+ Do-ocratic circuit components for multiplayer collaboration
+ around shared goals. Wire together governance primitives on a shared canvas — thresholds,
+ signoffs, tunable knobs, and amendable circuits. Decisions happen by doing,
+ not debating.
+
+ GovMods are do-ocratic governance primitives —
+ drag-and-drop circuit components where decisions happen through action,
+ not deliberation. Contribute hours, pledge funds, sign off on requirements. When all gates
+ in a circuit are satisfied, the decision is made. No meetings required.
+
+
+
+
+
+
+
+
+ ✓
+
+
Signoff Gate
+
+
+ The simplest GovMod. A binary yes/no checkpoint — assign someone to approve,
+ or leave it open for anyone who steps up. Green glow when satisfied.
+ Do-ocracy: whoever shows up, decides.
+
+
+
+
+
+
+
+
+
+
Threshold Gate
+
+
+ Accumulate contributions toward a target: hours, dollars, signatures, materials.
+ Progress bar fills as people contribute. Gate opens when the community has collectively
+ done enough.
+ Decisions backed by real resources.
+
+
+
+
+
+
+
+ 🎛️
+
+
Tunable Knob
+
+
+ Adjustable parameters that wire into other GovMods. Set a budget cap, quorum
+ percentage, or time limit. Optional temporal viscosity:
+ a cooldown that prevents rapid parameter flipping.
+ Governance that adapts, but deliberately.
+
+
+
+
+
+
+
+
+
+
+
+ Do-ocracy in Action
+
+
+ Design → Wire → Do
+
+
+ Three steps from blank canvas to living governance. No proposals, no quorum calls —
+ just wire up the conditions and let people act.
+
+
+
+
+
+
+
+
+ 1
+
+
+ Design
+
Place GovMods
+
+
+
+ Drag governance components onto the canvas: signoff gates, resource thresholds,
+ tunable knobs. Or tell MI: "create a governance circuit
+ for building a climbing wall" and watch the GovMods appear.
+
+
+
+
+
+
+
+ 2
+
+
+ Wire
+
Connect the Circuit
+
+
+
+ Draw arrows from GovMod outputs to a Project aggregator.
+ Wire a knob's value to a threshold's target for dynamic parameters.
+ The circuit shows data flow and gate conditions in real time.
+
+
+
+
+
+
+
+ 3
+
+
+ Do
+
Contribute & Complete
+
+
+
+ Community members do the work: contribute resources, sign off, adjust parameters.
+ The Project tracks "X of Y gates satisfied"
+ and auto-completes when all conditions are met through collective action.
+
+
+
+
+
+
+
+
+
+
+
+ Example: Build a Climbing Wall
+
+
+ A community wants to build a climbing wall. Here's how GovMods make it happen
+ through do-ocratic action:
+
+
+
+
+
+
+
+
+
+
+
The GovMod Circuit
+
+
Signoff: Proprietor approval
+
Threshold: 50 hours labor (people pledge hours)
+
Threshold: $3,000 capital (people contribute funds)
+
Knob: Budget Cap → wires to capital target
+
Project: aggregates all gates, tracks completion
+
+
+
+
The Amendment
+
+ Someone offers to donate climbing grips. They create an amendment GovMod
+ proposing to replace the $3,000 threshold with a simple signoff
+ ("Grips donated?"). The community votes on the amendment, and on approval the circuit
+ rewires automatically — all arrows stay connected. The governance system evolved
+ because someone did something.
+
+
+
+
+
+
+
+
+
+
+
+ Why Modular Governance?
+
+
+ Traditional governance is monolithic: one system fits all. GovMods let each
+ community wire exactly the decision process they need.
+
+
+
+
+
+
+
+
+
Monolithic Governance
+
+
+
One-size-fits-all voting — everything needs a meeting
+
Decisions bottleneck on the few people who attend
+
Resource requirements invisible until someone asks
+
Governance structure is fixed — can't adapt to the situation
+
+
+
+
+
+
+
+
GovMod Circuits
+
+
+
Each decision gets exactly the governance it needs
+
Do-ocratic: contribute resources, don't just vote on them
+
Progress visible to everyone on a shared canvas
+
Amendments let governance evolve mid-process
+
+
+
+
+
+
+
+
+
+
+
+ Built for Do-ocratic Communities
+
+
+
+
+
+
+ 🔌
+
+
Modular
+
Mix and match GovMods to model any decision. Compose simple primitives into complex governance.
+
+
+
+
+ 👥
+
+
Multiplayer
+
Real-time CRDT sync. Multiple people contribute, sign off, and adjust knobs simultaneously.
Governance that evolves. Propose circuit changes, vote inline, and the wiring adapts in place.
+
+
+
+
+
+
+
+
+
+
+ Join the rSpace Ecosystem
+
+
+ Ready to wire your community's governance?
+
+
+ Create a Space and start building GovMod circuits. Drag gates onto the canvas,
+ wire them together, and let your community decide through action —
+ visually, collaboratively, and do-ocratically.
+
`;
+}
diff --git a/modules/rgov/mod.ts b/modules/rgov/mod.ts
index 1ea9f6a..c91aacf 100644
--- a/modules/rgov/mod.ts
+++ b/modules/rgov/mod.ts
@@ -1,19 +1,21 @@
/**
- * rGov module — Multiplayer governance decision circuits.
+ * rGov module — Modular governance decision circuits (GovMods).
*
- * Visual circuit builder where people assemble governance decision-making
- * systems from drag-and-drop components: binary gates, thresholds, knobs,
- * projects, and amendments.
+ * Do-ocratic circuit components for multiplayer collaboration around
+ * shared goals. Wire together governance primitives on a shared canvas:
+ * signoff gates, resource thresholds, tunable knobs, project aggregators,
+ * and amendable circuits.
*/
import { Hono } from "hono";
import { renderShell } from "../../server/shell";
import { getModuleInfoList } from "../../shared/module";
import type { RSpaceModule } from "../../shared/module";
+import { renderLanding } from "./landing";
const routes = new Hono();
-// ── Landing page ──
+// ── Module page (within a space) ──
routes.get("/", (c) => {
const space = c.req.param("space") || "demo";
@@ -26,19 +28,19 @@ routes.get("/", (c) => {
theme: "dark",
body: `
-
⚖️ rGov
-
Multiplayer governance decision circuits
+
⚖️ rGov — GovMods
+
Do-ocratic circuit components for multiplayer collaboration
- Build decision-making systems by wiring together governance components on the canvas:
+ Build governance decision circuits by wiring GovMods together on the canvas: