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MothyFamily emblem THE GRIDtheme pack · the control theme
Theme pack 5 · the control theme

THE GRID — a city where your name is the money

A megacity, its docks, its clinics, its data vaults, and its syndicates — the setting the genre is built on. The engine is unchanged, and the theme pack adds one mechanic: Standing is the currency. Every act costs Standing, every contract pays in Standing, and the market trades in reputation.

01The pitch

You are a name on the Grid. You work the dock, run a route, keep a clinic open, keep a vault honest. There is no separate money: the number that buys things is the number that says who you are. A bad act costs it, a good contract pays it, and the top-10 share of Standing is printed on the season page every week.

The fantasy is the genre's own: a city, a crew, a name that moves. This theme is the control experiment — it is the theme closest to what the incumbent's players already want, so it is the theme that tells us whether the engine's fairness rules can carry the genre's emotional core.

Why this theme is fifth and not first: it is the hardest to make honest. A reputation economy is a social club, and a social club is exactly the structure that makes new players material for old ones — the thing opening 2 in the design document is built to remove.

02The theme pack — the engine's nouns, in theme words

Four bars, four stats, six jobs, twelve acts, six offices, twelve commodities. The numbers are the prototype's starting values, sized so a season in any theme is comparable to a season in another. This is the theme file, printed.

The bars (renamed, same shape)

Engine barTheme nameSpent onRecovery rule the theme supplies
VigourFramethe dock, the route, the musclerest, and a clinic: a facility raises the recovery
NerveNervethe run, the data vault, the night routerest, and the rota the Grid Marshal sets
FocusFocusfixing, coding, clinic work, teachinga workshop: a facility raises the Focus cap
StandingStandingcontracts, office, brand, command — and it is the currencythe market pays it, a court lowers it, a brand contract lends it

The jobs (6)

JobWage / dayStat gainRequiresDaily points, spent on promotions
Dock hand200Body +1noneDock points
Courier260Body +1, Nerve +1a route shareRoute points
Clinic nurse300Focus +2Focus ≥ 15Clinic points
Data runner340Focus +2, Nerve +1Standing ≥ 20Data points
Security420Body +2, Nerve +1Standing ≥ 30Security points
Fixer500Nerve +2, Insight +1Standing ≥ 40Brand points

The acts (12) — a theme names the verbs, and only names them

Theme nameEngine actCostTicksPublished riskPublished reward
work the dockfreightFrame 12, Standing 424 % loss120–300, in Standing
run a night routeriskNerve 14, Frame 10, Standing 6214 % loss200–600, in Standing
fix a rigcraftFocus 1027 % fail160–340, in Standing
keep the clinic openupkeepFocus 12, Standing 31 / tick0 %the ward stays open
run datariskFocus 14, Nerve 10, Standing 8318 % loss300–800, in Standing
muscle a contractriskFrame 16, Nerve 12, Standing 12222 % loss of Standinga contract, at a rate
sign a brand contracttradeStanding 1016 % defaulta brand fee, in Standing
lease a dock windowtradeStanding 613 % disputedock time, in Standing
audit a vaultofficeFocus 8, Standing 510 %the price history is checked
teach an apprenticeteachFocus 6, Standing 420 %apprentice gain +1
garrison and watch a stripdefenceFrame 8, Standing 51 / tick0 %defence + garrison value, and every warning printed
go before the courtofficeStanding 810 %the court hears it

The map — the prototype's six districts, tiered

TierPositionYield / dayGarrison requiredUpkeep / day
1the residential strip2025
2the clinic60614
3the arcade1101025
4the dock window1801235
5the data vault3201860
6the syndicate strip60026120

Offices, commodities, currency

Offices (6)
Dock Lord (sets dock windows and fees, printed), Clinic Warden (sets the ward rota, and the clinic's upkeep), Data Warden (sets audit priority on the vault), Brand Judge (hears the court, and the brand appeals), Debt Master (registers brand lending, cannot force it), Grid Marshal (sets the watch rota, prints every warning)
Commodities (12)
contracts, leases, dock time, data, clinic time, freight, security, names, brand, debt, labour, standing
Currency
Standing, the only currency. No real money enters the game (rule 1) — real money buys a nameplate and a skin, and cannot buy Standing.

03The signature mechanic: Standing-as-Currency

One mechanic per theme, and one only — the rule that keeps five themes on one engine. The formula below is what the engine computes every tick, printed in the rules page in the game.

price of any order = quoted in Standing act cost = Standing + bars gross(t) = contract payouts in Standing, printed for every player top10share = the share of all Standing held by the ten largest names, printed weekly debt = a brand contract lends Standing, registered by the Debt Master, repaid in Standing bankruptcy = Standing at 0: an office is vacated, a contract is void, the person is not removed

Why it is a mechanic, not a flavour

The economy is the social layer

Money and reputation are the same number, so the season's money rules (the top-10 share, the median net worth) are also the season's fairness numbers. There is no place to hide an oligopoly.

Bankruptcy is a position change, not a punishment

Standing at zero costs an office and a contract. It does not remove a person, and it is recoverable by a contract. A poor player is not a target; they are a name with less to spend.

This is the theme that tests the fight

The muscle act costs Standing and gains a contract. If the cohort wants a person-against-person layer, this theme is where the kill test will show it, and the honest answer will be a tier-matched arena with no loot.

The first season's arc, 12 beats

Beat 1

the strip is chartered (40 names)

Beat 2

the first Standing audit: every name's gross, printed

Beat 3

the clinic is built; the ward rota is set

Beat 4

a brand contract defaults, and the Debt Master's register is audited

Beat 5

the data vault opens (tier 5)

Beat 6

the dock window is contested (tier 4)

Beat 7

a Standing appeal goes before the Brand Judge

Beat 8

the Grid Marshal election, and the watch rota is printed

Beat 9

a security contract, executed by the engine

Beat 10

the syndicate strip is contested (tier 6)

Beat 11

the top-10 share crosses 30 %, and the season's next rule is tax

Beat 12

the season ledger publishes every name's gross, every brand, every default

04Art direction, and the feel

Text-first: no images, no animation, no sound. The theme supplies words, a palette, and a shape, and every object carries its numbers in text.

Palette
the rose accent on black: neon, wet strip, a purple wash. The house palettes carry it without a new colour.
Type
the sans for the street, the mono for the price history, the serif for the season's ledger. A name is a number, and a number is mono.
Tiles
one glyph per strip, decorative; every strip carries its name, tier, yield, garrison, and owner in text.
Sound
none. A tick is a page update.

05What breaks this theme

The risks, named before anyone builds it. Each one has a test attached, so the honest list is a plan, not a mood.

A reputation economy is a club Undecided

Standing-as-currency means an established name is rich in the same number that says they are known. That is exactly the structure that makes a new player material for an old one, and the design's answer is the no-person-target rule plus the tier match. If the tier match is weak, this theme reproduces the genre's worst feature with better paperwork.

Test: Measure the day-1 to day-7 retention of the first ten new names.

No fight, in the closest fight theme Undecided

This is the theme players pick because it looks like the game they already play, and the engine has no person-against-person layer. The first season will feel like a missing room. The honest fix is the tier-matched arena from the kill tests, and the honest risk is that adding it reopens the griefing problem.

Test: Run kill test 2 in this theme first, not last.

Standing is intangible on a screen Undecided

A player can see a district; a reputation number is a row. A theme with no physical object to lose has weaker moments, and this theme's object is a number.

Test: Count how many players mention a Standing change in the season page, against a district change.

The market trades in dignity Undecided

A bankruptcy is a loss of face, not just of money. The engine treats it as a position change, and people will not.

Test: Ask the cohort what a bankruptcy felt like, at week 6.

Neon is the crowded skin Undecided

Street Crime, Gangster Nation, The Fifth Family, Velkran, Bootleggers, BadFellas, Mob Wars, Mobsters United, Made Man Mafia: the genre's shelf is this theme. We would be entering a crowded market with a better rules page, and nothing else.

Test: Read the competitor pages every season; the shelf moves.

Why this theme is worth running

It is the theme the genre's players will choose, and the theme that will tell us the truth about the design's two hardest bets: the queue, and the removal of person-against-person conflict. If the engine can make a syndicate city feel worth playing without a fight, it can make any theme work.