Companies

Charter a firm in a trade you have mastered, put people on a clock, and let the day's output pay the wages. What it costs, and what it collects.

What a company is

A company is a licence to turn one profession's output into a business. You charter it in a trade you have mastered, other players work its floor, and the coins and goods their shifts produce land in the company's bank account instead of their pockets. Once a Minecraft day the company pays out again as wages.

Every one of the 15 professions has a charter row: a company noun and the set of sectors that company may collect from. A Farmer charters an Agricultural Company covering FOOD and HERB; a Hunter charters a Hunting Company covering FOOD and MISC; a Fisher charters a Fishery over the same two. There are eight sectors in all: FOOD, BLOCK, ORE, HERB, TOOL, WEAPON, ARMOR and MISC.

The charter test is the first thing every stack of goods meets, and it is the single rule that stops one company monetising the whole game. A Mining Company that walks into a wheat field keeps the wheat personally: it is out of charter, so the firm never sees it.

The licence is granted once, at founding, and the company is never re-validated against your live job data afterwards. If you later cycle the chartered trade out of an active job slot the company survives, but you can no longer clock in at it yourself until the trade is back in a slot.

The five smithing trades earn no labour income. Weaponsmith, Armorsmith, Toolsmith, Jewelsmith and Blacksmith ship an empty income map on purpose: they are XP trades. A smithing company therefore earns nothing from wages-side labour and consignment of goods is its only revenue route. The founding screen says so in red on those five tiles, and the daily action minimum is waived for a charter whose trade declares no coin income, so its staff are not paid zero for ever.

Much of the company system is written in code and has not been verified on the live server. Numbers here are read from the shipped defaults; an operator can move most of them.

Founding one

Founding costs two separate sums from two separate pots. The licence fee is 25,000 coins, charged as a purchase, so your faction's tax is added on top and the figure quoted to you is the taxed total the wallet is actually compared against. It draws from your bank account first, then your wallet, then coin notes in your inventory. The starting capital is 100,000 coins, moved out of your bank account and into the new company's account, where it stays as the firm's opening balance.

Both pots are checked separately before either one is taken, so a refusal can tell you which of the two is short. The order of work is: charge the fee, move the capital, create the company. If the capital move fails after the fee was already taken, the fee is moved back out of the event account rather than reprinted, so nothing is minted to fix it.

The six gates

A refusal names its own reason. There is no silent failure here: every gate has its own outcome, and the founding confirmation screen paints all six verdicts with the shortfall figure beside each one.

GateWhat must be trueIf it fails
MasteryMaster or above in the chartered trade, and that trade sitting in one of your active job slotsThe tile shows the live XP figure, for example 41,200 of 60,000
Faction permissionYour faction has companies switched on with /f settings companies onRefused; the setting is off by default for a new faction
Faction membershipOnly if the server requires one. Founding without a faction is permitted by defaultRefused, naming the requirement
A free slotAt least one of your company slots unusedRefused, printing your own used count, not a generic maximum
One firm per tradeYou do not already own a company chartered in that same tradeRefused, naming the existing company
Both potsThe taxed fee affordable, and 100,000 in your bank accountRefused, saying which of the two is short and by how much

The name is checked on its own and refused on its own: 3 to 32 characters, sanitised before it is ever stored, so no later screen has to remember to escape it. Names may contain spaces; tab completion offers them with underscores and the command resolves both spellings.

How many companies you may own

Your company slots are your unlocked job slots plus any tiers of the company-slots buff, and the whole thing is capped at 6. Two job slots are free, the third is a 150,000 coin unlock from /shop. The buff runs to three tiers, base cost 150,000 coins with each tier 1.6 times the last. Every founding surface prints your own live slot count rather than a documentation figure.

You are on your own payroll from the day the company exists, at a salary of 0, flagged as the owner. That row is what lets you clock in and work your own floor. Founding is not gated on being unemployed, so you may charter a mining firm while employed as a Miner somewhere else, but only one employer can hold a given job slot at a time.

The clock, and what the firm collects

Nothing reaches a company until somebody is on its clock. /company clock starts a shift, and while it runs a boss bar shows what you have earned the firm so far and counts down to the next payslip. Clocking out ends it; a server restart clocks everyone out cleanly and banks the time already worked, and a returning employee is told they are off the clock rather than left to guess.

Two things are collected, and only two.

  • Coins from your job actions. The payout forks at one place, the moment before the money would have entered your wallet, so every multiplier has already been applied: the Smuggler bonus, the Trader's Merchant Prince, the faction income boost. A clocked employee's swing is worth exactly what the same swing is worth freelance. The action bar tells you where it went, for example MINE +12.4c to Ironvein Mining Co., and the payout you are handed back is a real zero rather than a number dressed up as one.
  • Physical goods, if they are in charter. Drops are taken as they leave the block, after the job system has finished restoring ores and adding bonus copies, so the firm gets the authoritative final set rather than a guess. A break in a depleted zone that yields nothing consigns nothing.

Job XP is untouched. So is the faction income share, which is keyed on the work a member did rather than on where the coin landed, so your faction earns the same cut from your shift as it would from your freelance hour. Bonus drops rolled by a buff stay with you personally, and the receipt says so.

Goods with a base value of 0 are treated as unmeasured, never as free: the stack stays in your inventory and the exact blocker is explained once per topic per session rather than once per swing. Anything out of charter, and anything at all while you are off the clock, drops and pays to you exactly as it always did.

Only one employer may hold a given job slot. If your Miner slot is contracted to somebody else's firm you cannot clock in at your own until you resign there, and the refusal says so plainly while making clear you still own the company either way.

The employee's side of all this, applying, offers, salaries, resigning and what a payslip actually says, is covered in the employment article.

Selling: the three routes

Coins collected from labour are already money. Goods are not, and every consigned stack leaves the warehouse by one of three routes. The route is set per sector, and can be overridden per item.

RoutePriceWhen you get paidLimit
Event Shop bid55 percent of base value, times the server-wide price multiplierImmediately, on consignment250,000 coins per company per Minecraft day
Market board85 percent of the local market value, raised if needed so it never sits under 1.15 times the Event Shop bidWhen a player buys the listing64 pending listings; the listing fee burns from the owner's personal wallet
Your regional shopWhatever you priced the shelf atWhen someone visits and buysA whole-shop link, not a per-item split

The ladder is deliberate and the screens name it: the server always pays least, because it buys instantly and never runs out. The Event Shop bid is quoted at the world price level rather than the claim you are standing in, so where the seller stands cannot move it. On a stock server there is no local market value at all, in which case the market route falls back to the Event Shop bid and says that it did.

Defaults are per sector. To override a single item, hold it and run /company consignment item with eventshop, market, rshop, clear or list. Holding the good is what makes this workable: an item key looks like minecraft:deepslate_diamond_ore, and a typo would create an override matching nothing. There is room for 32 overrides, and at the cap the command refuses rather than quietly evicting one of your earlier decisions; re-pointing a key you already set is always allowed.

Goods sold to the Event Shop reappear in a Company Sales section of /eventshop, at full base value, with the producing company named on the card. That shelf holds real stock: buying decrements it and a sold-out line disappears on the same tick.

Revenue means realised coins only. A stack sitting on the market board or on a shop shelf has not been sold, so it does not count toward the firm's earnings rate or its share price. The Finance screen shows it separately as pending value, which is the honest place for it.

Payday

Payroll settles once per Minecraft day, at world time 1000 in the world the server has pinned for payroll. The ticker checks every 10 real seconds, but it pays on a rising day counter rather than on time having passed, so the check interval is not an economic knob: halving it does not halve wages.

A settlement runs in a fixed order, and the order is the promise.

  1. The warehouse is realised first, so the day's sales are in the account before wages are drawn against it. A company that sold a full day's output should not miss payroll while still holding the goods that would have covered it.
  2. Employees, longest-serving first, each paid in full or not at all until the money runs out. This falls out of the arithmetic rather than being a special case: after a partial payment the balance is zero, so the next person's payable is zero.
  3. Arrears before current wages, per person: back pay, then base salary, then production bonus.
  4. The owner's draw last, out of whatever survives. This is structural rather than a comment: the payroll loop iterates the staff list, which by construction cannot contain the owner's row, and the owner draw is a separate call placed after it.
  5. No corporate tax. Every coin that just left was taxed once, on the payslip, to the worker's own faction. A faction that wants a levy on company profit can write one as a rule; it defaults to nothing.
  6. Dividends, and only from a company that actually paid everybody.

What a payslip is made of

  • Attendance is your clocked time over a full shift, capped at 1. A full shift is 20 minutes, scaled down to the interval actually being settled so a short Minecraft day cannot charge you a full day's entitlement against a fraction of a shift.
  • Base is your salary times attendance. Salaries are capped at 250,000 coins a day.
  • Bonus is 10 percent of what you produced that day, and it is no longer withheld for a short shift: the firm has already banked that revenue, and holding the bonus back would hand the worker's goods to the owner.
  • The action minimum is 20 income-earning actions. Fall short and the salary term is withheld in full; that is the shipped behaviour, though an operator can switch it to pro rata, in which case 19 of 20 actions pays 95 percent. Arrears are paid either way, because a debt is owed for work already done and does not evaporate because you did not show up today.
  • Tax is carved out of the groß once, to your own faction, and the payslip prints the rate, the destination, the net and the company balance afterwards. Every figure comes off the record of what actually moved rather than being recomputed at render time.

Every settled day writes a payslip, including one that paid nothing, and a zero payslip names the reason. Slips are kept for seven real days and read with /company payslips. If the server was down, a company more than three days behind settles at most three and then snaps its marker forward, logging how many days it skipped: replaying weeks of payroll in one tick would push every firm into insolvency at once.

The owner's own shortfall is a loss, never a debt. Carrying it as arrears would latch the company shut, because it could never return to a clean balance sheet, and at wind-up it would put the owner's unpaid draw in competition with the employees' unpaid wages.

Arrears, insolvency and winding up

A company sits on a five rung ladder, and the rungs are an escalation: ACTIVE, ARREARS, INSOLVENT, LIQUIDATING, DISSOLVED. One missed wage moves it off the top rung.

Only wages the company genuinely could not cover advance the counter. A wage that could not be delivered, because the worker has no bank account to receive it, still shows the firm in arrears, since it does owe the money, but it does not march the company toward liquidation for something no owner can fix.

Days behindWhat happens
1The company drops to ARREARS. It keeps trading, and the debt stays on the books at full value
7INSOLVENT. Every employee is released, with their arrears intact. A released row stays on the roster at a salary of 0 so the debt is still payable, and retires the moment it clears
14The company is wound up
AnyBack to ACTIVE the moment the books are clean, which also clears the liquidation clock

What winding up pays, and in what order

Manual dissolution, insolvency liquidation and a wind-up all arrive at the same funnel, so they cannot disagree.

  1. The warehouse goes first. Every live listing is cancelled, the stock is recovered and the lot is sold to the Event Shop bid, ignoring the daily cap because the record is about to be deleted and stranded goods would simply be destroyed.
  2. Employees' arrears, pro rata if the money is short.
  3. Shareholders, pro rata from what remains.
  4. The residual to the owner.
  5. Every pointer is unwired before anything is deleted, and one audit line records the opening balance, the arrears paid, the amount refunded, the residual and anything written off.

/company dissolve is behind a consuming 30 second confirm, and an expired or mismatched confirmation is dropped rather than honoured, so typing a different target arms afresh instead of confirming the old one.

A faction disbanding does not dissolve the companies on its land. A company is its owner's property. What does happen is that any shares the dying treasury held are bought back at the live price, and any forced share state that faction imposed is released, by that faction alone.

The company account, and its shares

A company banks at a bank, the same as a player does, and its balance is kept alongside player balances so payroll, deposits and share trades are a single atomic write. You top it up with /company deposit and take money out with /company withdraw.

Withdrawals cannot touch the wage reserve. What is free to take is the balance minus outstanding arrears minus two days of the firm's current payroll commitment, and that reserve is spelled out on the Finance screen rather than left as an unexplained cap. Every preset tile names the uncapped amount and greys when the amount does not fit, so a tile labelled 10,000 never quietly moves 500.

The owner's draw tax ships disarmed. Both the feature switch and the per-reason exemption have to be on before a single coin is taken, and until then /company withdraw and /company info quote groß, tax and net with the tax at zero. Deposits and the founding capital are not taxed at all: they route through a primitive that never consults the taxability flag.

Going public

A company can issue shares, which is a separate instrument from faction stock and behaves differently in one important way: a company can trade with itself, because its owner and its employees can buy its shares.

FigureValue
Listing fee250,000 coins
Share count100 to 1,000,000, never below what is already outstanding
Price band0.70 to 1.40 times fair value, clamped and reported when it clamps
Dividend policy0 to 50 percent
Purchase cap10,000 shares per buyer per company per real day
OpennessPRIVATE, FACTION_ONLY or PUBLIC

Net worth is the account balances plus pending stock minus arrears, so a firm that owes more than it holds carries a genuinely negative book value. That negative is not laundered away: the price itself is floored at 1 rather than the book being fudged upward. Nothing is added for the company's own outstanding shares, because equity is a claim on the balance sheet and not an asset in it.

Dividends come out of the same reserve rule as any withdrawal, so wages always come first. A holder with no bank account is skipped rather than losing the money: the company is never debited for a payment that cannot land, and the claim is paid next period. Player dividends are taxed as income; faction dividends land in a treasury and are not.

FACTION_ONLY never confiscates. Existing outside holders keep every share and may still sell back; only new purchases are gated. The faction whose claim holds a company's headquarters can force it public or faction only through /f companies, and can release that state again; the verbs need moderator authority, the list does not, and the owner is told when it happens.

Screens, commands and the headquarters

The company system has 21 screens, and since the platform pass every one of them is reachable by a typed command as well as by a click. Four used to be; the other seventeen were click only, which made them invisible to anyone who navigates by keyboard. Five verbs and a /company gui router closed that gap.

ScreenWhat it is for
HubThe company at a glance: lifecycle ladder, balance, staff and on shift counts, revenue rate, wages due, next settlement, days of runway
Directory and MarketEvery company, and every company with shares listed
ProfileThe public card. An outsider, an employee and the owner see the same five facts and the same four controls, with whatever they may not use greyed and carrying the reason
Roster and Employee detailStaff with shift bars, actions per day, produced today, salary steppers in 100 and 1,000 increments, and the last seven settled days
Applications, Offers and the hire pickerThe hiring flow. Selection is separate from acceptance, and identity crosses a click as a stamped id rather than a grid position
ConsignmentEvery sector painted, chartered or not, each with the live three way price ladder and the route it is on marked
FinanceDeposits, withdrawals, the reserve written out in full, and dissolve
StocksDividend policy, yield, your own position, the issue bar and the floor, fair and ceiling valuation ladder
Ledger and PayslipsSeven settled days with revenue, wages, tax, dividends and profit, and the slips behind them
My workThe employee's own screen: shift bar, clock, produced, attendance, estimated wage, arrears, resign
HQWhere the headquarters sits, what the floating sign reads, and the link to a regional shop
HelpNine topics, every figure read live from the running configuration so the guide cannot drift from what the code charges

/company (also /co, also /firm) carries 37 subcommand tokens across 28 verbs and has no permission node, so authority is decided by ownership and faction rank rather than by a permission an operator has to remember to grant. /company explain and /company help both exist for the parts you have not met yet.

Setting a headquarters anchors the company to a block you are looking at. The hologram above it shows the name, the charter, the staff count with a live on shift figure, Hiring when the firm is actually accepting applications, a share line when there is a real listed price, and a prompt to right click or tap. That interaction is real: clicking the block opens the hub, and a Bedrock tap counts.

Two faction settings sit next to this. /f settings companies decides whether members may found companies at all, and it is off for a new faction. /f settings openshops matters when the server arms the storefront licence, which ships off: with it armed, /rshop create needs you to own an active company, or needs the faction that owns the chunk to have opened its land to public shops. Arrears is deliberately not enough there, since a firm that cannot pay its own staff should not be opening new shop fronts, and settling the wages restores active status on the next settlement.

On Bedrock the whole system is left click driven. There is no anvil input and no sign input anywhere in it, and the single free text field, the company name, is handed to chat as plain typeable text.