User:Seeker/Abundance Token/Economics
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.
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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
- 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.
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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
- 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.
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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)
- 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.
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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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๐ 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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๐ซ 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.
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๐ 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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๐ ๏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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๐ก 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.