SEEDS Changemaker Guide

From Regen Living Ecosystem Wiki
Jump to navigation Jump to search

The SEEDS Changemaker Guide is a heart-based ambassador program for onboarding changemakers to become significantly resourced and engaged SEEDS Citizens in shaping a regenerative economy.

Becoming a SEEDS Citizen

We all thrive together when we co-create a regenerative society. SEEDS is a regenerative ecosystem based on a regenerative currency, Seeds. SEEDS Citizens are resourced SEEDS participants that have a voice in shaping the SEEDS ecosystem. Visitors and Residents are the stepping stones to becoming a Citizen.

Visitors

Participants automatically become a Visitor when they first join SEEDS. Visitors will notice in their Global Passport that 5 Seeds are automatically “planted” (analogous to a deposit in a bank account reserved for regenerative projects) for them.

Visitor Requirements Table
Action Description [N] Impact
Plant Seeds Plant [N] Seeds in the account to have an active SEEDS account 5 Investment in regeneration

Notes:

  1. Check your status (Visitor, Resident or Citizen) in the Global Passport app under your username in the top left.
  2. The minimum planted Seeds (5) is automatically covered by the person who sent the invite.
  3. More on Planting.

Residents

Benefits

Requirements

Players earn Resident status by doing the following:

Resident Requirements Table
Action Description [N] Impact
Plant Seeds Plant [N] Seeds in the account 50 Investment in regeneration
Gain Reputation Obtain at least [N] Reputation Points 50 Evidence of contribution
Send Seeds Conduct [N] Transactions 1 Circulate Seeds
Refer Players Invite Players and have at least [N] become a Visitor 1 Legitimize Seeds

Notes:

  1. Execute and monitor all of these requirements in the Global Passport app. Check your status under your username in the top left.
  2. To earn Seeds, review offers in Currently Active Campaigns to Gain Seeds or on the campaigns_growing_the_renaissance channel on the SEEDS Discord.
  3. 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.
  4. One simple way to conduct Transactions is by sending Seeds to others.

Citizens

Benefits

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:

  1. 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.
  2. 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.
  3. 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:

  1. An increase in “Planted Seeds Points”: [# Planted Seeds = Planted Seeds Points]
  2. An increased number of fee-free transactions: Players may make an average [N] transactions/week per planted Seed (see transaction quota table).
  3. Becoming a Resident or Citizen.

Planting in SEEDS is similar to:

  1. “Staking” tokens in other blockchain protocols;
  2. A term deposit in a bank account, where people restrict their access to money in exchange for greater rewards;
  3. 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:

  1. The quotas/limits are high enough that most people, under most normal circumstances, likely won't notice them.
  2. 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:

  1. Obtain an average understanding of normal transactions amongst Players (to base economic protocols from);
  2. Limit benefits and opportunity for abuse;
  3. 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:

  1. This is to prevent accounts vouching for people they don’t actually know in an attempt to earn Reputation Points.
  2. 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.

  1. Flagging occurs when one account uses the ‘flag’ action on another account.
  2. If an account receives at least [N] Flag Points the account loses reputation equal to the Flag Points it’s received.
  3. 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.

  1. 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.
  2. Reputation gives Citizens a building block to recognise beneficial actions and defend against a variety of abuse and attacks.
  3. Reputation has the ability to zero out any rewards.
  4. Reputation Multiplier Curve Table Visualised:

Reputationscore rankingcurve.png

Reputation Multiplier Curve Table
Reputation Score Multiplier
<7 0
52 0.5
68 1
84 1.5
99 2

Notes and examples:

  1. 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).
  2. Reputation disproportionately (versus the other metrics) affects the total Seeds and Trust Tokens (governance token) an account earns.
  3. 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.
  4. 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:

  1. 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:

  1. 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.
  2. Benefits as detailed in the Organisation Status Benefits Table.
  3. 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

How do we create a new form of collective intelligence system that is in explicit service to the evolution of humanity and whole systems thrivability? A collective intelligence system that increases in complexity, and responsive to our exponentially changing environments to help humanity scale coordination to address our crises and opportunities. We need a system that is complex enough to give rise to this new ordered intelligence, yet simple enough we can begin today.

Citizen Governance

Governance is limited to Citizens to encourage better decisions and ensure that those governing SEEDS have had time to understand SEEDS and demonstrated commitment.

  1. Only Residents and Citizens hold the right to submit a Funding Proposal (request funds).
  2. Only Citizens hold the right to submit a Referendum Proposal (change the game).

Regional and Global Governance

  • The G-DHO (Global Decentralized Holonic Organisation) is a single entity that governs the rules of the SEEDS economy as a whole. It's also called the SEEDS Coop.
  • Each R-DHO (Regional Decentralized Holonic Organisation) represents a region within SEEDS where Players may choose to belong and collaborate.
  • SEEDS as a whole is designed as a global operating system, open to the human species in its entirety. This is governed by the G-DHO.
  • While Regions allow for regional and cultural differences and experiments to evolve and offer the most dynamism and flexibility in governance experiments.
  • The diversity of R-DHO’s will accelerate our knowledge capture for optimal ways to govern and manage finances in a decentralized, regenerative and equitable way.

Trust Tokens Distribution

Each Citizen may obtain voting rights through receiving Trust Tokens relative to their Contribution Scores. These Trust Tokens are distributed once per cycle. A member i​mmediately receives Trust Tokens upon evolution to a Citizen​ to use during that cycle.

Trust Token Distribution Table
Index Name Description Setting Setting ID Impact
2.2.a Global Trust Token Distribution Trust Tokens are distributed equal to the Contribution Score of the Citizen. e.g. A score of 95 will provide 95 Trust Tokens to that Citizen. High
2.2.b Regional Trust Token Distribution Trust Tokens are distributed equal to the Contribution Score of the Citizen. e.g. A score of 95 will provide 95 Trust Tokens to that Citizen. High
  • Delegating Trust (Ultra-Liquid Democracy) Per Category - Citizens may delegate voting rights to another Citizen per each category of governing decisions. This offers Citizens a blend of the best of direct democracy and representative democracy. Where Citizens retain their right to a direct voice, while also having the flexibility to choose representatives for each category of governance.

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 High
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 High
2.3.c Trust Depreciation Rate [N]% of total Trust Tokens are removed every 24 hours following the [Trust Depreciation Start] mark. 15 vdecayprntge High
  • Cycle Start - New Moons are the start of each full cycle. If voting cycles are set to ½ lunar cycle then voting cycles will start with each new and full moon.
  • Staging Proposals - Proposals submitted during a cycle will be displayed in a “staging area” and submitted at the start of the next cycle.
  • Trust Depreciation - If Trust Tokens have not been cast by the ‘trust depreciation start” time, then a linear deterioration starts until they reset by the start of the next voting cycle.
  • New Citizen Trust - A Player immediately receives Trust Tokens upon evolution to a Citizen to use during that cycle. The depreciation of Trust tokens is applied retroactively.

Voting Rewards

Citizens earn ​Reputation​ for participating in voting. For maximum rewards​ ​Citizens need to Trust, Distrust or Abstain​ on each proposal presented in the voting cycle. Citizens will still earn Reputation for voting at all.

Staking Seeds for Proposals

Staking is the act of locking up your Seeds for a select period of time. For proposals, these are Seeds that are locked up during the proposal process and repaid if successful or burned if the proposal fails.

Campaign, Alliance and Funding Proposals

Campaigns are for offering a gift to a wide number of people for doing any number of actions that benefit people or our planet, as voted by the Citizens of SEEDS.

Alliances are for gifting aligned organisations, movements or businesses a share of Seeds in gratitude for the actions they’ve taken to create a healthier civilization and to align their interests with the SEEDS economy.

Campaign Proposals

Invite Campaigns

  • Any Resident or Citizen may apply to run an invite campaign.
  • If the Citizens who Trusted a successful Campaign reverse their vote (as detailed in Follow Through Failure), then all unspent Seeds will be returned to the gift.seeds account.

Invite Campaign proposals have the following parameters:

  1. Owner account: The Player who proposed the campaign and staked the Seeds to do so.
  2. Total Seeds requested.
  3. Max amount to give out per invite: This sets the limit to each invite, but not the minimum (to accommodate changes in value).
  4. Reward per invite: This reward goes to the reward owner (either the Player who proposed the campaign or another chosen Player).
  5. Reward owner: This is the account the reward per invite goes to. It may be the Player who proposed the campaign, or another Player who intends to put in the efforts required to run the campaign.
  6. Authorized accounts: List of accounts authorized to create invites with the campaign funds. This list can be edited at any time by the owner. The owner is always authorized.

Canceling an Invite Campaign

  1. Invite Campaign funds are returned to the campaign bucket when the campaign is canceled.
  2. The winning account can cancel the campaign any time.
  3. Citizens who originally supported the campaign can cause it to get cancelled during the 6 cycle “assessment phase” if it falls below the required unity level. Follow the steps outlined in the “follow-through failure” section.
  4. Campaigns have 6 cycles to complete. After 6 cycles whatever is remaining in the invite campaign will automatically be returned to gift.seeds.

Private Invite Campaigns

  • Any Player can create a private invite campaign. This is akin to setting aside one's own funds to create invites. An organisation account can use this to allow its Players to use the organisation funds to create invites, or to allow a service contract run by a 3rd party to create invites.
Funding/Invite Campaign Proposals Governance Table
Index Name Description/Calculation Setting Setting ID Impact
Staking Requirement [N] % of requested Seeds 2.5 prop.cmp.pct High
Staking Requirement Max [N] Seeds max 75,000 prop.cmp.cap
Support Level Calculation # of Trust Tokens cast in favour (Trusted) ÷ Total Trust Tokens cast in favour on all proposals in the same category and cycle. 75,000 prop.cyc.qb High
Calculating Support Level Requirement 100 ÷ # of campaign proposals. e.g. 13 proposals would require ~7.7% each. quorum.base High
Quorum Requirement Min Minimum [N]% 7 quor.min.pct
Quorum Requirement Max Maximum [N]% 40 quor.max.pct
Unity Requirement [N]% Proportion of Trust Tokens in Favour vs Against 90 propmajority High
Unity Calculation # of Trust Tokens cast in favour (Trusted) ÷ Total Trust Tokens cast on proposal. Example 900 cast in favor of 1000 (90% unity) High
Payout Schedule Min Cycles Minimum [N] cycles payout cycles. (E.g. it is required that a full payout take at least 3 cycles) 3 High
Payout Schedule Max Cycles Minimum [N] cycles. 24 High
Payout Schedule Max Cycle Payout Maximum [N]% on the first payout or any subsequent cycle. 25 High

Alliance Proposals

Only organisation accounts may apply for an Alliance. Successful alliance proposals are held in an escrow account for that organisation and released to that organisation’s account following the Escrowed Seeds Release Schedule. If the Citizens who Trusted a successful Alliance reverse their vote (as detailed in Follow Through Failure), then all unpaid escrowed Seeds will be returned to the allies.seeds account.

Alliance Proposals Governance Table
Index Name Description/Calculation Setting Setting ID Impact
Staking Requirement [N] % of requested Seeds 1 prop.al.pct High
Staking Requirement Max [N] Seeds max 15,000 prop.al.cap
Support Level Requirement # of Trust Tokens cast in favour (Trusted) ÷ Total Trust Tokens cast in favour on all proposals in the same category and cycle. 75,000 prop.cyc.qb High
Support Level Calculation 100 ÷ # of campaign proposals. e.g. 13 proposals would require ~7.7% each. quorum.base High
Unity Requirement [N]% Proportion of Trust Tokens in Favour vs Against 90 propmajority High
Unity Calculation # of Trust Tokens cast in favour (Trusted) ÷ Total Trust Tokens cast on proposal. Example 900 cast in favor of 1000 (90% unity) High

Voting on Campaigns

Requirements for Campaigns to be voted in

  • Quorum of votes needed for each Campaign to pass = 1 divided by the # of Campaigns. Example: With 10 Campaigns, a Campaign needs at least 10% of the votes to pass.
  • At least 90% of the votes being For versus Against.

Trust Tokens to be used for voting

Pre-Cast Voting and Weighted Voting

  1. Go to your Global Passport and select 'Vote' at the bottom right.
  2. On the Campaigns screen that follows, you can view all Campaigns by scrolling down, and Pre-Cast Vote For, Against or Abstain for each Campaign while on the same screen. You can also select 'View details' to learn more about a particular Campaign, however a bug is presently preventing user from Pre-Cast Voting within a Campaign profile.
  3. Once you have Pre-Cast Voted for all the Campaigns, you are then able to distribute your Trust Tokens via a slider as a practice of Weighted Voting, allowing you to prioritize your support, whether for or against a Campaign. For instance, if you have 50 Trust Tokens, you can choose to invest all 50 in favor of or against one project, or distribute evenly.

Notes:

  1. If a Campaign has a requirement of 10% of the votes to pass and you notice that it already has 30% of the votes and 95% For vs Against, you may want to use your votes on a different Campaign that isn't already likely to be voted in.
  2. Once you have completed Pre-Casting, you cannot change your Pre-Cast decisions. One work around is to use Light Wallet to do so.

Distrusting and Needs Improvement

Distrusting, or suggesting a proposal needs improvement does not count towards the support level or unity needed for a proposal to pass.

Proposal Lifecycles

Constitutional Guardians (Previously Stewards)

Constitutional Guardians are [21] Citizens within SEEDS who collectively have [15/21] (⅔+1) multi-signature authority to:

  1. Freeze accounts (for [72 hours] to await arbitration) [2.0 Feature]
  2. Freeze Protocols (for [72 hours] to await arbitration) [2.0 Feature]
  3. Add or reject new code as directed by the G-DHO or corresponding R-DHO [1.1 Feature]
  4. Issue a State of Emergency (19/21 signers required).

Prototypes, Pilots and Experiments

SEEDS Tool Ideas

SEEDS FAQ

Appendix

Foundational Apps

Global Passport

The Global Passport offers Players a community-centric approach to SEEDS. The Passport comes with the following key features:

  • A forum section for earning reputation for sharing wisdom, proposing changes, discussing projects, and more.
  • A people section for connecting and meeting other Players.
  • A governance section for voting on proposals.
  • A ”Game of SEEDS” section for doing quests, earning Seeds and learning about this renaissance in a more joyful way!
  • A wallet section for all your economic actions.

Light Wallet

The 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:

  • Basic and advanced wallets.
  • Access and sign action on your DHO or Swaps sites.
  • Setup “Key Guardians” to recover your account should you lose your keys.
  • Setup your storefront, marketstall, or business on SEEDS to accept payments.

Financial and Economic apps

Regen DEX (Decentralised Exchange) / Seeds Swap

The 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 Swaps

Peer 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 Apps

DHO’s (Decentralised Holonic Organisms)

This decentralised application offers Players a structure to create new types of organisations and regional governance systems that offer:

  • contribution accounting for fair value distribution;
  • transparent, direct and evolvable governance tools (helping Players decide at scale);
  • unifying protocols where the typical roles of “investors”, “users”, and “employees” become one (for new paradigm organisations);
  • the ability to more easily build the change while living the change;
  • launch organisations within the SEEDS legal jurisdiction;
  • a regional governance system for Players to coordinate locally.

Glossary of Terms

SEEDS Glossary

SEEDS System (Official) Accounts

SEEDS System (Official) Accounts
settgs.seeds A contract and table containing all the settings found in the Game
token.seeds Main Token Contract for all Seeds
gift.seeds Funding for Campaigns Proposals
bank.seeds Seeds in the Seed Bank
escrow.seeds Seeds in escrow
allies.seeds Funding for Alliance Proposals
refer.seeds For Referral Rewards
hypha.seeds Hypha’s remaining escrowed Seeds from genesis distribution - available
milest.seeds Potential remaining liquid Seeds for Hypha from milestone completions
funds.seeds Proposals contract for all funding proposals
harvst.seeds Harvest contract pays out harvest, keeps planted seeds
tlosto.seeds Hypha’s token selling contract, used to convert EOS, BTC, TLOS and potentially other cryptocurrencies into Seeds
system.seeds System Bank Account
gdho.seeds Receives the SEEDS Global DHO Harvest and puts it into the buckets
histry.seeds Keeps a dailly translation history for the last 3 cycles
join.seeds Blockchain account creation contract (all new invites are generated by this account)
accts.seeds Detailed tables for individual and organisation accounts
orgs.seeds Generates organisation accounts
region.seeds Generates region accounts and keeps a table of region data
“.rgn” Any account that ends in “.rgn” is a SEEDS official regional account
cycle.seeds Scheduler, initiates all scheduled actions