I threw the $30 into the new D&D5e book Acquisitions Incorporated without knowing anything about it. Yes, it is loaded with attempts at satirical "office humor" (which, as someone coming into AI cold, I don't really appreciate most of), but it has rules for running an AI franchise. As written, a lot of it is downright silly and destructive to the general mood of most campaigns, but...
I recall early Forgotten Realms bits about licensed adventuring companies. They had charters and were a way for governments to make sure that the bands of powerful individuals roaming around the countryside were not entirely unregulated (and they funneled some gp back to the crown too). I also recall that, as a teen, I never really gave the adventuring company much thought. The idea of groups forming "corporations" of their own in-game didn't really spark my interest outside of Traveller and (ironically) Shadowrun. In most cases, it wasn't something that had crunch behind it, and I just waved it off.
D&D 5e is not the game where I would have thought to see rules for such a thing come up. Now, with the AI book, there are a set of rules that can be used for this sort of thing. No, not the sillier bits like "Occultants" that use a magical abacus to calculate the XP you get from encounters or the "Secretarian" that drops magical business cards that allow for cellphone-like communications. What actually looks workable are the parts about the business, including employees and headquarters, along with downtime actions that matter to both the characters and the business.
Don't get me wrong, AI isn't at all worth the price being charged for it; I'm just trying to make fertilizer out of the pile of shit I now own. Anybody else own this or looking into using it?