate). | | |||
| '''Tool Rental (Day)''' | 5-20 AT | Depends on tool value. | | |||
| '''Machine Time (Brick Press, 1 hr)''' | 10 AT | Wear + Energy. | | |||
--- | |||
== 💡 Key Insights == | |||
=== "Daily Keep" Target === | |||
A villager working 5-6 hours/day earns '''50-60 AT'''. | |||
* '''Expenses''': Rent (250/month ÷ 30 = ~8 AT/day) + Food (~15 AT/day) + Misc (~5 AT) = '''~28 AT/day'''. | |||
* '''Surplus''': '''22-32 AT/day''' for savings, trade, or community investment. | |||
=== Multi-User (40 People) === | |||
* '''Wallets''': Each person gets a unique wallet address in the system. | |||
* '''Roles''': Assign Complexity Tiers based on skills (Routine, Skilled, Expert, Steward). | |||
* '''Verification''': Stewards verify each other's labor (No single point of trust). | |||
* '''Quests''': The Bounty Board ensures work is distributed and transparent. | |||
=== Home Sale to AT === | |||
* '''External Buyer''': Pays USD. USD is converted to AT at the '''Village Exchange Rate''' (e.g., 1 USD = 10 AT). | |||
* '''Internal Transfer''': If selling to another villager, the price is set in AT directly (negotiated or fixed at market rate). | |||
* '''Funds Flow''': AT from sale goes to the seller's wallet. The house is recorded as a `TRANSFER` block on the ledger. | |||
--- | |||
''Drafted by Antigravity. Subject to Village DAO amendment.'' | |||
[[Category:Abundance Token]] | [[Category:Abundance Token]] | ||
Revision as of 15:31, 10 December 2025
Labor Valuation System: Design Document
The Problem Statement
> "If we chop wood, how much is that worth compared to building a wall module?"
This document defines the Value Anchor system that converts labor into Abundance Tokens (AT) in a way that is:
- Fair: Different skills are valued appropriately.
- Simple: Anyone can understand the rules.
- Robust: It cannot be gamed or lead to inflation.
---
Core Principle: "The Hour is the Anchor"
Rule #1: All labor starts with the same base: 1 hour = 10 AT (Base Rate).
This prevents class warfare. The person chopping wood is no less valuable than the person welding steel. The difference comes from a Complexity Multiplier.
---
The Formula
AT_Earned = (Hours_Logged) x (Base_Rate) x (Complexity_Multiplier)
Base Rate
`Base_Rate = 10 AT/hour` (Editable by Village DAO vote).
Complexity Multipliers
| Tier | Multiplier | Description | Examples | | :--- | :---: | :--- | :--- | | Routine | 1.0x | Low skill, general labor. Minimal safety risk. | Chopping wood, Weeding gardens, Sorting materials. | | Skilled | 1.5x | Requires training or certification. May have safety implications. | Brick pressing, Basic carpentry, Cooking for events. | | Expert | 2.0x | Highly specialized. Often requires years of practice or formal education. | Welding, Electrical work, Heavy machinery operation. | | Steward | 2.5x | Leadership, verification, or system-critical roles. Accountability. | Quality Control, Node Administrator, Community Steward. |
Example Calculation
- Chopping Wood: Alice chops wood for 4 hours.
* `AT = 4h x 10 x 1.0 = 40 AT`
- Building Wall Module: Bob builds a wall module for 4 hours (requires carpentry skills).
* `AT = 4h x 10 x 1.5 = 60 AT`
- Welding Power Cube: Charlie welds for 4 hours.
* `AT = 4h x 10 x 2.0 = 80 AT`
---
Ben's Idea: "Work for Your Keep"
The system supports daily variety through Quests (Bounty Board).
How it Works
- Each Morning: A villager checks the Quest Board on the app.
- Variety: Quests are posted for all skill levels (Routine, Skilled, Expert).
- Choice: The villager picks what they want to do that day. No one is locked into a single job.
- Community Abundance: Because everyone contributes something daily, the community's total output (food, housing, infrastructure) increases.
The "Daily Keep" Target
- Concept: A villager aiming for "subsistence" might target 50-80 AT/day.
- How to Reach It: 5-6 hours of Routine work, OR 4-5 hours of Skilled work.
- Flexibility: If you work 8 hours today, take it easy tomorrow. The ledger doesn't forget.
---
Collective Valuation: "Planning Poker"
Who decides if a task is "Routine" or "Skilled"? Answer: The Circle, not a Boss.
The Protocol
- A Quest is Proposed: "We need to fix the solar panel wiring."
- The Circle Meets (or votes async in App):
* Each experienced member votes on the Complexity Tier.
- Consensus: The average vote sets the tier.
- Market Correction: If no one claims the Quest for 3+ days, the bounty auto-increases until someone accepts. This is a "Dutch Auction" that finds the true price.
---
Output-Based Bonus (Direct Output)
For tasks with measurable output, add a Yield Bonus.
Example
- Task: Press Bricks.
- Base Pay: Skilled (1.5x) for the hours logged.
- Yield Bonus: `+0.5 AT per brick` for every brick above the "standard quota."
- Result: Incentivizes efficiency without penalizing new learners.
---
Verification: The Steward Check
No AT is minted without a Steward signature.
This is the "Oracle" that ensures honesty.
- A Steward is a trusted community member (earns 2.5x when acting in this role).
- They inspect the output (e.g., checks the bricks, counts the firewood).
- They sign the block, turning it from Yellow (Pending) to Green (Verified).
---
Why This Works (The First Time)
- It's Simple: `Hours x Rate x Complexity`. A 10-year-old can calculate their pay.
- It's Fair: Everyone's hour is valuable. Skill adds, but doesn't dominate.
- It's Self-Correcting: The Dutch Auction mechanism finds the "true price" of hard-to-fill jobs.
- It Prevents Inflation: AT is only minted for verified work. No printing press.
- It Feeds Variety (Ben's Idea): The Quest Board offers many choices each day.
---
Drafted by Antigravity. Ready for Village Review.
Price Table
Village Price Table (Economics v1.0)
Core Anchors
- 1 AT = 1 Hour of Routine Labor (The Base Unit)
- Base Rate = 10 AT/hour (Adjustable by Village DAO)
---
🏠 Housing & Lodging
| Item | Price (AT) | Rationale | | :--- | :---: | :--- | | Nightly Stay (Bunk/Shared) | 15 AT | ~1.5 hours of labor. Accessible to new arrivals. | | Nightly Stay (Private Room) | 30 AT | Premium privacy. 3 hours of labor. | | Weekly Rent (Shared) | 80 AT | Discount for commitment (~8 hours of labor). | | Monthly Rent (Shared) | 250 AT | Sustainable "keep" target (~25 hours of labor). | | Micro-House (Ownership) | 5,000 AT | ~500 labor hours. Or "Build 10, Get 1 Free" via 1/10th Rule. |
---
🎫 Community Access Threshold (Work for Your Keep)
Philosophy: Basic needs aren't transactions - they're earned by participation. If you contribute to the village, the village covers you.
| Tier | Weekly Labor | Access Included | | :--- | :---: | :--- | | Resident | 15 hours | Shower, Meals (3/day), Bunk, Internet | | Maker | 25 hours | + Workshop access, Tool Library | | Steward | 35 hours | + Private Room, Priority Quests, Admin Rights |
How It Works:
- Log your labor daily via the app.
- At week's end, your tier is calculated automatically.
- Below 15 hours? You're a Guest (pay per-use or contribute more).
This eliminates nickel-and-diming. No one swipes a card for a shower. You earned the shower by welding, gardening, or coding.
---
🍖 Food & Provisions (For Trade/Guests)
| Item | Price (AT) | Rationale | | :--- | :---: | :--- | | Meal (Community Kitchen) | 5 AT | Subsidized, bulk cooking. ~30 min of labor. | | Meal (Premium/Specialty) | 10 AT | Higher ingredients cost. 1 hour of labor. | | Beef (1 lb Ground) | 8 AT | Approx. cost of raising/processing. | | Beef (1 lb Steak) | 15 AT | Premium cut. | | Chicken (Whole) | 12 AT | Raising + Processing. | | Eggs (Dozen) | 3 AT | Daily collection. | | Vegetables (1 lb) | 2 AT | Garden yield. | | Weekly Food Box | 50 AT | Curated provisions for 1 person. |
---
🛠️ Services
| Item | Price (AT) | Rationale | | :--- | :---: | :--- | | Skill Lesson (1 hour) | 15 AT | Learning from a Journeyer (1.5x rate). | | Tool Rental (Day) | 5-20 AT | Depends on tool value. | | Machine Time (Brick Press, 1 hr) | 10 AT | Wear + Energy. |
---
💡 Key Insights
"Daily Keep" Target
A villager working 5-6 hours/day earns 50-60 AT.
- Expenses: Rent (250/month ÷ 30 = ~8 AT/day) + Food (~15 AT/day) + Misc (~5 AT) = ~28 AT/day.
- Surplus: 22-32 AT/day for savings, trade, or community investment.
Multi-User (40 People)
- Wallets: Each person gets a unique wallet address in the system.
- Roles: Assign Complexity Tiers based on skills (Routine, Skilled, Expert, Steward).
- Verification: Stewards verify each other's labor (No single point of trust).
- Quests: The Bounty Board ensures work is distributed and transparent.
Home Sale to AT
- External Buyer: Pays USD. USD is converted to AT at the Village Exchange Rate (e.g., 1 USD = 10 AT).
- Internal Transfer: If selling to another villager, the price is set in AT directly (negotiated or fixed at market rate).
- Funds Flow: AT from sale goes to the seller's wallet. The house is recorded as a `TRANSFER` block on the ledger.
---
Drafted by Antigravity. Subject to Village DAO amendment.