Thanedar’s Game

Idea: Create a Virtual Game simulating Cryptocountry formation and growth.

Problem: Real-world political and economic experiments take decades to demonstrate their ultimate successes and failures and can lead to significant hardship and loss of life.

Solution: A Massively Multiplayer Online (MMO) Game simulating the creation of and competition between cryptocountries.

  • Design and implement political and economic systems for your Cryptocountry to compete for Citizens and Wealth.
  • Featuring Protocols and Gameplay that make it easy to:
    • Create and distribute virtual currencies.
    • Encode laws, rules, and citizenship requirements.
    • Enable communications by and between Countries and Citizens.

Purpose: Incentivize people to compete to create the best prototypes for Cryptocountries.

  • This Game allows us to quickly test many different political and economic strategies virtually as preparation for creating ideal cryptocountries.
    • Like Battle School and Command School in Ender’s Game, increasingly complex versions of this Game can also be used as training simulators for prospective cryptocountry leaders.

Vision: Virtual Countries are simulations of Cryptocountries.

  • Cryptocountries are the future of mass political and economic governance.

Setup: New Countries are created by Founders.

  • Founders set the initial governance and then can retain total control (e.g. monarchy/dictatorship) or distribute some or all of this power through democratic or other means.
    • Countries can be governed algorithmically or through the actions of its Founders and/or Citizens.
    • Countries start with no Currency but have the right to mint their own Currency at their discretion.
  • Founders start with no Citizens other than themselves but can recruit new and existing Players to switch citizenship to their Country.

Playing: New Players can join existing Countries or start their own Country.

  • Each Player can only be a Citizen of one Country at a time.
  • New Players enter the Game with no Currency and can only join Countries that have open borders.
    • Example: AAA allows Players to join their Country for no cost, but all AAA Citizens are subject to AAA’s 10% daily tax, redistributed progressively to AAA’s poorest Citizens.
  • Players may switch their citizenship subject to the laws of the new Country.
    • Example: BBB allows Players to join their Country for a cost of 10BBB, to be distributed equally between all prior BBB Citizens. BBB Citizens pay no taxes.

Timing: Each Game lasts a set period of Days (e.g. 30).

  • Countries can implement new political and economic policies once per day.
  • Games played in Real-Time could last weeks or months and would be played Virtually.
    • Real-Time Games rely more heavily on Founders and early Citizens’ community-building ability to recruit new Players into the game and become Citizens of their Country.
  • Games played Live would be condensed into one day or less.
    • Example: Each Day takes 10 minutes, so a 30-Day Game is completed in 5 hours of gameplay.
    • Live Games require quick consensus-building between Founders and/or Citizens.

Winning: Prizes given to Winners of these Games:

  1. Population Game: Country with the largest number of Citizens.
  2. Equality Game: Country with highest Net Wealth of its poorest Citizen.
  3. Wealth Game: Country with the highest Total Wealth.
  4. Richest Game: Player with the highest Net Wealth.
  5. Dominance Game: Player who sweeps Games 1-4.
    • This would require one Player winning the Richest Game and being on the winning team of all three of the Team Games.

Prizes: Shared between Citizens of winning Countries through different methods, including:

  1. Unilaterally: All shares initially held by Founders, who decide how shares are distributed (if at all).
  2. Directly: Equal shares to every Citizen.
  3. Proportionately: Shares defined by ownership of native Currency held by each Citizen at Game’s end.

How To Win:

Example: Assume there are three countries, with currencies AAA, BBB, and CCC:

  • Population: AAA = 200 Citizens, BBB = 100 Citizens, CCC = 50 Citizens
    • AAA wins the Population Game.
  • Exchange Rates: AAA/BBB = 0.1, AAA/CCC = 0.5, CCC/BBB = 0.2
    • BBB is the Reference Currency.
      • 10 AAA = 1 BBB, 5 CCC = 1 BBB
  • Highest Top Wealth: Citizen #1 in BBB, BBB1, holds 100AAA, 200BBB, and 20 CCC, which converts to 214 BBB, the highest Net Wealth in the Game.
    • BBB1 wins the Richest Game.
  • Highest Base Wealth: The poorest Citizen of AAA has 50AAA (5BBB), the poorest Citizen of BBB has 0 BBB, the poorest Citizen of CCC has 10CCC (2BBB).
    • AAA wins the Equality Game.
  • Total Wealth: Citizens of AAA own currency worth 10M BBB, citizens of BBB own currency worth 8M BBB, and Citizens of CCC own currency worth 12M CCC.
    • CCC wins the Wealth Game.

Strategies: Players can copy existing political and economic systems or create their own.

  • Democracy:
    • Share power equally among citizens and vote daily on new political and economic policies.
      • This adds coordination and leadership risks and increases flexibility and creativity.
      • This strategy should increase chances of winning the Population and Equality Games and decrease chances of winning the Wealth and Richest Games.
  • Dictatorship:
    • All Country policies are controlled by one or more Founders.
      • This strategy should increase the chance of winning the Richest Game while decreasing chances of winning the first Three Games.
      • If executed dominantly, this strategy should be the most likely path to winning the Dominance Game.
  • Modern Monetary Policy (MMT):
    • A Country implementing MMT would continuously mint new currency and distribute it progressively via UBI or other redistributive methods.
      • This strategy should increase chances of winning the Population and Equality Games and decrease chances of winning the Wealth and Richest Games.
  • Atlas Shrugged:
    • A Country following an Altas Shrugged strategy would enact libertarian monetary policies and require high admissions criteria (e.g. wealth/talent requirements and/or initiation fees) to join.
      • This strategy should increase chances of winning the Wealth and Richest Games and decrease chances of winning the Population and Equality Games.

Rules and Definitions:

  • Monetary Policies: Countries can set their own monetary policies, including setting a tax rate and schedule and implementing the creation and/or destruction of its own currency.
  • Exchange Rates: Measures the relative value of two different currencies based on Currency Pairs in trades between different Players and Countries.
    • Countries can set their own Exchange Rates when accepting Currency from their Citizens.
    • Countries can set effective Exchange Rates via foreign exchange trading with other Countries.
  • Reference Currency: Converts value of all currencies into the single currency with the highest value per coin.
  • Net Wealth: Calculates the total value of each Citizen’s Currency holdings based on Exchange Rates to the Reference Currency.
  • Total Wealth: Sums the Net Worth of all Citizens in each Country.

References:

Published by Neil Thanedar

Neil Thanedar is a scientist, entrepreneur, philanthropist, and activist. He is the founder & CEO of Air to All, a 501(c)3 nonprofit medical device startup designing low-cost respirators and ventilators for COVID-19 and beyond. He is also the co-founder and CEO of Labdoor, a consumer watchdog that independently tests and ranks supplements and other health products for its 20M+ users. He previously co-founded Avomeen Analytical Services, a product development and testing lab acquired for $30M+ in 2016. He has worked with community organizations since 2007 and political campaigns since 2016 to fight for better education and economic opportunities in Michigan.