Crew Pay & Payroll

Each person paid the way they're actually paid — by the hour, by the day, by the job, with a share of what the crew saves, or on commission — a raise path everyone can see, then a pay run that works out the withholding and hands over a clean register.

The operating system built exclusively for post-frame and barndominium builders.

Instead of: Straight time that pays the same whether a job took two days or three, hours guessed from memory, raises promised at the truck and forgotten, commissions in a spreadsheet, and a payroll rebuilt by hand every pay day.

Pay Structure — Rates and surplus multipliers
Rates and surplus multipliers
Surplus multiplier

The surplus is split by hours worked × each person’s multiplier. At 1.00 for everyone it is hours alone.

A crew leader at 1.20 takes 20% more of the surplus per hour than someone at 1.00. Start conservative — small steps like 0.9 to 1.2 — and simulate below before changing real pay.

Saved to each person. Everything below simulates with these.

Caleb Yoder
Crew leader
$/hr 28× 1.4
Eli Fisher
Crew member
$/hr 24× 1
Josh Martin
Crew member
$/hr 24× 1
Sam Byler
Crew member
$/hr 20× 0.85
Aaron Riehl
Crew member
$/hr 17× 0.2
Rates and surplus multipliers on a crew's tab in Settings → Pay Structure → Hourly + shared surplus — each person's $/hr and multiplier, saved to the person. Real screen · sample data.
Scroll — 12 steps
The short answer

How should a post frame crew pay system work?

Pay each person the way they're really paid, by the hour, the day or the job, then set the labor budget before the job starts and share what the crew saves under it. A good post frame crew pay system splits that surplus by hours worked, puts day rates on a ladder everyone can see, takes hours from the crew's own phones, and still pays the overtime the law requires.

Why it works
  • Team pay lifts output when the team can move the number. When a garment plant moved to team piece rates, productivity rose 14%, high performers joined teams first, and mixed-ability teams did better. Hamilton, Nickerson & Owan, 2003 ↗
  • A day rate doesn't switch off overtime. Under federal law, overtime is based on the regular rate however pay is figured, piece rate, salary or otherwise, and a lump sum paid without regard to hours doesn't count as overtime pay. That is why hours still get recorded on a day-rate crew. US DOL, Fact Sheet #23 ↗
  • Pay gaps hurt when nobody can see why. In a field experiment, unequal pay among coworkers cut output by 0.24 standard deviations and attendance by 12%, but had no effect when the productivity differences were visible. A tier ladder and a surplus multiplier with a stated reason are visible. Breza, Kaur & Shamdasani, 2018 ↗
  • Across 78 studies, people work less in groups, and loaf less when their own output can be evaluated. Hours per person and filed reports keep each share of the crew's surplus tied to what each man did. Karau & Williams, 1993 ↗
The problem

Straight time pays the same for slow

Paid straight time with nothing else, a crew earns the same whether the job takes two days or three — or more for three. Nobody is being dishonest. The incentive simply points nowhere, on every job you run, and the day a fast crew saves you is a day it never sees. Post-frame crews are paid by the job, the day or the hour, and this is built exclusively for post-frame and barndominium builders — so it pays them the way they're really paid.

The alternative most builders are living with, whether they pay by the hour or by the day.

Crew hours, day by day
3CCrew hours, day by day
010203040
Day 1Day 2Day 3Day 4Day 5Day 6Day 7
The real screen, drawn from the product’s own design system. Sample data — no customer information appears here.
Beat one

Every job is figured for a number of days

You price the job's labour for a number of days. Those days, times what a planned day of that crew costs — its rates plus the fuel and equipment allowance — is the labour budget. It is set before anyone picks up a hammer, and it does not move when the job does. The crew knows the target from day one, and a clear target is something to beat.

A job priced as a lump of labour, with no days against it, gives nobody anything to beat.

What a job costs at these rates
2What a job costs at these rates

The pool is fixed by the days you figure for, not the days it takes. This is what you are committing to before anyone picks up a hammer.

Figured forLabourFuel & equipmentTotal pool
2 days$3,520$600$4,120
4 days$7,040$1,200$8,240
7 days$12,320$2,100$14,420
14 days$24,640$4,200$28,840
30 days$52,800$9,000$61,800
The real screen, drawn from the product’s own design system. Sample data — no customer information appears here.
Beat two

Pay by the hour, with no minimum day

On hourly + shared surplus, every hour is paid at each person's own rate, with no minimum day to argue about. The hours come off the crew's own phones — one tap on Clock In, one on Clock Out — and the count runs on the button to the second: three hours and twelve minutes into framing at Ray Wenger's 40×60 shop. Before clocking in he picks Job, Drive or Office / Shop, and switching mid-day keeps the hours already worked where they were — so the drive to the site gets paid and a morning in the shop never lands in a job's cost. No signal on site? It's saved on the phone and sends itself later. Nobody writes hours up at the end of the week, and men trust a clock they can see.

Hours written up from memory at the end of the week are hours nobody can check.

Ridgeline Post Frame
Ray Wenger — 40×60 Shop
On the clock
3h 12m 08s
Saved on this phone — it’ll send itself when you get a signal. You can close this.
On the clock · 3h 12m 08s
Ray Wenger — 40×60 Shop
Framing
On the clock for
Tap another to switch. The time so far stays where it was.
Add Photo
Blocked
The crew app on the clock — the count running on the red button to the second, with the no-signal line above. Real screen · sample data.
Or

Or pay by the day, on your own ladder

On day rates with shared surplus, each person earns their tier's day rate for every day worked. A tier is a rate, not a rank — two people on the same tier earn the same day whatever their title, so pay is set by the ladder instead of negotiated one person at a time. A man can see the next rung, and that's something to work toward.

Day rates agreed one man at a time end up depending on who asked loudest.

Pay tiers
Pay tiers

What one full day is worth at each tier. Crews paid by day rates are priced from these, and a person earns their tier’s rate for every day they work.

All tiers
$1,760
Tier 1$500/day
Tier 2$400/day
Tier 3$350/day
Tier 4$270/day
Tier 5$240/day
+ Add tier
The real screen, drawn from the product’s own design system. Sample data — no customer information appears here.
Beat three

Beat the days, and the crew shares what's left

Finish inside the budget and what is left after pay and equipment is the surplus, shared among the people on the job by the hours they worked. On the hourly model each person's hours carry a surplus multiplier, so the leader who carried a weak day can earn more of it than his hours alone say. Beat a four-man job by two days and that is real money, split between the people who earned it — and a crew that's earning more works like it owns the job.

Straight time gives the crew that saves you two days exactly nothing for it.

Share of the crew's hours
3BShare of the crew's hours
Nate OttingerBess KowalczykOtis BrambleSherman EalyLevi Yutzy
The real screen, drawn from the product’s own design system. Sample data — no customer information appears here.
Beat four

Run long, and it lands somewhere on purpose

The screen is a day-rate job that ran long: every person keeps the day rates they earned, and the overrun comes off your margin, not their pay. On hourly + shared surplus the same job books a shortfall instead, and somebody decides whose it was — the crew carries it into its next surplus, or the company absorbs it — and admins and project managers hear about it while the job is still running long, not after. Fair rules on a bad week are what keep good men.

A flat price that docks the crew for your estimating mistake loses you the crew.

Payout overrun
Crew payout
Crew B · figured for 8 days · 389h logged over 11 days
Refresh
Pool
$16,480
Day rates earned
$17,750
Fuel & equipment
$3,300
Overrun
$0

They have gone past the 8 days this job was figured for, so there is no surplus to share. The crew still earns its day rates — the overrun comes out of your margin.

WhoTierHoursDaysDay ratesSurplusOwed
Marlin ZookTier 18811$5,500.00$0.00$5,500.00
Dwayne EshTier 28511$4,400.00$0.00$4,400.00
Curtis LappTier 38010$3,500.00$0.00$3,500.00
Nelson BeilerTier 4729$2,430.00$0.00$2,430.00
Reuben StoltzfusTier 5648$1,920.00$0.00$1,920.00
Total to the crew$17,750.00

Hours come from what the crew logged on their field links. Day rates are earned per day worked; the surplus is split by share of hours, so being there is what moves it.

The real screen, drawn from the product’s own design system. Sample data — no customer information appears here.
Beat five

Rehearse it before you commit to it

The screen is Crew A's own simulator: each person at their own rate an hour, each with a surplus multiplier — Caleb, who leads, at 1.4, Eli and Josh at 1, Sam at 0.85, and Aaron, the newest hand, at 0.2 — on days that ran anywhere from 2 to 11 hours. Figured for 7 days and done in 6, $1,367 is left, and the multiplier is why Caleb's share is $486 and Aaron's is $35. Step the job a day late and watch it turn into a shortfall; on Simulations, run a whole series of jobs and see a carried shortfall paid down before it happens to a real crew. It runs the same arithmetic as the real payout, so what you rehearse and what you pay can never disagree.

Changing how a crew is paid without rehearsing it first means the first real payout is the test.

Pay Structure — Hourly + Surplus — simulate a job for Crew A
Simulate a job for Crew A

This crew’s real people, rates, multipliers and carried shortfall. Change the days and hours freely — nothing here is saved.

finished 1 day early
6
7 figured − 1
$1,054
$904 pay (8h) + $150
$7,378
7 figured × $1,054
$
paid down first
$1,367
$1,367 to the crew after any carried shortfall
WorkerRate / hrMultiplier123456HrsDaysHours paySurplus bonusTakes home
Caleb Yoder546$1,512.00+$486.21$1,998.21
Eli Fisher486$1,152.00+$308.71$1,460.71
Josh Martin476$1,128.00+$302.28$1,430.28
Sam Byler436$860.00+$235.07$1,095.07
Aaron Riehl276$459.00+$34.73$493.73
+ Add a worker
Crew is paid
$6,478
Per day on site
$1,080
Works out at
$29.58/hr
Crew hours
219
7 days figured, 6 on site — finished 1 day earlyThe crew keeps the $1,367 surplus — that is $1,367 for each day they saved.
Budget — 7 days figured$7,378
Hours paid — 219h$5,111
Fuel & equipment — 6 days$900
Surplus$1,367
Surplus shared out$1,367

Finishing inside the figured days leaves budget unspent, and all of it goes back to the crew — split by hours worked, weighted by each person's surplus multiplier.

What each worker takes home

Share of the crew’s hours

Crew hours, day by day

Simulate a job for one crew on hourly + shared surplus — the plan, how it went, the budget and the surplus or shortfall, then each person's hours pay, surplus bonus and take-home. Real screen · sample data.
Beat six

Hours and expenses are approved before anyone is paid

What the crews log arrives in one queue: Crew B's hours on the Wenger shop's posts and framing, $486.20 of materials from Zimmerman Supply, Dwayne's $78.40 of fuel to pay back, an equipment rental on the Stoltzfus job. The man who logs the hours isn't the man who approves them, so nothing reaches a payout that nobody looked at. The crew knows their hours were checked and their money is right.

Approving hours by glancing at a total on Friday is approving whatever was written down.

Approvals
Approvals
Timesheets and expenses your crews and subs submitted, waiting on you.
9
pending
$1,104.60 in expenses
Time off
Curtis Lapp · Paid time off
2026-09-08 · 2026-09-08 → 2026-09-10 · Sister's wedding
24 hrs
Wenger 40×60 Shop
Job 62h · Drive 1.5h · Office / Shop 0h
Approve all (5)
Dwayne Esh · Posts & framing
2026-08-24 · Crew B · 4 on site · 30 min break
32 hrs
Dwayne Esh · Posts & framing
2026-08-25 · Crew B · 4 on site · corrected from 31.5 h
30 hrs
Dwayne Esh · Drive
2026-08-25 · Crew B
1.5 hrs
materials · Zimmerman Supply
2026-08-25 · Crew B · Posts & framing
$486.20
fuel · Sheetz
2026-08-25 · Dwayne Esh · reimbursable
$78.40
Stoltzfus Equipment Storage
Job 18h · Drive 0h · Office / Shop 0h
Approve all (3)
Ridge Overhead · Roof steel
2026-08-24 · Ridge Overhead · 2 on site
620 units
rental · Keystone Equipment
2026-08-25 · Ridge Overhead · Roof steel
$540.00
Crew C · Site prep
2026-08-26 · Crew C · 3 on site
18 hrs
The real screen, drawn from the product’s own design system. Sample data — no customer information appears here.
Beat seven

A raise path everybody can see — and nobody waits on a slow yes

Each position gets its own raise paths, and every checkpoint on one can count something different and pay out something different. A crew member: 50 cents an hour at 30 days; after five jobs finished, a bigger surplus multiplier — a bigger share of every job's surplus; after $15,000 of crew surplus, a dollar an hour and a bigger share again; a $500 bonus at 1,000 hours. A rep: his commission rate goes up after the ramp, then on commission brought in, then on sales closed. When someone reaches a step, whoever approves raises is told it's due. Give raise backdates a raise to the day the step was reached, and the back pay for work already paid at the old rate goes on the next pay run; a bigger multiplier counts from the next job settled. Decline needs a reason. A report a manager files counts as a strike, and the path says what a strike does — pause it for a set number of days, restart the climb to the next step, or take away the next step's bonus or PTO. Each person sees where they stand on their own Home screen or in the crew app. A man who can see the next raise works toward it, and a late answer never costs him a dollar.

A raise promised at the truck in spring is an argument by fall, because nobody wrote down what it took.

Accounting — Payroll — Progression

Pay for everyone on the team, from the hours approved in Hour approvals. Taxes and deductions use the official 2026 federal and state tables. Leads 2 Build calculates the payroll — you or your payroll service pay it and file.

People & payPay runsTime offProgressionAnalyticsCalculator
Find a person
Crew member2 · Crew member journey
Next: +$1.00/h + Multiplier +0.1 · $5,600 surplus to go
Due: Multiplier +0.1
Crew member journey
Start
30 days
First month
+$0.50/h
Given
reached Jul 23, 2026
5 jobs
Five jobs in
Multiplier +0.1
Due
reached Sep 21, 2026
$15,000 surplus
Surplus earner
+$1.00/h
Multiplier +0.1
1,000 hours
1,000 hours
$500 bonus
Crew lead1 · Crew lead journey
Paused until Oct 18, 2026 — strike
Sales rep2 · Sales rep journey
Next: +1 pts + $1,000 bonus · $63,500 sold to go
Due: +0.50 pts
Office1 · Office journey
Every step reached
Accounting › Payroll › Progression — People on their raise paths by position, and Positions, where each path is built as a node timeline whose checkpoints each use their own measure and give their own rewards. The third tab, Career paths, maps the positions themselves. Real screen · sample data.
Beat eight

The right lever for the problem you actually have

Every reward drives something different, so the step editor starts from the problem. A raise buys staying and does little for pace. A bigger surplus multiplier gives the man who sets the crew's pace a bigger stake in every job's surplus, paid from the rest of the crew's share. Turned down, the same multiplier is the fair answer to the man the crew is carrying: people ease off when a capable partner free-rides, and a cut from filed reports hands his share to the men who carried him. A few small bonuses at 30, 60 and 90 days beat one cliff at six months. A title costs nothing and doesn't fade. Strikes stall progress for conduct, whether or not the job made a surplus. And because pay for speed pulls effort off what nobody checks, every crew on speed pay gets photo checkpoints on the stages that get covered up, so a corner cut on the Wenger shop is found, and checked for on every job after. Every line cites its study. An owner who knows why he picked a reward can tell his crew.

One lever, the raise, handed out when someone asks: it rewards whoever asks and fixes nothing about pace, slackers or shortcuts.

Positions — a step — Which reward to give
Progression
Which reward to give

Each reward drives a different behaviour. Start from the problem you want fixed, or open a reward to see what it does and why it works.

What do you want to fix?

Surplus multiplier + Step name (title). First make sure the crew is on hours + shared surplus and the figured days can actually be beaten; a pot of $0 motivates nobody. Then give the lead who sets the pace a multiplier step and a title. A raise won't speed anyone up. [6][7][10][37]

The rewards

What it pays

A bigger share of each job's surplus, and nothing when there's no surplus. The surplus is the labour budget minus hours paid and equipment, split by each person's hours × their multiplier. 1.0 is hours alone; 1.4 counts each of their hours as 1.4.

What to expect
  • The person who gets it cares more about every surplus dollar, because they keep more of it.
  • The crew reads it as rank: the lead counts as 1.2 of us.
  • It's a bigger slice, not a bigger pie. Raise one person and the rest of the crew's slices get a little smaller. Raise everyone the same and nothing changes. On a job that runs over, it's worth $0.
Why it works
  • Shared crew pay works in small crews. Team bonuses lifted results where people could see each other work: Continental Airlines, a retail chain (+3% sales, $2.10 profit per bonus dollar), a garment plant (+14%), and gainsharing plants (+8% in year one, +17.5% by year three). [6][7][8][10]
  • A bigger carrot only works if it's reachable. Effort follows: can I hit it? × will it pay? × do I want it? A multiplier raises the last part. If the crew believes the figured days can't be beaten, the surplus is worth nothing to them, multiplier or not. [37]
  • Visible reasons keep the crew on side. Pay gaps cut output and attendance when workers couldn't see why, and did no harm when the reason was visible. A multiplier on a written path has its reason in plain sight. [12]
  • It outlasts the money. Three months after a gainsharing bonus ended, the crew still showed more commitment and less intent to leave. [11]
Watch out for
  • Corners. A bigger stake in finishing under budget is a bigger stake in skipping steps nobody checks. Pay on output moves speed, not quality, so pair it with photo checkpoints on the stages that get covered up.
  • Crewmates pay for it. Every point comes out of their share, so tie the step to something they can see (runs the crew, trains new hands) and keep the gap modest.
  • Budgets nobody can beat. If crews are always over, fix the figured days first. A multiplier on $0 is $0.
Pair it with

A title, so the step means rank as well as money. A raise if they're also a keeper the market would take. Photo checkpoints and a strike rule for rework, to protect quality.

Example: $2,000 surplus, three people on 40 hours each: $667 apiece at 1.0. Raise the lead to 1.4 and it's $824 for the lead and $588 for each of the other two.

The numbers come from the studies cited, not promises for your crew. Read them as direction and rough size. A summary of research, not legal advice.

The step editor's "Which reward to give" guide: pick the problem you want fixed and the rewards that fit move to the top; open a reward for what it pays, what to expect, why people respond that way, what to watch for, what to pair it with and a worked example, every claim with its source. Real screen · sample data.
Beat nine

A career path anyone can see, and what it really took

Raise paths cover the raises inside a position. Career paths cover the positions: crew member, then crew lead at 2,000 hours, 20 jobs, 90 days without a strike and a sign-off that he can read a plan set and lay out the posts, then project manager. Sales rep to sales manager, with a coaching sign-off, because the best seller isn't always the best manager. Each position says what it pays. Everyone on a path sees how close they are, and Promote records the day. Because every promotion is recorded, the tab shows what it actually took the people who made it: Ridgeline's four crew leads took a median of about 18 months and 2,980 hours, against the 2,000 the path asks. People promoted from inside outperform outside hires and stay longer, and a man who can see the next position has a reason to stay for it.

"Keep working hard and we'll see" is not a goal, and a PM hired from outside doesn't know how you build.

Career paths — a path, and what it actually took
Field: crew member to project manager
  1. 1Crew member$22–26/h, and an equal share of crew surplus
  2. 2,000 hours
    20 jobs
    No strikes in 90 days
    Reads a plan set and lays out the posts
    Ran the crew for a week with the lead away
    2Crew lead$28–34/h, and a 1.2 surplus share
  3. 24 months
    40 jobs
    No strikes in 180 days
    Scheduled and ordered materials for three jobs
    Walked a client through a punch list
    3Project managerSalary, and a bonus on schedule and callbacks

What it actually took

From every promotion recorded here: what the people who made it did on the position below. Use it to check your milestones are real.

Crew member → Crew lead
Months
18
14 – 22
Hours worked
2,980
2,390 – 3,610 · path asks 2,000 hours
Jobs finished
25
21 – 31 · path asks 20 jobs
Surplus jobs
13
11 – 17
Crew surplus
$14,425
$11,080 – $18,900
Strikes
1
0 – 2

Median of 4 promotions: Wes Brubaker (Apr 15, 2024), Dale Hartley (Mar 3, 2025), Emmett Boyd (Sep 8, 2025), Nate Ottinger (Jun 22, 2026).

Crew lead → Project manager
Months
30
one person · path asks 24 months
Hours worked
5,480
one person
Jobs finished
47
one person · path asks 40 jobs
Surplus jobs
26
one person
Crew surplus
$29,400
one person
Strikes
0
one person

Median of 1 promotion: Angela Cruz (Jan 13, 2025).

Payroll › Progression › Career paths with the field path open: crew member → crew lead → project manager, the milestones that earn each step (hours, jobs, a clean record, a manager's sign-off), what each pays, and What it actually took — the median hours, jobs, surplus jobs and strikes of the people who were promoted, beside what the path asks. Real screen · sample data.
Then

Then the pay run, worked out to the cent

Each person's W-4 and deductions sit on their record. A pay run takes the approved hours and works out every check — the crew, the office and the sales reps on one run. The two weeks to September 27: seven people, $16,253.12 gross, $13,643.89 net, $17,259.73 total cost. Open Wes Brubaker, the crew lead — 72 hours, 4 overtime, 8 paid time off, $2,028.59 net — and every line shows its working: the overtime at time and a half on his $28 rate, the federal and state withholding, the pre-tax medical premium. The reps' commission owed is paid on the same run — and with Credit the rep when the customer signs switched on in Sales payouts, a signed contract puts the sale on the ledger for the rep on the card at his default rate, once, with nobody keying it in. Each check splits the hours into job, drive and office / shop, as both downloads do. Then Register CSV and Hours & earnings CSV hand it to whoever files your payroll — it does the arithmetic; it doesn't file taxes or move money. A man who can see how his check was worked out doesn't have to ask, and pay day stops being the most stressful day in the office.

A payroll rebuilt from timesheets and a commission spreadsheet every pay day is two chances to get somebody's money wrong.

Pay run — every check, line by line
← All pay runs
2026-09-14 → 2026-09-27
Pay date 2026-10-02 · Every two weeks · draft
Gross pay
$16,253.12
Employee taxes
$2,333.29
Deductions
$275.94
Net pay
$13,643.89
Total cost
$17,259.73
Job hours
142.5 h
Drive hours
16 h
Office / Shop hours
84.5 h
earning
Regular (week of 2026-09-14)
40 h × $28.00 = $1,120.00.
$1,120.00
earning
Overtime (week of 2026-09-14)
4 h × $28.00 + ½ × regular rate $28.00 × 4 h = $168.00 (29 CFR 778.107-.110).
$168.00
earning
Regular (week of 2026-09-21)
32 h × $28.00 = $896.00.
$896.00
earning
Paid time off
8 h × 28.00
$224.00
pretax
Medical premium (Section 125)
Medical premium (Section 125) flat = $95.00. Pre-tax for: federal income tax, Social Security/Medicare, FUTA/SUI, WI income tax.
−$95.00
tax employee
Federal income tax
Pub 15-T 2026 Worksheet 1A: $2,313.00 × 26 = $60,138.00; − $12,900.00 line 1g; = $47,238.00 adjusted annual wage; STANDARD mfj: $2,480.00 + 12% × ($47,238.00 − $44,100.00) = $2,856.56 ÷ 26 = $109.87; − Step 3 $4,000.00 ÷ 26 = $153.85 → $0.00.
−$0.00
tax employee
Social Security
Social Security 6.2% × $2,313.00 = $143.41 each for employee and employer.
−$143.41
tax employee
Medicare
Medicare 1.45% × $2,313.00 = $33.54 each for employee and employer.
−$33.54
tax employee
Wisconsin income tax
Wisconsin: no Form WT-4 (zero exemptions) on file: status single (the state's stated default); $2,313.00 × 26 = $60,138.00 − sliding standard deduction $1,619.04 = $58,518.96 taxable; all table: $1,045.04 + 5.3% × ($58,518.96 − $25,520.00) = $2,793.9849/yr; ÷ 26 = $107.46.
−$107.46
tax employer
Social Security (employer)
Social Security 6.2% × $2,313.00 = $143.41 each for employee and employer.
−$143.41
tax employer
Medicare (employer)
Medicare 1.45% × $2,313.00 = $33.54 each for employee and employer.
−$33.54
tax employer
Wisconsin unemployment (SUI)
Wisconsin SUI 2.5% (the published new-employer construction rate) × $0.00 (only $0.00 — the $14,000.00 wage base is reached) = $0.00 employer.
−$0.00
tax employer
Federal unemployment (FUTA)
FUTA 0.6% × $0.00 = $0.00; only the first $7,000.00 per year is taxable.
−$0.00
One pay run opened — the five totals, then each person's check with every line and how it was worked out. Real screen · sample data.
Every part of it, in detail
Day rates with shared surplus
A job is figured for a number of days and the crew is paid for those days however fast they finish — whatever is left over goes back to them, split by hours worked. Finishing early is worth money to the men who do it.
Hourly pay with shared surplus
Pay every hour at each person's rate — no minimum day — and when the crew beats the days the job was figured for, share what is left over, weighted by a multiplier you set. Finishing early stops costing your men money and starts paying them.
Jobsite punch clock
One tap in, one tap out — and the hours come off two real moments instead of a Friday guess.
Job, drive and shop time on the crew clock
Three big buttons under the crew's clock — Job, Drive, Office / Shop — so every hour says what it was the moment it's tapped. Drive time stays with the job, shop time stays off it, and Hour approvals, the pay run and both payroll exports show the split.
Hours and labour cost across the whole team
Everything every crew has logged, priced with the same arithmetic each job's payout uses — who carries the hours, what each crew costs, and what a crew day actually runs at.
What this crew is owed for this job
A panel inside the job showing what the crew is owed and how it got there — the pool, the pay, the equipment, the surplus and every man's line — for crews on day rates, hourly + shared surplus or a share of the labour price. It refuses to guess when it cannot work something out.
Payroll for every role
Everyone paid their own way — crew by the hour with overtime, reps on commission, the PM on salary, the owner on draws — with 2026 federal and state withholding worked out line by line and a clean register for whoever files.
Progression strikes — a filed report can pause a raise path
A report a manager files counts as a strike on that person's raise path — declined reports and praise never do — and each path says what a strike does: pause it for a set number of days, restart the line they're on, or forfeit the next reward.
Sales commission tracking
The commission sheet, brought inside: each sale, its rate, what it comes to, and what is owed and paid per rep — worked out to the cent, paid with the next pay run, and kept away from the reps themselves.
People & positions: a raise path for every role
Progression rewards: which reward drives which behaviour
Every step on a raise path can give a raise, a bigger surplus multiplier, a flat bonus, a commission raise, PTO or a title; a multiplier can come down for someone the crew is carrying; a career path shows the next position; photo checkpoints keep speed honest; strikes stall progress. Each lever drives something different, and Which reward? in the step editor starts from your problem and shows what each one does, why people respond to it and what to watch for, with every claim sourced.
Career paths: crew member to crew lead to project manager
Map the road from every position to the next, crew member → crew lead → project manager, sales rep → sales manager, with what each one pays and the milestones that earn it. Everyone on a path sees how close they are, and every promotion is recorded, so in time you know what it actually took: the hours, jobs, surpluses and strikes of the people who made it.
Accounting
Money in and every way it goes back out — invoices, payroll, crew payouts, sales commissions and hour approvals under one tab, with an Overview that adds them up for the last 30 days, 90 days or 12 months.
Stage checkpoints
Every stage carries a checklist of the actual work inside it, and ticking the last one finishes the stage.
THE SYSTEM, END TO END

Run your crew's pay
on one of your jobs.

Each person paid the way they're actually paid — by the hour, by the day, by the job, with a share of what the crew saves, or on commission — a raise path everyone can see, then a pay run that works out the withholding and hands over a clean register. Thirty minutes with Keith, on one of your real structures — and the link we build is yours to keep whether or not you go any further.

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