Glossary
Idleness
Idleness is expressed either as a fraction between 0 and 1, or
a percentage between 0% and 100%. It represents the fraction or
percentage of time that an individual or a society is inactive,
doing nothing, at leisure.
Unit or Perfect Idleness
Unit or perfect idleness is 100% or complete idleness.
It is practically unachievable, because there is always some amount
of work that needs to be done. Even if human technology were to
become so developed that no humans produced any of the goods they
used, humans would still have to monitor the performance of their
automated tool systems to ensure they were working properly.
And if they were to automate this monitoring, they would have to
monitor the automated moitoring systems.
Zero Idleness
Zero idleness is the state where individuals or societies are
working continuously, with no idle or leisure time. Zero idleness
is the threshold of death for individuals, or extinction for
societies, because if idleness falls further, then men are
unable to perform enough work to maintain themselves in the
available time. If it takes an entire day's work for a man to gather food
to just maintain himself alive, then if more than an entire day's work
is needed, then each day's work he does results in an accumulating
shortfall of food, and starvation and death.
Negative Idleness
Real or actual human idleness can never rise above unit or perfect
idleness, nor fall below zero idleness. Negative idleness indicates
a circumstance where human life is unsustainable, where a man must
work for more than one day each day to maintain himself.
Negative idleness is used in Idle Theory sometimes to denote
untooled human idleness - the effective idleness of humans who
do not have any useful, idleness-increasing tools - to demonstrate
that it is only by making and trading and using such tools that
human life can keep its head above water - above zero idleness -,
and that without tools they would perish.
Idleness greater than 100%
In some cases the idleness of individuals is calculated to be
greater than 100% idleness. Since real human idleness can never
rise above 100%, a calculated idleness of 300% can mean either
that a man is (almost) 100% idle, and in addition has 2 men
working for him continuously, or that he is 50% idle and has
2.5 men working continuously for him. Since his idleness cannot be
increased, the men working for him cannot be performing
idleness-increasing work for him, but are (most likely) providing
him with luxuries and amusements.
Tool Value
The value of a tool is the amount of time that it saves an
individual over its lifetime. If the use of a knife in gathering
plants saves a man 1 hour a day, and the tool's lifetime is 12
days, the value of the tool is 12 hours.
The same tool may have different values depending on the use
to which it is put.
Tool Cost
The cost of a tool is the amount of time required to make it.
Tool Price
The price of a tool is the amount of money that is paid to
buy a tool. Since tool values and costs are measured in human
time, the real price of goods is also measured in human time.
In Idle Theory's economic simulations, money takes the form
of a IOU which is a promise to perform some amount of work.
Tool prices can also be denminated in terms of other tools.
Useful Tools
A useful tool is one which overall saves men time in some activity
in which they are necessarily engaged. A tool is a useful tool if
the value of the tool exceeds its cost, because the time gained from
using the tool exceeds the cost of making it. Useful tools act to
increase human idleness.
Luxuries
Luxuries are tools whose cost exceeds their value. The use of
luxuries acts to decrease human idleness.
Luxuries may simply be badly made tools, such as blunt knife
which saves its owner little time, or one which becomes blunt
very quickly, while taking a long time to make. Equally a knife
that is both sharp and durable, but has a pearl handle and
an ornamentally engraved blade may have cost so much to produce
that its real value is less than its cost.
Most luxuries, however, are goods that are desired for themselves,
or for the pleasure and amusement they provide, and not for any
idleness-increasing utility. Works of art - paintings, sculptures -
have a cost of production, but have no value as tools. If luxuries
actively use up time, then their value is negative. A book which
requires its owner to read it, or a theatre play which requires
the audience to watch it, or a game of chess that requires people
to play it, may all be regarded as having negative values.
Incapacitating drugs, or games or pastimes which carry a threat
of physical injury (mountaineerig, rugby, etc) may also be regarded
as having negative value.
When human life is largely idle, it is natural that people should
consider ways in which to while away their idle time. Were human
life by nature one of perfect idleness, there could be no useful
tools, because idleness could be increased no further. In such a
society, the only goods that could be manufactured and traded would
be luxuries of one sort or other.
Money
Since the real value and cost of tools and luxuries is measured
in human time, their real price is also measured in human time.
In the Idle Theory economic simulation model, real pricing is used,
in the form of money which is a promise to perform some amount of
work. If the price of some good is 2 days, then a buyer can be
regarded as handing the seller an IOU on which he promises to perform
2 days work on request. If these IOUs say that "Mr. X promises to
perform N hours of work on request for Mr. Y", then these IOUs cannot
circulate as currency. If the promise is that "Mr. X promises to
perform N hours of work on request for whoever bears this promise,"
then these can be used as currency, because if the notes become
interchangeable.
This form of money only works if everyone keeps their promises,
and they don't issue more IOUs than they can pay. It is quite
possible for a tool to be used as money, and for people to pay for
goods with some number of small tools. Potential buyers of tools
must then acquire these tools before they can buy anything. This
restricts the potential for abuse. However, since the maker of
whichever tool is used as money is effectively the owner of a
mint, he also can flood the trading system with money. Equally,
if there is not sufficient money in circulation in the system, trading
may be hampered.
Commodity money of this sort has a source - its manufacturer -
and a sink - its buyers and users -. The sink ensures that as money
is entering the trading sysem, it is also being removed. Historically,
gold and silver ingots or coins have been used as money, and both
are useful metals. Gold, in particular, does not easily corrode, and
so gold can be used as money for long periods in ways that, say,
potatoes cannot. Gold and silver are also divisible into small units
so that the price of most goods can be denoted by them. The historic
problem with the use of gold as money has been that there has frequently
not been enough in circulation to cover transactions. This led to
the introduction of banknotes which were redeemable in gold, and
ultimately, when these notes were seldom redeemed, to the issue
of banknotes which were not redeemable in gold.