User:Seeker/Abundance Token/Economics

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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:

  1. Fair: Different skills are valued appropriately.
  2. Simple: Anyone can understand the rules.
  3. Robust: It cannot be gamed or lead to inflation.

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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.

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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`

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Ben's Idea: "Work for Your Keep"

The system supports daily variety through Quests (Bounty Board).

How it Works

  1. Each Morning: A villager checks the Quest Board on the app.
  2. Variety: Quests are posted for all skill levels (Routine, Skilled, Expert).
  3. Choice: The villager picks what they want to do that day. No one is locked into a single job.
  4. 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.

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Collective Valuation: "Planning Poker"

Who decides if a task is "Routine" or "Skilled"? Answer: The Circle, not a Boss.

The Protocol

  1. A Quest is Proposed: "We need to fix the solar panel wiring."
  2. The Circle Meets (or votes async in App):
   *   Each experienced member votes on the Complexity Tier.
  1. Consensus: The average vote sets the tier.
  2. 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.

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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.

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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).

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Why This Works (The First Time)

  1. It's Simple: `Hours x Rate x Complexity`. A 10-year-old can calculate their pay.
  2. It's Fair: Everyone's hour is valuable. Skill adds, but doesn't dominate.
  3. It's Self-Correcting: The Dutch Auction mechanism finds the "true price" of hard-to-fill jobs.
  4. It Prevents Inflation: AT is only minted for verified work. No printing press.
  5. It Feeds Variety (Ben's Idea): The Quest Board offers many choices each day.

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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)

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๐Ÿ  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. |

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๐ŸŽซ 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:

  1. Log your labor daily via the app.
  2. At week's end, your tier is calculated automatically.
  3. 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.

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๐Ÿ– 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. |

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๐Ÿ› ๏ธ 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. |

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๐Ÿ’ก Key Insights

"Daily Keep" Target

A villager working 5-6 hours/day earns 50-60 AT.

  • Expenses: Rent (250/month รท 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.

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Drafted by Antigravity. Subject to Village DAO amendment.