Chipping the workforce
Use a Villager Chip on any villager and they join your employee directory with a permanent employee number, greeted by a line about their orientation packet and a welcome to the Program. A small badge renders beside a chipped villager's head. Chips stamp the chipper's UUID, so your staff are yours. There is no chip removal tool.
Tip: Baby villagers show as Unpaid Interns and legally cannot sign contracts yet. Nitwits are listed as Consultants.
The Trade Tablet
The tablet boots with a logo, a loading bar and a rotating joke, then opens onto a phone-style app grid: TradeLink, Store, Investments, AutoSell, Village News, My Network and Portfolios. Locked tiles do not hide themselves; they upsell you to the Store. TradeLink lists every chipped villager in coverage with their rank (Intern through C-Suite) and lets you close their trades from where you stand, with server-side checks on range, stock and funds. Boot time gets faster the more upgrades you own.
Tip: The Skip button on the boot screen appears about 90% of the way through the boot.
Fees and the Emerald Store
Emerald payments below three emeralds incur a one-emerald convenience fee. In-tablet upgrades are Search Bar (16 em), Premium (32 em, which removes the ads and the fees), Pro (64 em, which unlocks investments, AutoSell and network controls) and Haggle (128 em, which requires Pro). Selling to villagers is never taxed; the fee applies to purchases only. The store's fine print notes that all sales are final and licenses are valid on this specific device only.
Tip: Emerald OS 2.0 is listed in the store as SOLD OUT with the description "Coming never."
Haggle and Section 4.2
The Haggle upgrade takes twenty-five percent off emerald costs by having employees volunteer discounts. It also carries an undisclosed twelve-percent chance per discounted trade that a non-obedient villager reads Section 4.2 and starts fighting the chip, which locks their trades until you install an Obedience Chip. Already-obedient staff are immune, and a resisting villager gets a pulsing red marker on their badge. Section 4.2 is never printed anywhere; the terms note only that it applies, and has always applied.
Tip: Haggle costs 128 emeralds and needs Pro first, so the risk arrives late and expensively.
Obedience Chips and the Remote Control
An Obedience Chip installs on any already-chipped villager and permanently ends the discussion ("the conversation, but concluded") and comes with an exclusive contract, so only the installer can trade with that villager. You cannot install one on somebody else's compliant staff; pacifying an actual rebel is allowed. The Remote Control toggles an uplink: while it is on, your obedience-chipped villagers within 48 blocks follow you, and right-clicking a block dispatches them to it.
Tip: The remote's antenna visibly extends when the uplink is live. Toggle it off and normal villager AI resumes.
Village Bell Networks coverage
A Villager Antenna is a coverage tower with a 48-block radius. Your tablet reaches towers within 48 blocks of you, towers relay to other towers within 96 blocks, and any chipped villager within 48 blocks of a connected tower is tradeable. Antennas keep their own chunks loaded, because business continuity does not stop when you look away. Every one of those distances is configurable.
Tip: Chain towers across the map and you can trade with a village you are nowhere near.
The Stonks Terminal and the Emerald Exchange
The terminal is a block with a candlestick chart, a marquee news ticker and buy buttons in 8 and 16 emerald sizes. There are five tickers plus an index fund: EMC the blue chip, LAPIS which is "definitely not just a rock", VBN whose price scales with how many antennas exist in the world, GOLM which crashes whenever an iron golem dies anywhere loaded, NITWIT which pays a dividend of one poisonous potato per day held, and DIRT, described only as "A fund. It holds things. Diversified, allegedly." Prices are a deterministic function of game time plus a ledger of shocks that world events append.
Tip: Hold over 64 emeralds of one ticker and your personal price quietly biases downward. Whales get whale treatment.
Overtrading, and the Founder's Key
You get five trades per Minecraft day; past that, each further trade rolls a chance, six percent per excess trade and capped at fifty, to crash the ticker you touched by fifteen percent, told to you privately. Sell out of a position entirely and your chart pumps up to plus forty percent over about seven minutes, returning to normal the instant you buy back in. DIRT alone is immune to shocks, whale bias and day-trade crashes, and nothing in the interface says so. The Founder's Key ends the game the other way: hold at least half the outstanding LAPIS supply when you use it and you cash out your whole position at the full pre-pull price with no fees, LAPIS is pinned to the floor forever, everyone on the server is told, and further buys are refused pending "investigation".
Tip: The key checks your holdings when you use it, not when you craft it. The advancement is Nothing Personal, Kid.