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multica-ops โ

Designed and built by Jamil Lazarev.
Mops ๐ถ 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,
multicaCLI, 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,
@Mopsadvice 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 have | You want | Who decides what's next | You get |
|---|---|---|---|
| nothing yet | a team | Mops and a conductor | /mops init โ the work is shaped first, then staffed |
| a Multica workspace | it tidied and continued | as it is | /mops join โ audit, then fixes in batches you approve |
| a backlog in Linear/Jira | it moved here | you, mostly | /mops import, then crew mode |
| a list of tasks, no tracker | them done, you set the order | you | /mops crew |
| one job, no team | it done | you | a 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 / $300 | spent against the envelope ยท ~180M tokens ยท 240 tasks |
| ~88% | of those tokens are cache reads โ caching carries 72% of the bill |
| per agent | who burned what is itemized, so an expensive role is visible, not a guess |
| per feature | model + 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 importbrings 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