Skip to content

multica-ops โ€‹

Mops

Designed and built by Jamil Lazarev.

Mops ๐Ÿถ โ€” your Executive Advisor for Multica. One skill that builds and runs an autonomous company of AI agents: it interviews you progressively (small tasks stay small), stands up the workspace-as-company via the CLI โ€” conductor/PM, squads, skills, integrations โ€” optionally stands up a resident Mops inside Multica, and stays your console: status, recovery after limits, features, roadmap, hiring.

New here? Getting started takes you from nothing to a running team in a few minutes. This page is the why and the mental model behind it.

Two seats of Mops โ€‹

Mops is one advisor with one name, reachable in two places:

  • Mops in CLI โ€” where you build. Full machine reach (shell, git, multica CLI, deploy), instant chat, its own quota. Best for the heavy work: bootstrap, hire, integrate, ops.
  • Mops in Multica โ€” an optional resident agent carrying this same skill, present in the workspace when you're away from the console. Async, shares the team's session limit; best for status, @Mops advice in an issue, and being the escalation vertex.

They don't share live chat memory, and you can't write into an agent's chat. The bridge is written state โ€” the repo and issue comments โ€” so bootstrap ends with a kickoff handoff (decisions distilled into docs/ + a pinned issue + Mops-in-Multica's first message), and Mops writes decisions as it goes. Test: the project must rebuild from repo + workspace alone. In the CLI while you build; in Multica once you live with a running team.

Four ways in โ€” pick none of them yourself โ€‹

You haveYou wantWho decides what's nextYou get
nothing yeta teamMops and a conductor/mops init โ€” the work is shaped first, then staffed
a Multica workspaceit tidied and continuedas it is/mops join โ€” audit, then fixes in batches you approve
a backlog in Linear/Jirait moved hereyou, mostly/mops import, then crew mode
a list of tasks, no trackerthem done, you set the orderyou/mops crew
one job, no teamit doneyoua quick job โ€” three questions, no machinery

Crew mode โ€” a team without a management layer โ€‹

Not everyone wants a company. A developer with a queue of tasks, a designer with a list, anyone who already knows what to build: they are the product manager, and the machinery that exists to decide what to do is pure overhead for them.

Crew mode is the honest shape for that โ€” executors, gates if you want them, and no conductor. No discovery, no roadmap ceremony, no ICE scoring, no cost ledger unless you ask. You assign the work; it moves because you moved it. Everything else still applies: the shared guide, review gates, session-limit recovery, the permission rules, dated work.

It is the default offer after an import, because someone who just moved their backlog has already decided what the work is โ€” proposing discovery over it would be insulting. And the four duties a conductor would have held (accepting finished work, approving an imported skill, holding start dates, settling a third review round) are handed to you, explicitly, at stand-up โ€” an unnamed duty is an unperformed one.

Adding a conductor later is a normal upgrade, not a redo. Mops offers one the moment you start asking what should be next instead of telling it.

Shape the work before you staff it โ€‹

A company is sized to a plan, not to a sentence. Hiring off "a macOS app" โ€” or "a snack brand" โ€” produces the team that sentence suggests, which is a guess. So before anything is created: what it is, who for, what is hard about it (uncertainty is staffing information โ€” an unknown gets research before it gets someone to execute it), what the work is made of in your domain's own words, rough size โ€” and only then a proposed team with its reasoning attached, which you can argue with.

It finds the right process, not just the right tool โ€‹

Ask it to design an app and it doesn't guess: it researches how that craft actually works โ€” information architecture, user flows, low-fi wireframes, your approval of the structure, then high-fidelity screens composed from a real component library (Pen.dev, Shadcn โ€” not hand-written HTML) โ€” shows you the process to cut or add steps, and finds a skill or tool for each. The same process-discovery runs for a launch, a migration, a content pipeline โ€” anywhere there's a "how", so the team doesn't improvise and hand you gradient placeholders.

And the design gate rejects bad work instead of rubber-stamping it: Mops never signs off design itself โ€” you do, at the checkpoint your control level set.

Why this exists โ€‹

Setup eats the first week. One interview and Mops stands the whole company up โ€” you start working, not configuring roles, prompts, review chains and integrations.

Agent teams die without an operator. A conductor drives the conveyor; Mops stays your console and, optionally, a resident Mops inside Multica for when you're away.

Session limits stall everything silently. Limits are first-class: detection with reset time, /mops recover, capacity levers, model tiering โ€” and a rerun that resumes rather than restarts, because a dying run takes its chat with it.

Nobody says what "done" isn't. A definition of done lists what counts; agents fail by delivering a plan instead of a result, or a quietly narrowed scope. Every feature opens with success in one sentence and then names the near-misses that don't count.

Agents get played. Everything an agent reads โ€” a web page, a competitor's site, an imported ticket, a third-party skill โ€” is data, never instructions. And nobody edits the bar they are measured against: acceptance criteria, review rubrics and the budget cap are locked surfaces, while reviews route away from the author.

Teams can't grow themselves. The role-builder researches best practices and skills for any role you name โ€” and when an agent's skills outgrow its budget, that's a signal to hire, not to prune a generalist.

Toolkits rot. Skills have a lifecycle: created from a routine seen twice and tested on a fresh agent, imported only after screening, compressed fail-closed, and released into their own repo once they've proved themselves. Screening re-runs on every upgrade.

Knowledge scatters. Decisions land in the repo as they're made, rejected options get an append-only home so they stop coming back, and a codebase map exists because every task starts in a fresh worktree with no memory of the last one.

One-size teams fit nobody. Everything beyond the invariants is an opt-in module; the progressive interview keeps small tasks small โ€” and every choice accepts "other": name any tool, Mops researches and wires it.

What it looks like in practice โ€‹

An illustrative month for a twelve-agent company on a $300 budget โ€” the shape the ledger gives you, with real list prices:

$280 / $300spent against the envelope ยท ~180M tokens ยท 240 tasks
~88%of those tokens are cache reads โ€” caching carries 72% of the bill
per agentwho burned what is itemized, so an expensive role is visible, not a guess
per featuremodel + service cost divided by what actually shipped

That itemization is the point: every release writes a cost/effort ledger (tokens ยท $ ยท time ยท per agent and per human) into git and onto the issue, so "what did this feature cost" has an answer โ€” and a shrinking budget re-proposes the stack instead of just raising an alarm.

What Mops handles โ€‹

  • The whole product loop โ€” discover โ†’ define โ†’ prioritize โ†’ design โ†’ build โ†’ review (parallel gates) โ†’ ship โ†’ measure โ†’ learn. Closed, not a dead end at merge. Priorities are ICE scores that cite their basis, tested by moving each one a point: if the top reorders, you're told the ranking isn't a decision yet.
  • The team โ€” hire, fire, and reconfigure agents and real humans; squads; experts & personas; a role-builder; optionally autonomous hiring.
  • Governance โ€” per-member access, human review checkpoints (who signs off where), a budget cap, and four kinds of surface: locked ยท editable ยท append-only ยท human-only.
  • Work that arrives from elsewhere โ€” /mops import brings a backlog over from Linear, Jira or a CSV: mapping shown first, issues created unassigned so nothing starts running by itself, resumable if it dies halfway โ€” then a quality pass proposes bringing each imported ticket up to the standard your company actually holds.
  • Dated work โ€” start dates are constraints, not hints: a post scheduled for Tuesday is written on Tuesday, and due dates order the queue alongside ICE.
  • Staying alive โ€” session-limit recovery, a full-circle health check (runtimes, integrations, API tokens), git-backed skill upgrades with rollback, two-way drift sync, assisted provider switch.
  • Two seats, many workspaces โ€” Mops in CLI for building, an optional Mops in Multica for presence, across several workspaces.
  • Cost visibility โ€” a per-release cost/effort ledger (tokens ยท $ ยท time ยท per agent/human) in git and on the issue.
  • Opinionated, free-first stacks โ€” a selection ladder (free โ†’ open source โ†’ self-hostable โ†’ in-repo โ†’ agent-drivable) across services, testing, security, i18n, CI/CD, audio & DSP, GEO (being cited by AI assistants, not just ranked), no-code judged by exit cost, and design/brand reference galleries โ€” every recommendation linked, with a monthly check that the links still resolve.

Where to go next โ€‹

  • Getting started โ€” install and first run, step by step
  • The Skill โ€” the full operating model
  • Use cases โ€” "I have an idea and no team", "everything froze", "what did this cost?" โ†’ what to say
  • Examples โ€” the same issue, handoff, review and ledger entry written weakly and well, side by side; the quality bar, not the shape
  • Commands โ€” every command, tagged by the surface it runs best on
  • Workflow Diagrams โ€” first message to a working company, the four routes side by side, conveyor, escalation, limits, skill lifecycle
  • Flows โ€” the full procedures behind /mops init, /mops join, /mops health, /mops upgrade
  • Bootstrap โ€” zero-to-team CLI recipes and traps
  • Stacks โ€” services, libraries, audio/DSP, testing, security, GEO, no-code
  • Modules โ€” design system, brand, external tracker bridge (all opt-in)
  • Roles ยท Playbooks ยท Reference