For Product: Difference between revisions

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The For_Product model changes how we fund, build and govern [[User Owned]] supply-chains.
The For_Product model changes how we fund, build and govern [[User Owned]] supply-chains.


We do not sell shares for money to investors who hope to collect [[Profit]] and [[Rent]] from others.
The [[Material Sources]] of production are held "For Product" instead of "For Profit".


Instead, we first separate financial investors from workers:
This is a proposed implementation of [[Propertyleft]].


== Strategy ==
== Strategy ==
# We mint 1 Coin for each square meter of Land currently "for sale" on the open market.
# For each parcel of Land currently "for sale" on the open market, mint 1 Coin for each square_meter.
# We then sell those Coins to buy that Land.
# For each parcel, sell those Coins to buy that Land. Like Bitcoin, these Coins bestow no rights of governance, have no redeemable value, imply no financial return and do not represent Land ownership.
# Just like Bitcoin, Coin holders do receive no Land ownership and no rights of governance.  The Coin has no redeemable value and no implied financial value.
# For each parcel, if all Coins are sold, buy that land and hold it for now.
# If all the Coins for a parcel are sold, we buy that land and hold it for now...
                ... Meanwhile ...
# We then ask potential Users for the future Objects they want.
# Ask potential Users for the future production they want.
# We issue 1 Product_Ticket for each requested Object.
# Mint 1 Ticket for each requested production.
# We issue 1 Work_Contract for each job required to fulfill each step in a Product_Ticket supply-chain.
# Ask for the Work and Land required to fulfill those Tickets.
# We issue 1 Land_Title for each area required to fulfill each step in a Product_Ticket supply-chain.
# Mint 1 Contract for each (specialized) kind of Work required to fulfill 1 (or more) kind(s) of Ticket(s).
# We then offer a *bundle* of many different Product_Tickets for each Work_Contract signature.
# Mint 1 Deed for each (specialized) kind of Land required to fulfill 1 (or more) kind(s) of Ticket(s).
# Finally, we vest Land_Titles to those who complete Work_Contracts.
# Offer a *bundle* of '''many''' different Tickets for each {'''1'''} Contract signature.  This many-to-1 relationship, when resolved '''early''' (before production begins, usually Yearly), solve one half of the coincidence-of-wants problem faced by typical barter which is often late and unstructured.
# The specific Land_Titles you receive are of the same *kind* which "back" the Product_Tickets you selectedAs a simplified example, if you selected Bread Tickets, you would recieve Titles in a Farm, a Mill, and a Bakery.
                ... Meanwhile ...
# As an owner, you hold Land to avoid paying Profit and Rent to others.
# Vest Deeds to Users who complete Contracts.
# As an owner, you may sell surplus Objects, but some % of the profit collected (any amount above 0) must be invested *for the user who paid that profit* to ensure all users gain "their own instance of" the [[Physical Sources]] required for (that same kind of) future production.
# Vest Deeds to Users who pay Profit (when they buy surplus production).
# The specific Deeds you receive are, by default, the same *kind* as those which "back" the Tickets you holdFor example, If you hold Bread Tickets, you recieve Deeds in a Farm, a Mill, and a Bakery.
# As an owner, you hold Deeds to *avoid* paying Profit and Rent to other owners.
# As an owner, you may sell surplus production, but some % of profit collected (any amount above 0) must be invested *for the User who paid that profit*, and that User must be informed they now hold a tiny amount of (UNALLOCATED) Deeds proving they also have Land ownership. This ensures all Users gain "their own instance of" the Material Sources required for (that same kind of) future production.
# As a co-owner (when holding Land in groups, or groups of groups, recursively), you must compensate other owners based on arbitrary conditions negotiated between you and those other owners.
# The kind of Deeds you receive are based on the Tickets you hold, not the Contracts you fulfill.
# Each Ticket requires many kinds of Deeds and Contracts for fulfillment.
# Each Ticket is initially-invalid and finally-expiring, with a "Window of Validity" defined by real-world limitations of production and storage.
# The maximum Deeds held by each User should be limited by the minimum Deeds required by all other Users.
----
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Revision as of 22:07, 14 November 2025

Purpose

The For_Product model changes how we fund, build and govern User Owned supply-chains.

The Material Sources of production are held "For Product" instead of "For Profit".

This is a proposed implementation of Propertyleft.

Strategy

  1. For each parcel of Land currently "for sale" on the open market, mint 1 Coin for each square_meter.
  2. For each parcel, sell those Coins to buy that Land. Like Bitcoin, these Coins bestow no rights of governance, have no redeemable value, imply no financial return and do not represent Land ownership.
  3. For each parcel, if all Coins are sold, buy that land and hold it for now.
               ... Meanwhile ...
  1. Ask potential Users for the future production they want.
  2. Mint 1 Ticket for each requested production.
  3. Ask for the Work and Land required to fulfill those Tickets.
  4. Mint 1 Contract for each (specialized) kind of Work required to fulfill 1 (or more) kind(s) of Ticket(s).
  5. Mint 1 Deed for each (specialized) kind of Land required to fulfill 1 (or more) kind(s) of Ticket(s).
  6. Offer a *bundle* of many different Tickets for each {1} Contract signature. This many-to-1 relationship, when resolved early (before production begins, usually Yearly), solve one half of the coincidence-of-wants problem faced by typical barter which is often late and unstructured.
               ... Meanwhile ...
  1. Vest Deeds to Users who complete Contracts.
  2. Vest Deeds to Users who pay Profit (when they buy surplus production).
  3. The specific Deeds you receive are, by default, the same *kind* as those which "back" the Tickets you hold. For example, If you hold Bread Tickets, you recieve Deeds in a Farm, a Mill, and a Bakery.
  4. As an owner, you hold Deeds to *avoid* paying Profit and Rent to other owners.
  5. As an owner, you may sell surplus production, but some % of profit collected (any amount above 0) must be invested *for the User who paid that profit*, and that User must be informed they now hold a tiny amount of (UNALLOCATED) Deeds proving they also have Land ownership. This ensures all Users gain "their own instance of" the Material Sources required for (that same kind of) future production.
  6. As a co-owner (when holding Land in groups, or groups of groups, recursively), you must compensate other owners based on arbitrary conditions negotiated between you and those other owners.
  7. The kind of Deeds you receive are based on the Tickets you hold, not the Contracts you fulfill.
  8. Each Ticket requires many kinds of Deeds and Contracts for fulfillment.
  9. Each Ticket is initially-invalid and finally-expiring, with a "Window of Validity" defined by real-world limitations of production and storage.
  10. The maximum Deeds held by each User should be limited by the minimum Deeds required by all other Users.

https://docs.google.com/document/d/1cRYLXIQnNWfXNU88UvxdlKgdLfOyoXSvl4xyp6xytMU/