SEEDS New User Guide
The SEEDS New User Guide is based on the SEEDS Constitution and provides the basics of participating in the SEEDS community built upon the following four foundations:
- Regenerative Organizing - How to Contribute to Co-Creating New Civilizations
- Regenerative Governance - How We Evolve and Decide Together
- Regenerative Finance - How We Thrive, Coordinate and Distribute Value
- Regenerative Economics - How We Create Future Possibilities
Regenerative Organizing - How to Contribute to Co-Creating New Civilizations
We all thrive together when we create a healthier global society. This is achieved by aligning our individual incentives toward global regeneration and collaboration.
This section discusses;
- The foundational building blocks Players have to evolve new economic realities;
- How to best play the game (contribute to the Renaissance) and earn rewards.
Becoming a Visitor, Resident and Citizen
There are three types of individual accounts in SEEDS:
- Visitors
- Residents
- Citizens
Visitors
Players automatically become a Visitor when they first join SEEDS. Visitors are required to “plant” (analogous to a minimum balance in a bank account) Seeds to reserve their bandwidth (use of the blockchain to make free transactions) and to cover the costs of blockchain account creation.
Visitor Requirements Table | |||||
---|---|---|---|---|---|
Index | Action | Description | Setting | Setting ID | Impact |
1.1.1.a | Plant Seeds | Plant [N] Seeds in the account to have an active SEEDS account | 5 | vis.plant |
Notes:
- Check your status in the Global Passport app under your username in the top left.
- The minimal planted Seeds is automatically covered by the Player who sent the invite.
- More on Planting.
Residents
Benefits
- Vouch for others so they get up to 20 Reputation Points.
- Submit Campaign and Alliance proposals.
- Receive part of the Harvest after the "Go Live" event.
Requirements
Players earn Resident status by doing the following:
Resident Requirements Table | |||||
---|---|---|---|---|---|
Index | Action | Description | Setting | Setting ID | Impact |
1.1.2.b | Plant Seeds | Plant [N] Seeds in the account | 50 | res.plant | |
1.1.2.c | Gain Reputation | Obtain at least [N] Reputation Points | 50 | res.rep.pt | |
1.1.2.d | Send Seeds | Conduct [N] Transactions | 1 | res.tx | |
1.1.2.e | Refer Players | Invite Players and have at least [N] become a Visitor | 1 | res.referred |
Notes:
- Execute and monitor all of these requirements in the Global Passport app. Check your status under your username in the top left.
- To earn Seeds to Plant, review offers on the campaigns_growing_the_renaissance channel on the SEEDS Discord.
- Earn 50 Reputation Points (and no more) by being vouched for by Residents or Citizens. Only Residents and Citizens can vouch for others. The higher the status (Resident, Citizen) and Reputation Score of the person vouching for you, the more Reputation Points you will receive. Residents can contribute up to 20 Reputation Points, and Citizens up to 40 Reputation Points.
- One simple way to conduct Transactions is by sending Seeds to others.
Citizens
Benefits
- Vouch for others so they get up to 40 Reputation Points.
- Vote for proposals.
- Receive part of the Harvest after the "Go Live" event.
Requirements
The final status for Players is Citizenship status earned by doing the following:
Citizen Requirements Table | |||||
---|---|---|---|---|---|
Index | Action | Description | Setting | Setting ID | Impact |
1.1.3.a | Plant Seeds | Plant [N] Seeds in the account | 200 | cit.plant | |
1.1.3.b | Gain Reputation | Obtain a Reputation Score of at least [N] | 50 | cit.rep.sc | |
1.1.3.c | Send Seeds | Conduct [N] Transactions | 5 | cit.tx | |
1.1.3.d | Refer Players | Invite Players and have at least [N] become a Visitor | 3 | cit.referred | |
1.1.3.e | Refer Players | Invite Players and have at least [N] become a Resident | 1 | cit.ref.res | |
1.1.3.e | Account Age | Have an account age of at least [N] cycles (29.5 days per cycle) | 2 | cit.age |
Notes:
- Reputation Score and Reputation Points are two different things. Your Reputation Score is based on an algorithm that ranks members from 1 to 99 (the higher the better) based on their Reputation Points.
- The simplest path to a Reputation Score of 50 is vouching for someone who hasn't been vouched yet (e.g. someone you invited) and supporting them to become Residents.
- You can conduct transactions by sending Seeds to others.
Contribution Scores (CS)
Contribution Scores (CS) (0-99) are intended to track how much an account is contributing to the health of our planet, our communities and our economies. The CS is a fundamental building block in empowering us to redesign our economies. The CS will enable Citizens to consciously decide and evolve what is considered a contribution to society, defined through categories, and directly compensate those actions.
The contributions of an account determine the Trust they receive for governance decisions (Citizens) and the share of the Harvest they receive (Residents and Citizens). This means you earn more voice and money the more you contribute to the health of our communities, economy and planet.
- Contribution Points are the basis for determining Contribution Scores. They are earned/lost for each contribution metric for an account (individual, organization or regional) based on a variety of actions. These points are then added up to provide point totals for each category of contributions.
- Contribution Scores (0-99) are determined by the percentile ratings of Contribution Point totals. Contribution Points are added up and ranked against all other accounts to receive a rating called a “score” for each contribution category. This score is based on a percentile scale between 0 - 99 where that account is ranked amongst all other qualifying accounts. The Contribution Score and percentile rating are intended to more equitably distribute wealth and influence amongst individuals, businesses and regional communities on a more equitable and equalizing percentile scale of 0 - 99.
Contribution Scores - Individual
The Contribution Scores determine how many Seeds Residents or Citizens earn of the Harvest and how many Trust Tokens Citizens earn for use in governance. The following categories displayed in your SEEDS Passport Contribution Score include:
- Planted
- Community
- Transaction
- Reputation
Planted
This metric tracks a Player's committed financial value (e.g. “skin in the game”) within the economy.
When Players Plant Seeds they’re staking access to them in exchange for:
- An increase in “Planted Seeds Points”: [# Planted Seeds = Planted Seeds Points]
- An increased number of fee-free transactions: Players may make an average [N] transactions/week per planted Seed (see transaction quota table).
- Becoming a Resident or Citizen.
Planting in SEEDS is similar to:
- “Staking” tokens in other blockchain protocols;
- A term deposit in a bank account, where people restrict their access to money in exchange for greater rewards;
- Banks requiring a minimum balance in order to have an account.
Transaction Quota from Planted Seeds
Transaction Quota From Planted Seeds Table | |||||
---|---|---|---|---|---|
Index | Action/Name | Description | Setting | Setting ID | Impact |
1.3.1.a | Minimum Transaction Quota | All accounts, regardless of Planted Seeds amounts, are able to make [N] transactions each week. | 7 | txlimit.min | High |
1.3.1.b | Increase Transaction Quota | Plant [N] Seed(s) to increase Transaction Quota by 1 per week. | 1 | txlimit.mul | High |
Notes:
- The quotas/limits are high enough that most people, under most normal circumstances, likely won't notice them.
- A Transaction is any blockchain action (not just sending Seeds), like giving ratings, vouching, forum votes, casting Trust Tokens, etc...
Community
Players may earn community-building points (CBP) for referring new accounts, hosting events and an increasing variety of behaviours that the SEEDS Citizens have determined to be “community building”.
Community Building Points Table | |||||
---|---|---|---|---|---|
Index | Action | Description | Setting | Setting ID | Impact |
1.3.2.a | Invited Resident | Players earn [N] when they invite another Player and they become a Resident. | 2 CBP | ref.cbp1.ind | Med |
1.3.2.b | Invited Citizen | Players earn [N] when they invite another Player and they become a Citizen. | 2 CBP | ref.cbp2.ind | Med |
1.3.2.c | Referred Sustainable Org | Players earn [N] when they invite another Player and that Player creates an org account and it becomes a “Sustainable Org”. | 4 CBP | ref.org3.cbp1 | Med |
1.3.2.d | Referred Sustainable Org | Players earn [N] when they invite another Player and that Player creates an org account and it becomes a “Sustainable Org”. | 4 CBP | ref.org3.cbp1 | Med |
1.3.2.e | Referred Sustainable Org | Players earn [N] when they invite another Player and that Player creates an org account and it becomes a “Sustainable Org”. | 4 CBP | ref.org3.cbp1 | Med |
1.3.2.f | Local Exchange | Players earn [N] CBP(s) when they transact with an organisation in their Region. One award per lunar cycle. | 1 CBP | buylocal.cbp | Med |
1.3.2.g | Support Regenerative Org. | Players earn [N] CBP’s when they transact with a Regenerative Organisation. One award per lunar cycle. | 2 CBP | buyregen.cbp | Med |
1.3.2.h | Support Thriving Org. | layers earn [N] CBP’s when they transact with a Thriving Organisation. One award per lunar cycle. | 4 CBP | buythriv.cbp | Med |
Transaction
One signature benefit of SEEDS is its “better-than-free” payments. The Transaction metric tracks the volume of Seeds that an account is moving and compensates Players for using and growing the SEEDS economy. This benefit is limited to Residents, Citizens and qualifying organisations (Sustainable and higher).
Imagine if your nation’s central bank gave you a direct cash payment for helping grow the economy. This is what SEEDS does.
The following protocols are designed to:
- Obtain an average understanding of normal transactions amongst Players (to base economic protocols from);
- Limit benefits and opportunity for abuse;
- More equitably distribute rewards amongst participating Players.
Qualifying Individual Transaction Points
Qualifying Individual Transaction Points Table | |||||
---|---|---|---|---|---|
Index | Name | Description/Calculation | Setting | Setting ID | Impact |
1.3.3.a | Transaction Points Cycle Length | Only transactions that occur in the preceding [N] lunar cycles are counted for Players Qualifying Transactions. | 3 | cyctrx.trail | High |
1.3.3.b | Per-Transaction Volume Limit | Maximum of [N] Seeds per transaction is considered as the volume for each Qualifying Transaction. *Manually set until average volumes can be obtained in the SEEDS economy itself. | 1777 | i.trx.max | High |
1.3.3.c | Total Counted Qualifying Transactions | Only the top [N] transactions between any 2 accounts/per day are counted as Qualifying Transactions. (Same setting for individuals and organisations!) *Limit potential fraudulent actions of sending Seeds back and forth between accounts. | 2 | htry.trx.max | High |
1.3.3.d | Reputation Multiplier (negative or positive) [Contract Link] | Every transaction is multiplied by the receiving accounts Reputation Score. (Reputation Score/99)*2. *Limit potential fraudulent actions by providing no, or negative, benefits from transacting with proxy accounts. Provide greater rewards when transacting with high reputation accounts. | High | ||
1.3.3.e | Local Economy Multiplier | Transactions receive a [N] multiplier when exchanging within a shared Region. | 1.5 | local.mul | High |
1.3.3.f | Regular Organisation Multiplier | Transactions receive a [N] multiplier when exchanging with Regular organisations. | 1.0 | org1trx.mul | Med |
1.3.3.g | Reputable Organisation Multiplier | Transactions receive a [N] multiplier when exchanging with Regular organisations. | 1.0 | org2trx.mul | Med |
1.3.3.h | Sustainable Organisation Multiplier | Transactions receive a [N] multiplier when exchanging with Regular organisations. | 1.0 | org3trx.mul | Med |
1.3.3.i | Regenerative Organisation Multiplier | Transactions receive a [N] multiplier when exchanging with Regular organisations. | 1.0 | org4trx.mul | Med |
1.3.3.j | Thriving Organisation Multiplier | Transactions receive a [N] multiplier when exchanging with Regular organisations. | 1.0 | org5trx.mul | Med |
1.3.3.k | Daily Transaction Points Calculation Between Any Two Accounts | Top 2 transactions * volume (≤ Volume Limit) * Receiving account Reputation * Region Bonus (if present) * Org Status Bonus (if present) = An Accounts Transaction Points (TP) for the day. | High | ||
1.3.3.l | Total Cyclical Transaction Score Points | The total Transaction Points a Player has earned in the previous Transaction Cycle. | High | ||
1.3.3.m | Transaction Score Rating | Previous cycle Transaction Points ranked on a scale of 0-99 amongst all other Residents and Citizens. | High |
- Qualifying Per-Transaction Rewards Limit - Prioritizing regular vs one-off transactions. SEEDS only considers up to [N] (see table) of the Seeds sent in a transaction when considering what qualifies for Transaction Points during that transaction. This is intended to give the majority of rewards for real and regular transactions as opposed to one-off large purchases.
- Reputation Multiplier - You earn more by supporting more reputable businesses and people. Multiplying the transaction by the reputation of the receiving account provides a number of key benefits:
- Provides greater rewards for making purchases with more regenerative organisations and reputable individuals.
- Reduces the benefits of creating proxy accounts that will have low to negative reputation. If transacting with a negative reputation account (likely flagged as a proxy account) this action would lose transaction points for doing so!
- Local Economy Multiplier = You earn more when you support locals.A multiplier is applied to Transaction Points when exchanging between accounts in a shared region. This is designed to reward and promote local and regional exchanges.
- Organisation Status Multiplier - You earn more when supporting more regenerative organisations.A multiplier is applied to Transaction Points when exchanging with organisations based on the organisation’s status. The higher the status of the organisation the greater the multiplier. This is designed to support organisations with a dedication to regeneration by providing more incentives for Players to support them over alternatives with a lesser status (commitment to regeneration).
Reputation
Reputation forms the foundation of trust within the SEEDS ecosystem. It’s how Players determine which accounts are human, trusted, unique and beneficial to the health of the whole system. Players earn reputation points for a diversity of actions.
Web of Trust - Individual Account Vouching
The SEEDS vouching process forms the foundation to a “web of trust” as an account’s reputation is based on the reputation of the accounts who vouched for it; creating stronger or weaker webs based on the total reputation of the web. At the core of SEEDS is building systems to scale trust. The following tools lay those foundations.
- Vouching for an Account - Vouching occurs when one Player uses the ‘vouch’ action for another Player. Sending an invite automatically vouches for the new account. Example: Chan is a Citizen with a 99 rep score (multiplier of 2) when he vouched for Suzy. This would have provided Suzy with [N] Vouch Points and Reputation.
- Receiving a Vouch - When being “vouched for” the receiving Player gains Reputation Points based on the reputation and status (Resident or Citizen) of the vouching account.
Building Reputation - Player Vouching Table
Transaction Quota From Planted Seeds Table | |||||
---|---|---|---|---|---|
Index | Name/Action | Description | Setting/Calculation | Setting ID | Impact |
1.3.4.a | Vouch | Players can earn reputation by vouching for other humans and their singular account.. | (Status) * (Reputation Multiplier) of account vouching = Vouching Points received. | ||
1.3.4.b | Max Vouch Reputation Points | Players can earn a maximum of [N] Reputation Points from being vouched. After which no more Reputation Points from vouching can be earned for that account nor accounts vouching for it. | 50 | maxvouch | High |
1.3.4.c | Resident Status Base Points | [N] = The base Vouching Points given by a Resident when vouching. | 4 | res.vouch | High |
1.3.4.d | Citizen Status Base Points | [N] = The base Vouching Points given by a Citizen when vouching. | 8 | cit.vouch | High |
1.3.4.e | Max Non-Invite Vouches | Maximum times an account can vouch for other accounts. | 250 | sendvouchmax | Med |
1.3.4.f | When Vouched Becomes a Resident | When an account you vouched for becomes a Resident you earn [N] Reputation Point(s). | 1 | vouchrep.1 | Med |
1.3.4.g | When Vouched Becomes Citizen | When an account you vouched for becomes a Citizen you earn [N] Reputation Point(s). | 1 | vouchrep.2 | Med |
Notes:
- This is to prevent accounts vouching for people they don’t actually know in an attempt to earn Reputation Points.
- This creates recursive reputation losses for better eliminating/policing bot-networks or otherwise fraudulent accounts.
Losing Reputation - Flagging and Negative Reputation
Flagging an Account provides Players a tool to police fraud and spam.
- Flagging occurs when one account uses the ‘flag’ action on another account.
- If an account receives at least [N] Flag Points the account loses reputation equal to the Flag Points it’s received.
- How much a flag affects an account’s reputation is determined by the reputation of the Players flagging (see table).
Players lose Reputation when they vouch for an account that has been Fully Flagged.
Player Flagging Table | |||||
---|---|---|---|---|---|
Index | Name/Action | Description/Calculation | Setting/ | Setting ID | Impact |
1.3.4.5.a | Fully Flagged | Players lose [N] reputation when the combined flags from other accounts reach a minimum of [N] flag points. | 100 | flag.thresh | High |
1.3.4.b | Flag Base Points Resident | Players lose [N] reputation when the combined flags from other accounts reach a minimum of [N] flag points. | 10 | flag.base.r | High |
1.3.4.c | Flag Base Points Citizen | Each flag from Citizens starts at [N] flag points. | 20 | flag.base.c | High |
1.3.4.d | Flag Calculation | Base Points * Reputation of Flagger = Flag Points / Reputation Removed (only after reaching N (1.3.4.5.a) flag points do flags remove reputation). | High | ||
1.3.4.e | Vouched Flagged Account - Punish vouchers | Accounts that have vouched for a Fully Flagged account lose [N]% of the reputation that the Flagged account loses. | 50 | flag.vouch.p | High |
Participating in Governance
Players can also build their Reputation by conducting various actions that support the health of the SEEDS ecosystem. Such as:
- Forum engagement
- Participating in sense making via sharing wisdom and ideas in the SEEDS Forum.
- Participating in decision making via casting or delegating Trust Tokens in SEEDS Governance.
- Contributing to a myriad other ways that help foster a healthier community.
Contribution Scores (CS) Calculation
Contribution Scores - Point Totals and Calculations Table | |||
---|---|---|---|
Index | Name | Description/Calculation | Impact |
1.3.5.a | Planted Seeds Score PSS | Players total Planted Seeds Points are ranked on a scale of 0-99 amongst all other Residents and Citizens using a spline curve. This produces a Player’s PSS. | High |
1.3.5.b | Qualifying Transaction Score (QTS) | Players can earn a maximum of [N] Reputation Points from being vouched. After which no more Reputation Points from vouching can be earned for that account nor accounts vouching for it. | High |
1.3.5.c | Community Building Score (CBS) | Players total Community Building Points are ranked on a scale of 0-99 amongst all other Residents and Citizens using a spline curve. This produces a Player’s CBS. | High |
1.3.5.d | Reputation Score (Rep) | Players total Reputation Points ranked on a scale of 0-99 amongst all other Residents and Citizens using a a spline curve and given a relative multiplier of 0-2. | High |
1.3.5.e | Contribution Points (CP) | [(PSS+QTS+CBS) * Rep = Total Contribution Points] from 0-594 | High |
1.3.5.f | Total Individual Contribution Score (CS) | The Contribution Score is the total Contribution Points ranked on a scale of 0-99 amongst all other Residents and Citizens (not using the spline curve). | High |
Reputation - Building trust in our new civilization
Total Reputation Points are added and ranked on a scale of 0-99 amongst all other Residents and Citizens.
- An account’s Reputation Score (0-99) is translated using a spline curve into a multiplier (where 99 = 2 and 50 = 1) which is applied throughout SEEDS in various actions, totals and scores.
- Reputation gives Citizens a building block to recognise beneficial actions and defend against a variety of abuse and attacks.
- Reputation has the ability to zero out any rewards.
- Reputation Multiplier Curve Table Visualised:
Reputation Multiplier Curve Table | |
---|---|
Reputation Score | Multiplier |
<7 | 0 |
52 | 0.5 |
68 | 1 |
84 | 1.5 |
99 | 2 |
Notes and examples:
- This spline curve is employed so as not to provide benefits to proxy/abandoned accounts (which will likely exist in the lower percentiles) and to better provide voice and value to trusted and active Players. The spline curve is intended to be adjusted to better meet this ideal (not reward inactive/fake accounts and reward equitably the more active contributors).
- Reputation disproportionately (versus the other metrics) affects the total Seeds and Trust Tokens (governance token) an account earns.
- Regardless of how wealthy (economic volume and planted Seeds) an account is, if they have a negative or 0 reputation score they would earn no rewards (Harvest) and gain no Trust Tokens (governance tokens). This gives the Citizens a tool to defend the economy from a variety of attack vectors.
- Julia has a Reputation Score of 99 so her multiplier is 2. Edward has a Reputation Score of 68 so his multiplier is 1. Adejnekunaiw has a Reputation Score of 5 so its multiplier is 0 and thus zero’s out all the other Contribution Category Scores to provide a total Contribution Score of 0.
Organisational Accounts: Creating an Organisation Account and Gaining Status
Organisational accounts are for businesses, organisations or other non-individual accounts.
Organisation accounts provide:
- A “multisig” (multiple signature) account where multiple individual accounts can control that organisational account. Owners are able to set a diversity of thresholds for how many accounts are required to make transactions (e.g. 2 of 3 individuals need to agree for the organisation to make a transaction).
Each new organisation status level comes with:
- An on-chain badge showing an organisation earned this status. This badge may be used by other organisations or marketplaces to determine placement of that organisation or other benefits.
- Benefits as detailed in the Organisation Status Benefits Table.
- Rewards and other benefits for Players engaging with them as detailed in the Individual Transaction Points Table.
Organisation Statuses. These key building blocks enabling SEEDS to better reward and incentivize organisations that are dedicated to healing people and our planet.
- Regular Organisation (Status 1) - When a Player first creates an organisation account it starts off as a “regular” organisation.
- Reputable Organisation Badge (Status 2) - Reputable Organisations earn their first badge, which is primarily useful in determining organisation accounts that are real and active versus inactive, duplicate, proxy, etc accounts.
- Sustainable Organisation Badge (Status 3) - Sustainable Organizations earn their second badge. At this status:
- An organisation becomes eligible to earn a share of the Harvest;
- Players start earning bonuses for supporting these organisations.
- Regenerative Organisation Badge (Status 4) - Regenerative Organizations earn their third badge. At this status:
- An organisation retains all benefits from the Sustainable Organization badge;
- An increase in the bonuses Players receive from supporting this organisation.
- Thriving Organisation Badge (Status 5) - Thriving Organizations earn their fourth badge. At this status:
- An organisation retains all benefits from the Regenerative Organization badge;
- An additional increase in the bonuses Players receive from supporting this organisation.
Contribution Scores - Organisational
Regional Accounts: Boundaries by emergence
Regenerative Governance - How We Evolve and Decide Together
Citizen Governance
Trust Tokens Distribution and Design
Voting Cycle & Trust Depreciation
Voting Cycle Table | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Index | Name | Description | Setting | Setting ID | Impact | |||||||||||||||||||||||||||||||||||||||||||||||||||||||
2.3.a | Voting Cycle | [N] is the length of a voting period. Note: Each cycle is a lunar cycle (~29.5 days). If the setting is set to 1 it is a full cycle (starting each new moon) if 0.5 it’s a half cycle (each new and full moon). 0.25 would be each phase... etc. | 1 | prop.cyc.len | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||
2.3.b | Trust Depreciation Start | Citizens have until [N] in the voting cycle in order to cast their Trust Tokens without penalty. | 1/2 cycle | decaytime | 2.3.a | Voting Cycle | [N] is the length of a voting period. Note: Each cycle is a lunar cycle (~29.5 days). If the setting is set to 1 it is a full cycle (starting each new moon) if 0.5 it’s a half cycle (each new and full moon). 0.25 would be each phase... etc. | 1 | prop.cyc.len | 2.3.b | Trust Depreciation Rate | [N]% of total Trust Tokens are removed every 24 hours following the [Trust Depreciation Start] mark. | 15 | vdecayprntge | }
Voting RewardsQuorum and Unity Thresholds for Referendums TableStaking Seeds for ProposalsReferendumsCampaign, Alliance and Funding ProposalsDistrusting and Needs ImprovementProposal LifecyclesIntrinsic and extrinsic incentives over punishmentsConstitutional Guardians (Previously Stewards) [1.1 Feature]Evolution of Decentralized GovernancePlayer Activated Hard ForkRegenerative Finance - How We Thrive, Coordinate and Distribute ValueThe Economics of SEEDSHarvest DistributionThe Gratitude Token - Expanding Tools for Value Distribution and CoordinationEscrowed Seeds Release ScheduleRegenerative Economics - How We Create Future PossibilitiesBetter-Than-Free | The People’s EconomyCircular and Regional EconomiesNew Economic Possibilities (Global)New Economic Possibilities (Regional)Retirement Plan / Safety SwitchAppendixTools for the Regenerative Renaissance (Civilization Building Tools)An expanding and continually evolving suite of decentralised and transparent tools:
Foundational AppsGlobal PassportThe Global Passport offers Players a community-centric approach to SEEDS. The Passport comes with the following key features:
Light WalletThe Light Wallet offers Players a light-weight tool to participate in SEEDS. With a focus on providing tools for merchants and businesses. The Light Wallet comes with the following key features:
==+Financial and Economic apps==+ Regen DEX (Decentralised Exchange) / Seeds SwapThe Regen DEX is a website tool for Players to exchange value directly (without a middleman) amongst each other with a variety of tokens and decentralised (on-chain) currencies and assets. Players can create organisation, village, team or other types of tokens and swap value with people across the globe. Peer SwapsPeer Swaps is a tool for Players to exchange value directly (without a middleman) amongst each other with Seeds and a variety of (off-chain) currencies (such as central bank notes). Organisational and Governance AppsDHO’s (Decentralised Holonic Organisms)This decentralised application offers Players a structure to create new types of organisations and regional governance systems that offer:
Glossary of TermsSEEDS System (Official) Accounts
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