So what the heck is "The Grid" anyway?
"The Grid - The Gateway Drug to Online Strategy Games." ~ QuantumChaos
"The vortex of The Grid sucks you in still - you thought you could escape - buwahahahaha...." ~ Psykosis
"It's kind of like we're all sitting around a dinner table laughing and smiling and every single person has a gun in their coat." ~ OurJake
It's an elaborate system made up of row upon row of perfectly chiseled squares, each ruled by either a fool or master strategian.
Once The Grid deems you worthy, you will be given your very own square. You will rule this square - or see it ruled by another.
Upon entrance, you will notice many other squares, fighting for survival or trying to spawn themselves like amoeba unto the far corners of The Grid. If your spectacles are not too foggy from the freezing air in this wondrous utopia, you will notice a command terminal with many different actions you can take.
Typing Find Me will point you to your square, or give you the option to spawn upon a new square if you don't have one. You will notice, no doubt, 3 letters etched across the surface of your square, spelling out pure gibberish, most likely, to the causal observer. But, hover closer into the thin window separating your physical body from this shell of a reality, and you will see that these same 3 letters actually do carry a meaning...
Updates!
more
[Annex, Havoc, Headbands, MiniGame, Summon Ghost, Coinshot]
- DOMLORD squares can NOT be permed.
- ANNEX hard energy cap of 150 energy.
- HAVOC command costs less energy to use now, see the Havoc command for details.
- HEADBANDs 1-3 can no longer be graffitied by other players. Energy cost to power a headband reduced to 25 energy. You can now perm a headband square. To boost MORALE on a headband square, you must have at least 50 cities on that square.
- MINIGAME disabled.
- SUMMON GHOST is back! You can also alliance them.
- COINSHOT is disabled.
- SPIRES - removing Spires only costs 20 energy now.
Welcome to The Grid! 6 columns wide, 150 rows deep (when full), 900 squares overall (when full), updating nearly every second during activity and completing a full turn every 420 seconds (or 7 minutes, also known as Happy Hour by gridders worldwide), The Grid is truly an amazing place! It is run by square-holders and ghosts (those who own no squares). It is easy to begin playing, but difficult to stop. There is no going back now.
Basics
Wealth
Defense
Aggression
Interactions
Misc
BASICS
Spawn: This is every player's first command and the only way to get your first square. more
This command works by The Grid choosing a random, non-perm, abandoned or occupied square on the board. New players will spawn at the bottom of The Grid.
Re-spawners will land on the bottom of The Grid 10% of the time, and they will land on an existing random square 90% of the time. When a re-spawner lands, he takes ownership of that square and forces out the previous owner (if there is one). If the square that is randomly chosen is owned by a single-square player, a second random square will be chosen instead very quickly, and this time, single-square player or not, the re-spawner will be given this square.
Brand new players spawning in will get 3X the average number of units per square on their new square. Re-spawners only get 0.75X of the average number of units per square.
For new spawns and re-spawners, take note that there are several restrictions. Within the first hour of spawning, attack success odds are 1 in 50. Within the first eight hours, razing is disabled. Also, you cannot SPAWN and Fire a Wizard within the same turn. You have to choose between one or the other if you are a ghost.
spawn
Find Me / Locate: Helps to locate yourself on The Grid in case you're wondering where your damn square is. more
find me
l [player] Locates the squares that belong to the player you specify
Gold: The money that you have in your pocket, or on-hand, is listed under the 'Gold' column in the top-right area of the screen. more
You can have gold in your Bank and also gold on your person (or in your pocket). Gold that is not in your Bank is usually gold that you are using at the moment, but you have to be careful because it can be stolen by other players who see the amount of your un-banked gold in the 'Gold' column.
It's also a good idea to deposit any gold into your bank before the timer in the bottom-left area of the screen runs down, so that you will receive more income the next turn.
gold Displays how much gold you have on-hand
Bank: A fairly safe place to store your gold away from thieves or in case you get wiped from The Grid. more
The bank serves as a way to store extra gold. You may need it if you lose all of your on-hand gold in battle or to thieving neighbors. Large banks will begin to show the effects of bank decay over time (0.07% per turn). Also, it is possible for some of your bank money to get heisted on rare occasions by determined players.
b Displays bank information
b a Auto-deposit all on-hand gold
b d [amount] Deposit
b w [amount] Withdraw
b w e Withdraw everything
b d h Deposit half
b w h Withdraw half
Color: Change the color of your name and your square initials, as well as the color of the borders going around your square(s). more
There are endless combinations using HTML color codes.
color Find out color
color 000000 black/invisible color
color ffff00 Yellow
color ff0000 Red
color ffffff White
color 0000ff Blue
color random
border Find out border color
border ffffff White border
border random
Energy / Coffee: You need energy to be able to do most things, and the amount of energy you have is listed under the 'Energy' column in the top-right area of the screen. more
Most commands use up some of your energy, but the good thing is that all players who own squares gain more energy each turn automatically. The energy accumulates more slowly after 100 energy is reached, but it will continue to build up automatically until it hits a soft cap of 3,000 energy.
Re-energize yourself with Grid coffee! Take a 50-50 chance to double or lose the amount of energy gambled. Each losing gamble eats 1 energy.
co [amount] Gamble an amount of energy
co e Gamble all of your energy minus 1
Title: Edit your title to give yourself a fancy nickname, which can be seen when hovering over your name on the rankings. more
title [message]
Trait: Take empire planning to a whole new level by choosing a trait! There are currently 9 available traits: Red, Green, Blue, Yellow, Purple, Orange, Pink, Lime, and Tan. more
You may change your trait to a color at any time. (Once per 24 hours). If you join a Union then you will be able to change your trait subsequent times for only 75 energy without needing to wait 24 hours.
0) Default (this is the default setting, or no trait)
1) Red. ROUGE. Steal/Siphon success odds: 80%. Heist/Bribe/Revolt success odds: double the normal odds.
2) Green. ALCHEMIST. Gamble/Coffee: 81/160 success odds. Silver mining odds: 1/20.
3) Blue. PLANNER. 10+ extra defensive odds when attacked. Farms, cities, units: cost only 60% of normal price.
4) Yellow. BARON. Discover success odds: triple the normal odds. Annex: only have to pay a maximum of 33.3% of the square cost. Tribute: take an increased 1% of bank and 30% of on-hand gold from single square players. CreditCards: Collect double the fee. Offer cards to ghosts as well. Only need 100 gold to offer a card.
5) Purple. KNIGHT. 5+ extra defensive odds when attacked. Cannot be switched with or graffitied by other players. If a respawner's randomly chosen square belongs to a player with the purple trait, a second square will be randomly chosen instead, regardless of the owner's trait. Blocks, at a minimum, 60% of the damage caused by havocs.
6) Orange. MERCHANT. Auto Deposit deposits 100% of on-hand gold. Alliances/Embassies cost: only 100 gold. Embassy extract extracts 10%. Exchange gives 3 gold per unit.
7) Pink. ROSE. Annex abandoned squares in any domain regardless if you own squares in that domain or not. Deploy units for free. Graffiti is only one-third the normal energy cost.
8) Lime. KATANA. Attack at double the normal odds. You may also graffiti the first square (i.e 1, 43, 85, etc) in any domain (as long as you own it) with DOMLORD, which will give the square 200 defensive attack odds. Also, no one else will be able to spawn on it, graffiti over it, or switch with it. DOMLORD will still function even if you change your trait.
9) Tan. GARDE. With this trait, no one will be able to Steal gold or silver, Siphon energy, Tribute, Embassy extract, Bribe, or Heist from you. Blocks, at a minimum, 60% of the damage caused by havocs.
trait [color]
Whoami: This command will create a member bio page for you, which you can view when you click your name on the Ranks page. more
To achieve line breaks between sentences, add 'BR' html tags.
whoami [message]
Workmode: Wish you could view and play The Grid at work, while not drawing a crowd of curious co-workers around your desk to admire the pretty colors while your boss writes you up for wasting company time? more
Use the workmode command to toggle off/on game colors! Now... back to those TPS reports!
workmode toggle game colors off/on
holidaymode toggle holiday carvings off/on
Worth: This command is used to show the current value of a player in Grid gold. more
worth [player]
Yak Title: If you rank in the top 3 of Giants you can create a [fancy title here] next to your name in the Yak box! more
yak [title] creates your yak title
yakcolor [color] changes the color of your yak title
WEALTH
Farms: Probably the surest way to make a good living, farms multiply the amount of gold you receive every turn. more
Build farms to multiply your gold production every turn. The cost of each farm increases as you build more farms. To prevent a strategy known as farm-cheesing where one player with many farms would have another player with few farms buy up a bunch of farms at a cheap price, and then the player with many farms would take those farms, a mechanism has been put in place so that the more farms you own based on how many total there are on The Grid means the more you will get taxed and the less your farms will actually produce at that point. For honest farmers this shouldn't be an issue usually.
f [amount] [square]
Embassies: Build embassies on other users and extract 5% of their on-hand gold every turn. more
You may build embassies on other players for 1,000 gold so that you can extract 5% of their on-hand gold once per turn. You may also remove the embassies of players that are built on you, but if you remove them, those players may also remove your embassies as well.
For other settings, see settings.
e Displays a list of embassies you own on others and vice versa
e b [player] Build an embassy on a player
e r [player] Remove a player's embassy from your lands
e c Cash-out on all your embassies
Annex: Any square that has been abandoned by its owner is obtainable, regardless of the proximity to any of your squares, except when the square is in a populated domain in which you own no squares. more
A populated domain is one in which there is at least 1 gridder present.
The price of an annexed square will be determined by the number of farms, cities and rebels on the square. Annexing one of your own abandoned squares will cost 10 times as much.
[NEW] The energy cost for annexing a square will be the number of squares you own, squared. So, if you own 4 squares, the energy cost for annexing a 5th square will be 16 energy points (4 X 4). There is a hard cap of 150 energy points, which is the highest amount of energy it will cost you.
Each square owned generates an extra 42 gold per cycle so that gridders with multiple squares have more incentive to hold those squares. The trick to make this work, however, is to own at least 1 farm. It is also true that the more squares you own based on how many squares are on The Grid will determine how much you get taxed, so that if you own 50-90% of The Grid, you will notice that your income suffers.
an [square]
Cities: Each city generates an extra unit on the square on which it resides, every turn. more
Build cities to regenerate more units during cycles. The first city costs 100 gold, and each subsequent city will cost 100 gold more than the previous one.
c [amount] [square]
Discover: If you are feeling adventurous, discover some new lands within the vast empty Grid! more
When a new square is discovered down at the bottom of The Grid, random amounts of farms, cities and rebels will be on it. The player who has discovered it will receive a discovery fee, which is 10% of the discovered square's value. For each discovery attempt, players ranked 1-7, 8-14, 15-21, 22+ in the Giants ranking, will expense 25, 20, 15, 10 energy respectively.
The odds of discovering a new square would be 1 in n+1, where n is the number of squares existing on The Grid.
dis
Exchange: Cash in some of those unused units for gold. more
Sometimes you will have extra units that you could trade in for gold, or maybe you need to bring your units down to 1 on a square that you wish to abandon. Each unit you exchange will return only 1 gold coin, but in a pinch, it may be worth it.
If you just spawned, you won't be able to exchange units for at least 180 minutes.
You will have to wait 24 hours to join a Union if you exchange units!
ex [amount] [square]
Gamble: Long the subject of much controversy, gamble any amount of your on-hand gold at a 50% rate of success. Many users have won millions, but when they couldn't control their greed they swiftly lost everything. more
A 50-50 chance to win yourself some gold to buy that next farm, city or wizard that you have your eyes on. Some players become addicted and foolishly gamble away all of their gold. Each losing gamble eats 1 energy. Green trait will improve your gambling odds slightly.
g [amount] Gamble an amount of gold
g e Gamble all of your on-hand gold
Loans: Are you poor? If you just answered "Yes", then get ready to sell your soul to the Bank Of The Grid for a lot of quick cash! more
There are 4 loan types, 4 is the biggest/riskiest, and 1 is the smallest/safest. Taking out a loan can add millions of gold to your bank, but every Happy Hour, a little percentage gets deducted from your bank and income gold until you pay that loan back. 90% of that percentage now goes to pay back the loan, the other 10% is lost forever as part of the loan fee. Loans can help you out, but if you can't pay them back they are basically 'money sink holes' and they will not disappear until they are paid up or when The Grid is reset. Only 1 loan can be taken out at a time and you can't give others gold or creditcard when you have a loan out.
loans View loan fees, types, and amounts
loan do or die Costs 50 energy. Use this as a last resort. Only works on loan types that are less than loan type 4. If, due to the economy, the current amount that you owe is more than the current amount for a loan type 4, then you will have to wait a bit for the economy to adjust. This is a 50-50 chance of canceling the loan debt if you win or having it double if you lose. You must also have 0 gold, 0 bank, and 0 silver to attempt to destroy your loan debt
loan get [1-4] Take out a loan by specifying a loan type of 1-4. Costs 5 energy
loan pp [amount] Partial payment, pay back a portion of your loan
loan pay Pays back the entire loan amount, assuming you have that amount in your bank
Lotto: Win hundreds of thousands or even millions in gold! All it takes is a winning lotto ticket and a few measly gold to play! more
The lotto jackpot will always max out at whatever the total bank on The Grid is (minus all loans in play), but always at least a minimum of 42,000 gold. Players ranked 1-7, 8-14, 15-21, 22+, on the Giants ranking can purchase up to 50, 100, 150, 200 tickets per turn respectively.
lo [amount]
lo [amount] l The 'less' argument hides all losing numbers from your log
Roulette: Load up the griddle-gun with 6 bullets and fire away for a 5-in-6 chance to win 20% of your bet, or a 1-in-6 chance that you will lose 100% of your bet. more
Place your bet by specifying an amount of gold. Traits have no effect on roulette odds.
rr [amount]
Silver: In The Grid, gold is common and can become inflated over time, rendering a small amount of it practically worthless. Silver, however, lives outside of The Grid economy, is much rarer than gold, and can be exchanged for quite a lot of gold. more
Having a silver supply can benefit you because silver doesn't easily lose its value with the shifting and turning of the economy the way that gold does. When dealing in silver, keep in mind a few important notes:
The less silver there is on The Grid, the rarer it is and the greater its value in gold. Don't exchange all of your silver too fast. If you do exchange some of your silver, check the exchange rate first, then exchange 1 silver at a time while checking the exchange rate after each exchange. You may get more gold if you do it that way since silver increases in value the less there is of it on The Grid.
Also, the value of silver increases as the economy goes up (check the Stock Market page), yet it doesn't decrease much as the economy goes down, so it has real staying power when times get hard. It does tend to drop slightly in value when miners are successful and uncover more silver buried deep beneath The Grid, underneath the fiery hot, giant, revolving griddle cake.
And most importantly, when you wipe another player off The Grid, you loot all of their silver as well!
Silver mining odds are 1 in 25. For each silver mining attempt, players ranked 1-7, 8-14, 15-21, 22+ in the Giants ranking, will expense 25, 20, 15, 10 energy respectively.
Silver soft caps at $1,000,000 gold + 1% of rate.
sil Displays how much silver you own
sil e [amount] Exchange your silver for gold
sil m Mine up to 0.15% of Grid silver, if lucky
sil r Displays the Rate of exchange between silver and gold
sil s [player] Steal 1-10% of a player's silver. Odds: 1:25. Costs 25 energy
Spires: This indicates a special square that was once permanent, but has been transformed into a Spires square, meaning that you can build unlimited farms and cities on it. more
There is no refund for transforming your permanent square into a Spires square - it simply loses permanence and gains the carving of 'SPIRES', allowing you to build as high as the sky or until another player manages to spray graffiti over your carving.
There used to be a loophole that allowed you to mark a Spires square as a Pilgrim square, and then re-perm the square, but that has been fixed.
Spires can not be spawned upon. When many Spires, Walls, and Perms begin to crop up all over The Grid, no one will be able to build anymore if there are not more than 10 spawnable squares left on The Grid for re-spawners to find a home in.
Each player can build up to 3 Spires, and more Spires can be attained by conquering other players' Spires.
sp [square] Converts a permanent square to a Spires square
sp [square] remove Removes the 'Spires' carving. Takes 20 energy.
Wizards: No one is complete without one. Wizards are expensive, starting at 5 million gold for the first hire, and doubling in cost for each additional wizard. more
Each wizard gives you 70% more of farm profits, city-generated units per turn, and bless gold. Additionally, each wizard increases your shield protection by 5% and your stealing success rate by 7%.
No player may have more than 13 wizards. Wizards cannot die, but they can be bribed.
Max shield protection is 83% and max stealing success is 80% regardless of how many wizards you summon. Wizards cause your energy to replenish slower every happy hour by 1 energy point for each wizard owned.
See Fire Wizard to exchange a wizard for some cash.
wizard
DEFENSE
Shield: A shield will help your squares in battle if attacked by another player directly, increasing your odds of defense by 1. more
A shield will cost you 100 gold multiplied by the number of squares you own. A shield will also reduce the damage inflicted from a havoc attack by 33%.
shield
Sparta: A good safety measure when you are going to be away from The Grid for a while. Sparta functions as a separate account from your bank. It doesn't actually hold any gold in it, but the idea is to SET it to a number, say, 10,000. Then, if you are attacked and are down to your last single square and unit, your bank will automatically pull out 10,000 gold to purchase 1,000 units on that square (10 energy will be deducted as well) - and you will be able to prolong the battle (even if you are away from The Grid). more
Set Sparta to something reasonable, it should be less than what you have in your bank. If you set Sparta to an amount higher than what's in your bank, then all of your bank will be used to purchase units for you when you need them most. 10 energy is also deducted when sparta units are automatically purchased
sparta [amount] Costs 5 energy to set sparta amount
sparta 0 Sets Sparta funds to 0. No units will be purchased for you. Costs 5 energy to set to 0
Units: Purchase more units to defend your squares. more
The cost is 10 gold per unit.
p amount [square] or
u amount [square]
Abandon: Ditch a square when you know you can't defend it in order to gain some cash when another player takes it. more
To abandon a square, it must have only 1 unit left on it, either by exchanging the units, or deploying them to another square. You will be paid a percentage of the square's value (up to 80%, minus 0.8% per rebel) when another player annexes or respawns on it.
When a player respawns on an abandoned square, that player in essence actually purchases the square. The purchase cost will be deducted from that player's on-hand gold, or reduce their gold to 0 if the cost is too much.
Note: the Abandon feature can be enabled/disabled in a specified domain by Voting on the Voting Page.
ab [square]
Permanent Square: It costs one million gold, but once obtained, your future is set. Permanent squares can be located by their double border. more
Making a square permanent means that no one can take your permanent square from you, unless all other squares on The Grid are Permanent squares too, except for the would-be-wiper's squares, meaning that a Grid Wipe is nearing completion by an aggressive gridder.
A permanent square cannot be spawned on. It costs 1,000,000 gold. If you already have a permanent square, you can shift the permanence onto a different square for 250,000 gold.
Players who have forsaken The Grid will be given two weeks, upon which, after that time, the permanence will fade from the square, leaving it vulnerable again. The only other event that can destroy a permanent square is a complete Grid Wipe/Reset.
Only one permanent square is allowed per user. You can also remove permanence from a permanent square, refunding you 750,000 gold. You can build up to 100 farms and cities on a permanent square. On normal squares, you can only build up to 50 farms and cities. Squares can NOT be made permanent when they are touching any square that is already permanent.
Certain types of squares can NOT be made permanent. These are: PIL-A, PIL-S, PIL-N, SPIRES, HEADBAND, SEER, DOMLORD.
perm [square] makes a square permanent, or shifts permanence onto a different square
perm remove removes permanence from a square
Walls: Build Walls on your squares for better protection and to keep out intruders. more
Squares that have Walls on them cannot be spawned on, cannot switch at all, and cannot be carved on or vandalized with graffiti.
In order to build a Wall on one of your squares, you must first have a Monk on that square. The Monk is trained, paid some gold, and then transforms into a solid Wall which has a whopping defense of 50 odds!
Walls start off pretty cheap, the first Wall will cost you 1,000 gold. Each additional Wall will cost 10 times more than the previous one. You may not abandon a Wall square, and you can't build a Wall on a Permanent square.
You may remove a Wall from a square, but you will only receive 1,000 gold and the Wall will transform back into a Monk. If you have 6 Wall squares, you cannot build anymore Walls, although you may attack and conquer other Wall squares.
wall [square]
wall [square] [remove] transforms the Wall back into a Monk
Note: There are other commands that can help with defense like traits, graffiti, and headbands.
AGGRESSION
Attack: Attack any opponent's square that is adjacent to your own squares. Squares are comprised of units. Defeat all units on a square to conquer it. more
You may attack another player's square that is touching one of your own squares (yes, you CAN attack diagonally). A winning attack that conquers the square would cost 3 energy, otherwise it would cost only 1 energy. In a normal battle the attacker has 1 in 3 odds of winning an attack. Units from both sides can be lost regardless who wins an attack, but you will lose more units if you lose an attack. A winning attack can take over a square if there are enough attacking units.
If an attacker has more alliances than a defender, the odds become 1 in 2 for the attacker. If the defender has more alliances, the odds become 1 in 4 for the attacker. The defender can increase the odds by 1 more point if a shield is owned. The attacker can increase the odds by 1 if the defending units have been whittled down to 1. The defender, at this point, has a chance to abandon his square or go down swinging. If a player loses all of their squares they become a ghost and will have to respawn onto The Grid in order to be randomly assigned a new square. Odds of a successful attack for re-spawners within the first hour are 1 in 50.
a [enemy-square] [your-square]
Bribe: Wizards are one of the main ways to measure the strength of a player because they multiply your profits and units with their sorcery. They are also treacherous creatures and can be bribed on rare occasions. more
The chance of bribing a wizard away from a fellow player to come work for you is 1 in 100. But, be careful! If your bribe is not successful, there is a slight chance (1 in 125) that a wizard may actually leave your employment to work for the player you attempted to bribe a wizard from! Wizards often go where the grass is greener and if you can convince them that your realm is fairer and your ale, sweeter - they may follow.
Also, understand that while accumulating wizards in this fashion may make you more powerful faster, it can also make you some bitter enemies, so proceed with caution. There is no difference in bribing a wizard from an active, inactive, or ghost player. Also, you must have at least 1 wizard yourself when attempting to bribe wizards from others.
Costs 30 energy.
br [player]
Coinshot: With a COINSHOT graffitied on your square, you may use it to attack squares that are further away, breaking down their units by flinging coins at them. more
The further away you are, the less of an effect you will have. First, you must have COINSHOT graffitied on your square. There is a 1 in 30 chance that the defender will catch the coins before they do harm and your gold coins will have been thrown in vain. Each Coinshot attempt also has a 1 in 3 chance of being a Power Shot, which will kill 10X - 100X as many units as normal. COINSHOT requires 10 energy. Type 'coinshot' to see the command order, it's similar to the 'deploy' command order. If the defender has a shield, purple trait, a headband 1-3, or a SEA, WALL, DOMLORD, CASTLE or permanent square, then the final number of units killed will be reduced by 1/2.
coinshot [number-of-gold-coins] [your-coinshot-square] [square-you-are-attacking] Fling coins at enemy squares further away to damage their units
Havoc: This ancient griefer's command is back! more
The energy cost is now 5% of your total energy per havoc, or 20 energy, whichever is more. The gold cost per havoc is 1% of your bank+gold, or 1,000 gold, whichever is more.
The damage done per havoc depends on the defender. If the defender has a shield, they automatically block 33% of the damage. Each wizard owned by the defender blocks an additional 5% of damage (up to a maximum blocking of 83% of damage). If the damage is inflicted upon a permanent square, the percentage of damage blocked will automatically be 83%.
The percentage of damage actually inflicted by the attacker will be a random percentage between 1 and (100 - percentage blocked).
Ghosts may not havoc.
ha Rain down havoc from the sky
Heist: A 1% chance every turn to steal a random amount of gold (up to 25%) from a non-ally's bank. more
Only Heist or Steal can be used once per turn so choose wisely which one to use.
he [player]
Mug: If you rank in the Top 5 of Giants, you can attempt to mug another player who ranks below the Top 5. more
Mug at 80% odds of success for 80% of their on-hand gold as long as the player you are mugging ranks below the Top 5 of Giants and is not an ally. This attempt uses up your rebel-incite attempt for the turn.
mug [player]
Pop: Pop rebels on squares where there are 10 or more rebels. more
A 1 in 10 chance of success to spread up to 50 rebels from the selected square to other random squares, angering many. An attempt to pop rebels uses up your rebel-incite attempt for that turn.
pop [square]
Raze: Conquer an enemy's square, and then destroy farms or cities on that square in order to not only piss off your enemy, but to make some extra gold as well. more
Destroy farms/cities and get refunded 70% of the costs that went into building them.
If you had just spawned, you have to wait 8 hours before you can use this command.
raze [farms/cities] [square] [amount]
Rebels: When placed on a square, these bad boys drain away a small percentage of that square's units and the owner's 'income gold'. They can be removed for a fee or by a lucky request. more
You can attempt to incite a rebellion on a square (70% chance of success) to reduce the owner's units 'on that square' and the owner's fresh 'income gold' (not gold that's been sitting on-hand and wasn't deposited).
Every Happy Hour, The Grid will remove 1% of units (per rebel) on the affected rebelled square (AS LONG AS THERE IS AT LEAST 1 CITY ON THAT SQUARE), as well as 1% (per rebel) of the owner's fresh 'income gold'.
Rebels do damage to a square over time, and the more rebels, the more serious the damage will be.
You can also attempt to remove a rebellion from a square by negotiation (70% chance of success), or you can just pay off a rebel squad to force it to leave a square (Costs 1,000 gold or 1% of your total bank and on-hand gold, whichever is more).
r i [square] Incite a rebellion
r r [square] Attempt to remove one rebellion by negotiation
r p [square] [amount] Remove rebellions with payment
r g Remove ghost rebels that show on Ranks, but not on your squares
r w Wipe all rebels from your lands with one payment
r w [player] Wipe all rebels from another player with one payment
Reject: Break off an alliance. Why would you ever do this? To steal their gold, of course! more
reject [player]
Revolt: Gridders who have been targeted with rebels can now return the favor. A successfully lead revolt, which is large enough, can potentially mean dozens of new rebels springing up randomly across The Grid in the blink of an eye! more
The more rebels you have on your lands, the bigger your revolt can be, but the odds of pulling it off will be more difficult.
If you have 4 rebels, your odds for a successful revolt are 1 in 4, and if you succeed, 6 rebels (or 1.5 X the number of your rebels) will be placed randomly across The Grid.
Only a revolt or inciting a rebel normally may be attempted once per Happy Hour.
re
Siphon: A 10% chance every turn to steal up to 10% (or 5% if you're a ghost) of energy from a non-ally. Wizards increase your stealing success rate by 7% each. more
Using this command also uses up your Steal/Heist attempt for that Happy Hour as well.
si [player]
Steal: A 10% chance every turn to steal up to 80% (or up to 30% if you're a ghost) of on-hand gold from a non-ally. Wizards increase your stealing success rate by 7% each. more
Using this command also uses up your Heist/Siphon attempt for that Happy Hour.
s [player]
Tribute: See a player with only 1 square? Then you may easily take 10% of their on-hand gold and 0.5% of their bank every turn. more
tr [player]
INTERACTIONS
Alliance: Form alliances with others to raise your clout attribute, which can help your odds in battle. more
Costs 1,000 gold per alliance. Serves as a gesture of goodwill. Allies cannot steal from each other. Having more alliances than your opponent increases your chances of victory in battle. Each alliance is worth one 'clout' point. The term 'alliances' and 'clout' are interchangeable.
To get rid of an alliance, you would have to reject them.
al [player]
Creditcards: Hand credit cards out to other players so that you can extract a card fee of 1% of their bank per turn. more
As a creditor, you can offer an active gridder funds via a creditcard of 10,000 gold or more, up to 10% of your bank. If a player (the debtor) has accepted your card, you can collect a fee (1% of his bank), if the debtor has used money and has not fully repaid the creditcard amount. If the debtor has been inactive for 2 weeks, you will be unable to extract fees from the debtor's bank.
By canceling the creditcard, you willl get back whatever is left in the creditcard funds. Conversely, as a debtor, after accepting the credit card, using funds from a creditcard would transfer them from the creditcard to your on-hand gold.
cc Get information on your cards
cc offer [player] [amount]
cc accept [player]
cc cancel [player]
cc collect [player]
cc use [player] [amount]
cc add [player] [amount]
cc add [player] [amount]
cc loan [player] Buy a loan debt from a poor player and transfer it to a creditcard with no credit for that player. Costs the amount of their loan plus a fee of 10% of their total bank and gold, or 10,000 gold, whichever is more
Deploy: Move units around from any one of your squares to another square, regardless of who owns the destination square. more
You may deploy units from one of your squares to another square, even if the other square is not owned by you or is far away. The cost is 1 gold per unit deployed, and you cannot deploy to abandoned squares.
To deploy units to another player's square, you must have an existing alliance with the player. If you just respawned, you won't be able to send units to an ally for at least 180 minutes.
d [amount] [from-square] [to-square]
Give: Take pity on a poorer Grid user and give them some gold. more
Share the wealth.
give [player] [amount]
Graffiti: You can attempt to mark up squares across The Grid with grid-graffiti! more
You can vandalize a square on The Grid, writing graffiti over a carving, which can be devastating to pilgrim squares (PIL-A, PIL-S, PIL-N) if they actually hit.
Some letters like, 'K', 'H', and 'S' will not work and the max length is 10 letters.
It is a 50-50 chance to write graffiti on a square. The Grid Police patrol the area so the square you end up writing graffiti on could be in the same general vicinity of the square you choose (within 2 squares) since that was the least-watched square at the time (UNLESS accuracy of graffiti is voted on via the Voting page).
The cost per try is 10 energy. But, graffiti is only one-third the normal energy cost for pink and green traits. Some exciting attributes like 'Wildcard' can be written in graffiti on squares.
Players who try to graffiti profanity risk being banned!
gr [square] [message]
gr [square] CASTLE If you own farms, each CASTLE square you own increases TOTAL farm profits by 2%. A CASTLE will also increase unit production by 2 times the number of the cities only on that square. Gives 5 extra defensive odds if attacked.
gr [square] COINSHOT With a COINSHOT graffitied on your square, you may use it to attack squares that are further away, breaking down their units by flinging coins at them.
gr [square] GNOME With a GNOME graffitied on your square, whenever someone attacks you on that square, and they lose the attack, they will lose an EXTRA 25% units. Combine this with the blue trait for great defense!
gr [square] LONGSHENG If you own farms, each LONGSHENG square you own increases TOTAL farm profits by 5%.
gr [square] MYST If you own the square, the MYST graffiti will cloak your square from view, and no one else can graffiti over it while you own the square. NOTE: this is not a full proof hiding method, it's a simple cloaking of your square(s) at best
gr [square] NOSPAWN Makes a square unspawnable and only the owner can create and remove this graffiti on his squares.
gr [square] PIL-A Indicates the square is a Grid Acolyte, preparing for a pilgrimage and must switch to the top or bottom row of The Grid to begin
gr [square] PIL-N Indicates the square must travel to the North Grid to complete its pilgrimage
gr [square] PIL-S Indicates the square must travel to the South Grid to complete its pilgrimage
gr [square] MONK EARNED BY PILGRIMAGE, NOT GRAFFITI. Indicates a square which has completed a pilgrimage and now has up to 20 defensive odds if attacked. You can remove your own Monk with a Headband
gr [square] REBEL With a REBEL graffitied on a square, no one can remove rebels from that square. Only the owner of the square may remove the REBEL graffiti.
gr [square] SAMURAI With a SAMURAI graffitied on your square, whenever you attack someone from that square, you will only lose half of the units you would normally use.
gr [square] SEA To graffiti a square with SEA, the square must be owned by you. A square that is covered by the Sea has defensive odds of 1 in 50 in battle but cannot have any farms or cities built on it and it cannot be switched with other squares. Surrounding your valuable square(s) with protective Sea waters may be a good option. Also, SEA squares cannot be spawned on or graffitied by other players. Cost: 40% of total energy or 40 energy, whichever is more
gr [square] SEER EARNED BY PILGRIMAGE, NOT GRAFFITI. Indicates a Monk square that has switched to a square perfectly divisible by 42 and now has up to 60 defensive odds if attacked. You cannot switch TO a Seer square, only away from one, which would demote the Seer back to a Monk. Also, you can not spawn upon a Seer or make a Seer permanent. You can remove your own Seer with a Headband
gr [square] SPAWN Any squares with SPAWN graffiti will be given priority as landing spots for respawners. You may only write SPAWN on your own squares or on your own abandoned squares.
gr [square] SWORD A SWORD will increase unit production by 5 times the number of the cities only on that square.
gr [square] THUG With a THUG graffitied on your square, whenever you attack someone from that square, you lose approximately 1 energy for every 5 attacks.
gr [square] WILDCARD Indicates a square that can be switched with far away squares as well as squares that lie on your border if the target square is not a Permanent, Spires, or Seer square. The Wildcard must be the square you are switching FROM and must not be Permanent. New Rule: The square you are switching TO must be NEXT to a Permanent Square when using a Wildcard. Costs 100 energy to use
gr [square] WINDMILL Each WINDMILL square you own increases your total energy each turn by 1
Special Settings: Block players from being able to build embassies on you, etc. more
e s [amount] Set the minimum embassy extraction amount that will appear in your log, 0 is the default so any embassy-extraction over 0 would appear in your log
e s 1 No one can give you gold using the GIVE command
e s 2 No one can ALLIANCE you, which means if someone can't become your ally, then they won't be able to deploy units to your squares either
e s 3 No one can WHISPER to you
e s 4 No one can buy your loan
e s 12 No one can GIVE you GOLD OR ALLIANCE you
e s 13 No one can GIVE you GOLD OR WHISPER you
e s 14 No one can GIVE you GOLD OR buy your loan
e s 23 No one can ALLIANCE you OR WHISPER you
e s 24 No one can ALLIANCE you OR buy your loan
e s 34 No one can WHISPER you OR buy your loan
e s 123 No one can GIVE you GOLD OR ALLIANCE you OR WHISPER you
e s 124 No one can GIVE you GOLD OR ALLIANCE you OR buy your loan
e s 134 No one can GIVE you GOLD OR WHISPER you OR buy your loan
e s 234 No one can ALLIANCE you OR WHISPER you OR buy your loan
e s 1234 No one can GIVE you GOLD OR ALLIANCE you OR WHISPER you OR buy your loan
e s 404 No one can build embassies on you, neither can you build embassies. However, doing this will reduce your income by 30%
e s 101 No one will be able to remove rebels from your squares, meaning that you will be unhindered in your revolt attempts
e block [player] Block specific player from building an embassy on your land, don't forget to remove their embassy too if they built one on you. However, doing this will reduce your income by 20% regardless of how many players you block. Blocked players will NOT be able to WHISPER you either
e unblock [player] Unblock specific player so they CAN build an embassy on your land
Switch: This is a fun command that will allow you to switch positions with other squares along your borders. It's also a great way to become mobile, traveling across The Grid by shifting different squares around. more
You can also focus on making your lands more uniform by switching out squares with odd squares here and there that have somehow wandered into your kingdom.
Regular graffitied squares are switchable. You can switch the position of your square with another square that lies on your border if neither square is a Permanent, 'Sea', 'Wall', or Spires square (unless the square you are switching FROM is a Spires square), and if the square being switched TO is not a Seer square.
Switching will let you transfer all of your units, farms, cities, and rebels from one square to another, while the square you switch to will have all of its assets switched to your original square. This is a great way to move around The Grid or to make your lands more even, giving them a proper shape instead of all scattered about.
The only requirement is that the square you are shifting from must have more units than the square you are shifting to. If you are switching FROM a square with 'WILDCARD' written in graffiti on it, then you will be able to switch positions with far away squares.
Players ranked higher in the rankings of giants will have to spend much more energy to switch. Players who rank lower, however, will expend less energy to switch. Switching with your own squares will cost 5-15 energy, whereas switching with abandoned squares will cost twice as much.
sw [to-square] [from-square]
Whisper: Mutter a private message to another player free from the ears of the public. more
w [player] [message]
MISC
Auto Banking: Near the end of every turn, 90% of the gold you have on-hand will be auto-deposited into your bank if you have been inactive for more than 7 minutes.
Ban: Ban a player that is cheating by using multiple accounts. That is the intended purpose of this command. more
Only a few have this ability: Jes, Bingy, Dubber, blueguyz, TARDIS
ban [player-name] Bans a player forever until they are unbanned. (Note, if they have already been playing awhile, this command may not work)
ban [player-name] unban Instantly unbans a player who was banned
Bless: Once per turn you have a 1 in 100 chance at blessing every square-holder with a random amount of gold. more
Applies to square holders who have not been inactive for more than a day. The amount of gold will be increased based on the number of wizards owned by the one who is attempting the blessing.
bl
Fire Wizard: Wizards come... and wizards go. Fire a wizard, and get back 70% of the costs that went into purchasing your last wizard, along with full energy to boot. more
Sometimes wizards may seem to be a burden rather than a blessing, or maybe you need some quick gold, and a lot of it. Firing a wizard from your service is an easy way to regain full energy and to get back half the costs that went into purchasing your last wizard.
This command should be done at the beginning of a turn or it may not always work. Also, you cannot SPAWN and Fire a Wizard within the same turn, you have to choose between one or the other if you are a ghost.
The firing rate across The Grid can NOT be voted on any longer via the Voting page.
fire wizard Following this command, the log will prompt you to enter "fire wizard now" to complete the transaction
Giants: Shows you who the 5 top players are based on unit count. more
giants Shows top 5)
giants [player] Shows where specified player ranks in the rankings of giants
Headbands: Are you a one-square kind of player, a rebel, a lone samurai? If so, then headbands will benefit you the most. more
There are a potential 99 headbands that can be acquired on The Grid. Headband #1 benefits you the most while Headband #99 will benefit you the least. The best combination is a very low square count and a low-numbered headband - that will give your headband square the most unit strength!
Headbands #1-3 can not be spawned on OR graffitied over by other players. Note: To get Headband #1, it must not be taken by any other player and you must only have 1 square.
Headbands work by powering up a headband square with extra units. The headband # you own and also the number of squares you own work as divisors of the median range of all of the units on The Grid, to max out at .00075 of all units on The Grid. For a player with a low numbered headband and low square count, more units can be gained through "powering up" your headband.
Headbands are meant for small players, to give them a way to stand toe to toe against the giants.
hb Shows headband information
hb [square] Attempt to acquire a headband on a square
hb p [square] Power up your headband square with units - 30 energy (capped at 30 energy now)
hb remove [square] Removes a headband on the specified square
Minigame: The Grid has a minigame! It is basically a race between players to obtain 4 monks, via attacking and/or switching. more
The victor of the minigame wins 5% of the lotto pool.
Type mg, minigame, or game to see options for a mini battle game between players. You can also click on square 1 to open up the battle-game area of 42 squares at the top of The Grid.
Only 2 players may compete at a time. When 1 player has all 4 monks, that player wins and the game resets.
You may only attack and switch. The game may also reset if no player has moved in 20 minutes. This may happen when neither player can attack because of only having 1 unit on each square.
Typing mg status will declare the game a draw after 20 minutes of no activity from either player in that game. The battle-game does not affect normal player stats. Ghosts may play as well!
mg show Game play appears at the top of the grid
mg hide Hides the game play
mg status
mg join
mg cancel
Morale: You can attempt to boost morale on any square you own that has a headband. Odds are 50-50 that you will gain units... or lose some. more
If you had just spawned, you won't be able to boost morale for at least 180 minutes.
morale [amount] [headband-square]
Mute: Shut up a ranting GriddleNoob or troll player. That is the intended purpose of this command. more
Only a few calm and collected veteran players have this ability: Psykosis, Jes, popopop, Bingy, PsychoSmiley, Hallelujah, mhall, quantumchaos, Alpha37, OurJake, Dubber, Shamadruu, blueguyz, TARDIS
mute [player-name] Mutes a player for anywhere from approximately 1-5 happy hours
mute [player-name] unmute Instantly unmutes a player who was muted
Nuke Log: Sometimes your log gets filled up with too much crazy colored text. If you want a clear slate, just nuke it! more
nukelog
Password: Paranoid that you made your password too weak when you signed up? Then change it! more
To change your password, use the following format:
password [old] [new] [new]
Pilgrimage: Many gridders are seeking a higher calling (and a little extra defensive power) by making a pilgrimage from one end of The Grid to the other. Those who succeed will get the special inscription of 'MONK' carved into their most righteous square, which helps to raise their defensive odds in battle. more
Some gridders may wish to seek a higher path and a more noble existence on The Grid. These kinds of gridders are those who have chosen to make a pilgrimage from one end of The Grid to the other - with many obstacles to overcome.
You can make a Grid Pilgrimage simply by switching squares, but you must start from the south of The Grid and travel north OR start from the north of The Grid and travel south - it makes no difference, it is all about the journey.
The square you choose to make a pilgrimage with would ideally already be near the northern or southern border of The Grid. That way all you have to do is touch either the top row of squares and work your way south or touch the bottom row of squares and work your way north.
If you complete the journey, you will have 'MONK' carved into your square automatically, which will raise your odds of defense on that square, if ever attacked, by up to 20. The downside to making a pilgrimage is that as you are just about to reach your destination, or either before that point, or afterwards when you earn the 'MONK' title on your square, a devious neighbor may steal your pilgrimage from you.
If you wish to cancel your pilgrimage because your holy square is being overpowered by an enemy square, quickly acquire a headband on your square so that your pilgrimage will not be stolen, although you will have to begin the pilgrimage anew on that square.
When you begin a pilgrimage the letters 'PIL-A' will be automatically carved into your square to show that you are starting out as a Grid acolyte. Once you reach either the northernmost row of squares or the southernmost row you will have a 'PIL-S' or 'PIL-N' carved into your square.
'PIL-S' indicates that you must travel south to complete your journey and 'PIL-N' means that you must travel north. If the square you start the pilgrimage from is already at the top or the bottom of The Grid, you must switch up or down a row and then switch back to activate your square.
Remember, it is the square you are switching TO that gets activated. So, if square 7 is your pilgrim square, you must switch TO either square 1 or square 2. Switching to square 7 FROM square 1 or 2 will have no effect.
pil [square] Begins a pilgrimage
pil remove [square] Removes the pilgrimage carving on the square
Religion: If you have even a griddleseed of faith, you can begin your own religion! There can only be 6 religions total on The Grid, and they can only be formed and led by wise Seers. more
You can't have more than 21 squares to create, assume leadership, or reap offerings from a religion.
Religion can be voted off via the voting page. Benefits of having your own religion boils down to having more opportunities based on a loyal, faithful, and growing congregation along with lots of prayer and construction of churches.
Even if you are not a giant, but have access to Seers, then you have a chance of becoming more powerful because of your faith, especially if you are the leader of the faith.
A great religion has many churches, a large treasury, and a faithful congregation. When this is achieved, and when there is repeated prayer by all of its worshippers, a religion will begin to reveal its true and blessed power exponentially.
You cannot be a leader or member of more than 1 religion.
rel Displays religion information.
rel form [religion-name] Form a religion with a holy name.
rel change [old-religion-name] [new-religion-name] Change religion name. Costs 5 energy
rel end [religion-name] End your leadership of a religion
rel destroy [religion-name] Destroy a religion if you are the leader of it, or destroy another religion that has no leader. You get the church's treasury funds
rel lead [religion-name] Assume leadership of a religion of which you are a member. Must have more Seers than the current leader, if there is one. Religion leader may not have more than 21 squares.
rel join [religion-name] Join a religion. If you were excommunicated, 1 in 20 chance you can re-join. Costs 10 energy.
rel leave [religion-name] [no/yes] Leave a religion of which you are a member. If the option 'yes' is chosen you will be excommunicating yourself from the religion as well.
rel convert [religion-name] [player-name] As a leader, attempt to convert gridders into your religion at a 1 in 50 chance. Costs 10 energy.
rel burn [religion-name] [number-of-churches] As a leader, burn down churches and collect half the gold that went into them.
rel church [religion-name] [number-of-churches] As leader, build churches for your religion. Each church costs 100 more than the last and returns 100 gold each during answered prayers. You can only build churches up to the number of cities or farms you have, whichever lower.
rel tithe [religion-name] [amount] give an amount of gold to a church. Doing so funds the church treasury, making it possible for more churches to be built. Also, the bigger the treasury, the higher the amount given in answered prayers.
rel bless [religion-name] as leader, bless your flock with 20% of the church's treasury. The amount will be divided equally among the members. If there are ghosts in the church for some reason, they will receive a portion as well. Costs 20 energy. The bless amount is soft capped at $500,000 gold + 1%
rel excommunicate [religion-name] [member-name] As leader, kick a member out of your church. Do this when a member of your congregation is close in Seer count to you, they may be trying to take over the leadership. You may also want to do this when there are too many ghosts in a religion due to members becoming inactive and getting wiped. On one hand, more members helps to multiply the gold given from answered prayers. On the other hand, each blessing of gold given by a religious leader is divided among all of the church members equally, ghosts as well.
rel offering [religion-name] As leader, dip into the offering basket and take 20% of the church's treasury for your hard work in guiding the faithful. Costs 20 energy. The offering amount is soft capped at $1,000,000 gold + 1%
rel pray [religion-name] 1 in 20 chance of successful prayer which gives the church treasury in that religion an amount of gold. Formula for amount of gold: (numMembers X numMembers / 2) X (numChurches X 100) + (1% of treasury). As the one who prayed (if the prayer was answered), you will also receive a small portion of that gold. 10 energy if member, 20 if leader. You must have at least half as many farms and cities as there churches in your religion for your prayers to be acceptable.
rel steal [religion-name] Attempt to steal up to 3% of a church's treasury. Odds of success are 1 in 15. Costs 15 energy.
rel m [religion-name] [message] send a message to all of the members of your congregation for 5 energy.
Seers: Every square on The Grid that is perfectly divisible by the number 42 can be made into a Seer square, if the square has first completed a pilgrimage and earned the title of 'Monk'. more
Seers must be created with the SWITCH command by switching a MONK onto a square divisible by 42 (42, 84, etc).
Seers are very important when it comes time to vote because every Seer square will give you an additional 10 VPs (Vote Points), while ordinary squares you own generate only 1 VP each. Also, Seers can't be spawned on or made permanent.
Shortcuts: Displays a list of shortcut commands for no-nonsense gridders who like fast tools. more
shortcuts
Stock Market Exchange (SME): The Stocks page lets players buy and sell stock in each other and in The Grid itself. You cannot attack a player in whom you have purchased stock nor can you give them gold.
Summon Ghost: Allows a player 1 chance in 20, per turn, to summon their favorite ghost from the grave. more
If the ghost is successfully summoned, it will spawn randomly onto The Grid, and if half of the gold in its bank is more than its on-hand gold, then half of that banked gold will go to its on-hand gold amount. This will allow players to summon rich ghosts from the grave and loot their gold if they can wipe them off their spawned-upon square! You can also alliance summoned ghosts.
sg [ghost-name]
Union: Join or Form a Union to pass on savings to the little guys! more
As long as you don't rank in the Top 5 of Giants you may form a Union with 1 or 2 other founders and receive periodic Union Dues from its members. This may give you a sense of pride because you are helping your fellow man.
Or, if you'd rather just join a Union that already exists, as a member, then you will enjoy paying only 40% of the price for Farms, Cities, and Units as well as being able to change your Trait at any time for only 75 energy!
You will have to wait 24 hours to join a Union if you exchange units.
Unions will reset upon a Grid Reset/Wipe.
un displays all of the unions, up to 10. Founders/Members shown in white are valid contributors since they don't rank in the Top 5 of Giants. A union that has only 1 founder will not be able to receive union dues from its members. However, payment will still be noted, and the paying member will be able to leave the union if they wish
un f [union name] attempts to form a union that has no name yet. If the union does have a name, you will become a founder of that union as long as there are less than 3 founders - costs 50 energy
un rename [current name] [new name] if you are the first-listed founder of a union, you can rename your union - costs 50 energy
un join [union name] you want to join a union as a benefiting member, simply type in the name of the union you wish to join. If you try to leave a union right after joining, the monies you get from razing will be what you would get if you were still a union member, until 8 hours has passed - costs 100 energy
un pay [union name] as a member of a union, you should seek to pay union dues once every 72 hours in order to make the founders happy. The [#ofHours] next to your name in the listings of unions when you type UNION will be a number shown in red if you've gone over 72 hours without making a payment. Payment will be 4% of the total bank+gold of the founders of the union you belong to, and the payment will be divided equally among them, taken from your on-hand gold amount
un penalize [union name] [player name] as a Union founder, take 50% of a member's on-hand gold amount if they haven't payed their union dues after 72 hours - costs you 5 energy
un remove [union name] [player name] if you are the first-listed founder of a union and not a Top 5 Giant, you can remove other founders or members. 20 energy is required to run this command, but if you are removing a member who has not paid dues within 72 hours, 20 energy will not actually be deducted
un exit [union name] you may exit a union either as a founder or member. If you are the last person to leave the union, the union will dissolve. If you try to leave a union as a member who has enjoyed membership for at least 4 hours, and have not paid your dues, you will be unable to leave.
un usurp [union name] as long as you don't rank in the Top 5 of Giants and are NOT a member or a founder of any union, you can attempt to usurp the position of any first-listed founder of a union. This uses up your Mug/Rebel-Incite attempt for that Happy Hour, and odds of success are 1 in 30.
Voting: The Voting System allows players who own squares to vote on whether they want to disable certain features from the entire Grid or from specific domains.
more
A domain is a section of 42 squares.
Not only can players disable features through the Voting System, they can also change the rate and cost of certain features, choosing as a whole what they think is best for the entire Grid, or for their specific domain. Each player can propose a maximum of 3 law changes at a time.
Every proposal completes in 24 hours. If it is a domain specific proposal, it requires a minimum of 3 voters and a majority vote of 66.6% to pass. Proposals that affect the entire Grid (also referred to as Domain 0) require a minimum of 6 players and a majority vote of 75.0% to pass.
While a proposal is running its course and players are voting on it, Seers become the most important contributors because each Seer square is worth an additional 10 VPs (Vote Points). Other squares generate 1 VP each. Players can actually turn the tide on a bill that is being voted on by attacking each other and conquering key squares that would affect the outcome of the votes.
Also, if for example, a law passes that would disable a feature or change the rate of a feature, and then a while later another law passes that would enable that same feature or adjust the rate of the feature differently than the previous feature, this latest law change will go into effect, and the older law(s) will be ignored.
If, however, a law passes that would change the rate on a feature that is currently disabled, the rate of the feature will be changed accordingly, but the feature will remain disabled until another law passes that enables the feature once again.
Also, when a feature like 'Graffiti', for example, is disabled by means of a law change, it doesn't mean that every square in the domain suddenly loses its graffiti. However, it does mean that the 'Graffiti' command will no longer work until the feature is enabled again in that domain.
Currently, the Voting System is set NOT to reset after a player wipes The Grid, so any laws that are in effect are set to remain in effect until they overridden by other laws.
Final Thoughts...
The Grid is made up of a very unique, intelligent, and fun community of players. For the most part, everyone gets along well, except, of course, when someone has a bad gambling streak or loses all of his squares to others. We want to keep The Grid a great place for everyone, so any kind of cheating, botting, multiple active accounts, harassment, or profanity will not be tolerated.
In regards to conquering the entire Grid, it is possible to accomplish. Credit will be given to those who are determined enough, and then The Grid will be reset again so that all of the players are on an even playing field.
A player who conquers The Grid will be unable to conquer The Grid again for 3 days since their last conquest, although he may control every obtainable square. He will be able to whisper to himself to create messages in the news feed. A Grid 'Wipe' occurs when the last remaining obtainable square is attacked and conquered, not annexed. A Grid 'Reset' occurs after a 'Wipe', which resets The Grid back to 42 empty squares.
May Your Square Grow Strong And Multiply! Top
Say hi to your friendly rules page editor, popopop! Last updated on May 19, 2024 by TheGridAdmin.