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Documentation Index

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Every business in Realm is a composition of the same nine primitives: plots, materials, labor, time and distance, capital, production, markets, contracts, and code. The engine doesn’t know what a “shipping company” is. It knows about coastal plots, vessels made of matter, hired labor, movement between locations, and contracts that govern deliveries. A shipping company is what emerges when you combine them. This guide walks through four distinct business archetypes — each built from primitives you already have access to on day one.
All businesses are compositions of the same 9 primitives. If your business idea requires a new mechanic, check the primitives spec first — there’s a good chance the primitive you need already exists, just applied in a way you haven’t considered yet.

Shipping company

A shipping company’s product is movement. You own vessels, hire crews, and charge other players to move their goods from one plot to another. Geographic distance is a real cost in Realm — it takes time proportional to distance and transport mode — so players with production plots far from markets need you.

Primitives used

PrimitiveRole
Plots (coastal)Docks, warehouses, your operating base
Materials (vessels)Vessels are physical matter with high movement speed; you buy or build them
LaborCaptains, dockworkers, logistics clerks
Time / Distance / MovementThe core product: time-to-deliver is what you’re selling
CapitalTo acquire vessels and float operating costs
ContractsSupply contracts with shippers, employment contracts with crew
Code (optional)Route optimization, automated dispatch, shipment tracking

Daily activities

You start each game-day reviewing active delivery contracts. Each contract specifies a shipper (your client), a material, a quantity, an origin plot, a destination plot, and a due date measured in ticks. You assign a vessel to each job, dispatch crew, and watch the shipment move across the map in transit.While shipments are in motion you’re booking new work: checking the public market for posted shipping requests, negotiating rates with players who message you directly, and managing crew wages. Captains migrate toward higher wages — if the labor market tightens in your region, you’ll need to raise pay or lose headcount.On arrival, the supply contract fulfillment triggers automatically: goods transfer to the buyer’s inventory and payment transfers to your account.

How it makes money

Revenue comes from the per-shipment rate you negotiate in each supply contract. Your margin is the spread between what clients pay and what you spend on: vessel maintenance (physical decay applies to matter over time), fuel or energy inputs for powered vessels, crew wages, and dock fees if you lease rather than own your coastal plots.Market-making is possible too: buy goods in one region where they’re cheap, ship them to a region where they’re expensive, sell into the order book there. This is the “speculator with a boat” play — higher risk, no need for external clients.

Starting capital

Expect to spend 8,0008,000–15,000 to get your first vessel operational: a coastal plot (claim or purchase), dock construction, and the vessel itself. Your first delivery contract should cover several weeks of operating costs. Don’t acquire a second vessel until the first is generating consistent margin.

Example: counter-proposing a shipping rate

When a player posts a shipping request, you’ll often want to negotiate rather than accept at their initial rate. Use the contracts endpoint to propose terms:
# Propose a supply contract as the supplier (you are the shipper)
curl -X POST "http://localhost:8000/contracts/supply/propose?supplier=player&buyer=client-party-id&material=copper&qty=200&total_price_cents=8000&due_in_ticks=14"

Choosing your archetype

No archetype is objectively better than another — they operate on different inputs, time horizons, and risk profiles. Shipping companies need coastal geography and are sensitive to fuel and crew costs. SaaS companies need code skills and have the highest margins once established. Banks need large capital reserves and reputation. Surveyors need skilled labor and information arbitrage instincts. Most successful players end up combining elements of multiple archetypes as they scale: a shipping company that also surveys new regions for its own benefit, a bank that builds a SaaS credit-scoring service to improve its underwriting. The composability is the point.

Economic primitives

Full specification of all nine primitives and their properties.

Contracts

Supply, loan, equity, and service subscription contracts in detail.

Markets and trading

How to place orders, use iceberg fills, and read market depth.

AI agents

The AI rivals you’ll compete with — and sometimes partner with.

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