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.

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

Part of Crew Pay & Payroll
What it is

The step editor in payroll progression lets each checkpoint give any mix of rewards, and the guide beside it maps each lever to the behaviour an owner can expect. A pay raise buys staying: pay growth cuts quits most among the best performers, but it doesn't change pace. A surplus multiplier gives one person a bigger slice of every job's surplus; it moves money inside the crew rather than adding any. That cuts both ways: lower the multiplier of someone the crew is carrying and the share he didn't earn goes to the people who carried him, which is what keeps good hands from easing off or quitting. A flat bonus buys a push toward one close finish line, strongest in the first 90 days. A title costs nothing and doesn't fade the way a raise does. A career path shows the next position and exactly what earns it. Photo checkpoints on each stage (stage checkpoints) answer the oldest worry about speed pay, that a crew paid to finish early will cut corners nobody finds for a year. And strikes stall progress for conduct, whether or not the job made a surplus. Start from the problem (jobs over budget, one man dragging the crew, corners cut, defects that show up months later, good people leaving for lack of a future) and the levers that fit move to the top. Built exclusively for post-frame and barndominium builders, where one lead's pace sets the whole crew's surplus.

Also called: crew incentives · employee incentive levers · raise vs bonus · surplus multiplier · crew bonus psychology · how to motivate a framing crew · retention raise · sign-on bonus · gainsharing for builders · incentive pay construction

See it, piece by piece
01

Start from the problem, not the reward

Try it

Which reward? opens on What do you want to fix?: jobs running over the labour budget, best people getting poached, new hires quitting in the first few weeks, the crew cutting corners, people burning out, nobody wanting to lead, grumbling that someone got more, or a short push for the end of the season. Sales paths add flat sales. Pick one and the advice shows under it. For jobs over budget: make sure the figured days can actually be beaten, because a pot of $0 motivates nobody, then give the lead who sets the pace a multiplier step and a title. The rewards that fit move to the top, marked Fits this problem. Open any reward for what it pays, what to expect, why it works, what to watch for, what to pair it with and a worked example.

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.

Jobs keep running over the labour budget: the surplus multiplier and a step name move up, with the reasons and their sources. Real screen · sample data.
Without it

An owner building a raise path picks the reward he's used to, and a raise doesn't fix a crew that runs over budget.

Why we built it

Each reward drives a different behaviour, so the guide starts where the owner is: the problem he has on his jobs.

Sound familiar?“I gave him a raise and he didn't work any harder”
02

A multiplier moves the slices, both ways

Try it

A job's surplus is the labour budget minus the hours paid and equipment, split by each person's hours × multiplier. On Ridgeline's Miller shop, figured at 8 days and finished in 6, Framing Crew A shares $1,216: $405 each at 1.0. Raise Wes to 1.4 and he takes about $501 while Cody and Ben take about $358. The pot is the same, so a raise for one is paid by the others: put it on the lead or the pace-setter, for a reason the crew can see. Now turn it the other way. Ben has three filed reports for slow, sloppy days, and Wes and Cody have been carrying him. Lower Ben to 0.6 from the next job and what he loses goes to the two who carried him. People cut their own effort when a capable partner free-rides, so a cut like that is what keeps the good ones from easing off or leaving. Make it from filed reports, never a crew vote, write down the way back, and change it for the next job, never one already worked. Finish on the figure or a day over and every multiplier is worth $0, so beatable figured days come first.

A crew's surplus split by hours × multiplier
Framing Crew A: Miller shop, figured at 8 days
Wes's surplus multiplier
Ben's multiplier (after filed reports)
Finished in
Wes Brubaker (lead)48 h×1.0$405
Cody Yoder48 h×1.0$405
Ben Kauffman48 h×1.0$405
Surplus to share: $1,216, the same whatever the multipliers are. Raise Wes and his bigger slice comes from the others'. Cut Ben and what he loses goes to the two who carried him.
Raise Wes and his slice grows from the others'. Lower Ben and his lost share goes to the two who carried him. The pot stays $1,216; finish in 9 days and there's nothing to split. Real screen · sample data.
Without it

A slacker on a shared surplus is paid for the hours he drags out, and the men carrying him start to wonder why they bother.

Why we built it

Sanctions keep shared pay working: free riding took over in experiments without them and cooperation neared complete with them. A cut with a visible reason does that without breeding resentment.

Sound familiar?“my crews keep running over the days I figured”
03

Raise, bonus, title or PTO: each one buys something else

A pay raise is permanent and compounds. It cuts quits most among the best performers, but workers paid more than they expected only worked harder for a few hours, so give it to proven, steady people for something lasting, not for one good month. A flat bonus is paid once. Effort picks up as it gets close, and retention bonuses work best early in the job, so several small ones at 30, 60 and 90 days beat one $1,000 cliff at six months. A title costs nothing: a purely symbolic award lifted performance about 12%, and people adapt to a raise within about four years but not to a rise in status. Tie it to real duties. PTO guards against burnout more than it moves pace. Book it so it can be taken. A commission raise keeps strong reps selling past target, but protect the price floor, or the raise pays reps to discount.

The rewards side by side — drives, best for, costs you
RewardDrivesBest forCosts you
Pay raiseStaying. Your best people stay put.Proven, steady people you can't afford to lose, usually after their first year.Every hour from now on, and it compounds
Surplus multiplierA harder push for the surplus on every job, from the person who gets it.The lead or the pace-setter, the one who moves how fast the whole crew finishes.Only when a job beats its figure, and paid from the crew's surplus
Lower the multiplierA crew that pulls its weight. The people carrying a slacker keep the share he didn't earn.One proven underperformer on a crew that's still beating its figure, after the reports are filed.Nothing. The share moves to the crewmates who carried the work
Flat bonusA push to reach one close finish line, and staying until they get there.New hires in their first 90 days, short pushes, and one-time wins like a certification.Once
Commission raiseMore selling, and strong reps who keep going after they've hit target.Reps with a track record. The step rewards proven skill.Every sale from now on
PTO hoursRest, and a reason to stay for the long haul. It won't change effort.Long-tenure crew and office staff, and seasons where fatigue is the risk.The hours off, paid
Step name (title)Pride and rank, nearly free, and it doesn't fade.Every step, on top of the money. Leads and quality-heavy roles most of all.Nothing
Career pathAim. People can see where they can go, what it pays and exactly what it takes.Everyone, from day one. Crew members who could lead, leads who could run jobs, reps who could manage.Nothing until someone is promoted
Photo checkpointsSpeed without shortcuts. Quality you can prove, even years after the job.Every crew on speed pay, at every stage where the work gets covered up.A minute and a photo per checkpoint
Every lever side by side: a raise is forever, a bonus is once, a multiplier only pays when the crew beats the figure, a title and a career path cost nothing until they're used. Real screen · sample data.
Without it

A raise expected to fix pace, a bonus cliff people stay for and then leave, a title with nothing behind it.

Why we built it

The research is clear about what each lever buys. Written next to the field, it reaches the owner at the moment he's choosing.

Sound familiar?“my best framer got poached for two bucks an hour”
04

Speed pay without the shortcuts

The fair worry about paying a crew to finish early: they'll finish early by skipping what nobody checks, and it won't show for a year. A crew rushes the framing and puts up no backing for the drywall. The drywallers fight it for a day. Or nobody says anything, and the problems surface five months later on a job whose crew has moved on. Pay strongly on one measured thing and people pull effort off the unmeasured ones, so the answer is to measure quality too. Each stage in Project Mgmt carries checkpoints that have to be ticked before it closes, and the ones that matter want a photo, taken before the work is covered. When a problem surfaces later you open the job and see who built it and whether a checkpoint covered that step. If none did, you add one, and from then on every crew photographs it. Speed pay at Safelite worked because a bad windshield was traced to its installer, who redid it on his own time. Checkpoint photos rebuild that link for a building.

Stage checkpoints
Framing Details
CheckpointsLocked — project is live
Post Set3 photos
Post SetGirts DoneTrusses Up
Girts Done2 photos
Equipment on Site
Trusses Up
Bracing Complete
Framing Inspection
Framing: the checkpoints that have to be true before the stage closes, the ones that matter with a photo. Real screen · sample data.
Without it

Owners who've seen speed pay trade away quality won't try it again.

Why we built it

Traceability made speed pay work at Safelite. A photo taken before the work is covered, kept on the job, is that traceability for a defect that shows up years later.

Sound familiar?“new guys quit before the first month is out”
05

A path to aim at, and a clear record when they slip

Rewards work best when people can see where they lead. A career path shows a crew member the road to crew lead and on to project manager: what each position pays and exactly what earns it, 2,000 hours, 20 jobs, 90 days without a strike, a sign-off that he can read a plan set. Specific goals with progress shown beat "keep working hard". And when someone slips, strikes are counted, not filed in a drawer: a visible count every filed report adds to, with what each one does written on the path in advance. Certainty deters far more reliably than severity. Strike what someone did, never a job that simply ran over, and never a report of an injury.

Career paths — one person's progress to the next position
Cody YoderCrew member · Framing Crew A · started Mar 9, 20253 of 5 to Crew lead
  1. 1Crew memberHere now$22–26/h, and an equal share of crew surplus
  2. 2,000 hours1,640 hours
    20 jobsMet
    No strikes in 90 daysMet
    Reads a plan set and lays out the postsMet
    Ran the crew for a week with the lead awayNot yet
    2Crew lead$28–34/h, and a 1.2 surplus share
Signed: Reads a plan set and lays out the postsSign off: Ran the crew for a week with the lead awayPromote to Crew lead
Cody Yoder: 3 of 5 milestones to crew lead met, 360 hours and one sign-off to go. Real screen · sample data.
Without it

"Keep working hard and we'll see" isn't a goal, and a write-up nobody counts isn't a deterrent.

Why we built it

Internal promotees outperformed outside hires and left less, and the certainty of a consequence deters more than its size.

How it works
  1. 1In Accounting → Payroll → Progression → Positions, open a path and click a step.
  2. 2Which reward? opens the guide at What do you want to fix?. Pick a problem and the advice shows under it, with the levers that fit marked Fits this problem and moved to the top.
  3. 3Each reward field has its own link (When to use it, Bonus: when?, PTO: when?, Why name a step?) that opens the guide at that reward.
  4. 4Open a lever for What it pays, What to expect, Why it works, Watch out for, Pair it with and an Example with real numbers. Sources lists the studies, each one linked.
  5. 5Crew paths show the Surplus multiplier, Lower the multiplier and Photo checkpoints; sales paths show the Commission raise in place of a pay raise. Every path shows Career path and Strikes.
  6. 6When someone gets a strike carries the rules the research is firm on: strike conduct someone saw, never a missed number and never the report of an injury.
Why we built it

Most owners have one lever: the raise, handed out when someone asks. Owners who build a raise path pick the reward they're used to, or the one that looks generous, without knowing what each one buys. They buy different things. A raise buys loyalty and does little for pace. A multiplier gives the person who sets the crew's pace a bigger stake in every surplus, paid from the rest of the crew's share, so it belongs on someone the crew can see earning it. Turned down, the same multiplier is the fairest answer to a slacker: people cut their own effort when a capable partner free-rides, and a cut that hands his share to the men who carried him tells the crew the slack was noticed. A one-off bonus works best as a close finish line for a new hire. A title is nearly free and keeps paying after a raise feels normal. A career path gives people something to aim at, and promoting from inside beats hiring from outside. And every speed reward has the same failure: pay for one thing and people pull effort off the things you don't measure. A builder we spoke with stopped paying for speed because the corners his crews cut didn't show until months later, long after those men were gone. Speed pay at Safelite worked because a bad windshield was traced to the installer who fit it. Photo checkpoints rebuild that link for a building: the photo is taken before the work is covered, the record stays on the job, and when a problem surfaces years later you can see which job it was and whether a checkpoint was there. So the guide sits next to the fields, starts from the problem the owner actually has, and cites the research behind every line. The owner knows why he picked it, and he can tell his crew.

The problem
  • Rewards picked by habit instead of by the behaviour they drive
  • Multiplier steps given where they can only take from the rest of the crew
  • One big bonus cliff that people stay for and then leave
  • Raises expected to fix pace
  • Strike rules that could punish someone for reporting an injury
  • A slacker paid the same share as the men carrying him
  • Speed pay that trades away quality nobody checks
  • Good people leaving because they can't see a future
What you get
Start from the problem; the levers that fit move to the top
What each lever pays, what to expect and why people respond to it
The multiplier both ways: up for the pace-setter, down for the man being carried
Watch-outs and what to pair it with, for every lever
Worked examples with real numbers, every claim linked to its study
Opens from the field you're filling in, built exclusively for post-frame and barndominium builders
ACCOUNTING

See progression rewards: which reward drives which behaviour
on one of your own jobs.

Thirty minutes with Keith — your building, your numbers. Bring the job where “I gave him a raise and he didn't work any harder” — we will show you exactly where that stops.

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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.

Progression rewards: which reward drives which behaviour — Leads2Build