Necessities, luxuries, capital goods. Sort everything a society makes into those three buckets, give each one rule, and the economy quietly reorganizes itself — no central plan required.

Most of Copiosis's strangeness melts away once you see this one distinction. Everything made falls into one of three buckets, and each bucket carries a single rule. That's nearly the whole economic engine.
The three bucketsFood, shelter, clothing, healthcare, education — and the water, power, and transport that make them usable.
Rule: free to everyone Why: so no one is ever coerced by need. The providers are still rewarded — for the benefit their work creates.Everything beyond the baseline — the finer meal, the nicer instrument, the trip, the standout version of anything.
Rule: unlocked with NBR Why: this is where ambition and delight live, and where NBR finally gets spent — without gatekeeping survival.The land, tools, machines, materials, and workspace people need to make things.
Rule: free to would-be producers Why: so the barrier to creating drops to near zero — no fortune, no loan, no landlord required to begin.
The twistHere's the move that makes it work: the person who makes something chooses which bucket it goes in. Bake bread and offer it as a necessity, and it's free to all — your reward comes from the good it does. Bake an elaborate wedding cake and offer it as a luxury, and people unlock it with NBR. Either way you're rewarded for the benefit you create; the choice only shapes how people receive it, never whether you're recognized.
Nobody is assigned a category from above, and nobody is forced to give their finest work away. The system trusts makers to place their own output — and rewards the benefit whichever bucket they pick.
Same loaf, two waysTake one baker's bread and follow it down each path. The maker is rewarded in both — only the recipient's experience differs.
The rippleChange what things cost and why, and behaviors we treat as laws of nature simply stop making sense:
The honest edgesThree buckets handle the vast majority of what an economy makes, because most things can be produced in abundance. But some things are stubbornly finite — an original painting, a plot of land with a rare view, a seat at a one-night performance. There's only so much to go around, and no rule makes more.
Finite things are placed by their maker, like everything else — usually as luxuries unlocked with NBR. A maker can set that NBR level as high as they like, even out of almost everyone's reach, or choose not to offer the item at all. Rationing by reward covers a lot, and survival is never on the line.
A currently open question is who gets something when more people want it than there is to go around — a genuinely scarce luxury, or a necessity briefly in short supply. Deciding a fair way to allocate in that case — a lottery is the simplest and least gameable — is unsettled, and communities would work it out themselves. It applies to necessities as much as luxuries.
Keep exploringThe reward that unlocks luxuries — created from nothing, non-transferable, gone when spent.
Read this →The citizen-jury process behind the hard fairness calls — order without a ruler.
Read this →See free necessities and free capital goods in a lived day — the bakery that opened without a loan.
Read this →Free necessities and citizen-drawn lines only work if someone tends them — without becoming a ruler. Here's how.
Who actually runs itBack to Deep Dive