THE CITY / FIELD NOTES
Endings, portraits and achievements
An ending explains how a life stopped. A portrait remembers how it was lived.
What ends a life?
Zero health, zero sanity, or the ninety-year age cap ends the simulation. Resources, connections and reputation still influence what you can afford and which story you leave.
How are portraits chosen?
Ten rule-based portraits use career progress, remembered traits and your final situation. Completing a career track, mentoring someone or finding a home can change the portrait. The cause of death stays separate.
Are percentages real player statistics?
No. Each rules version has 10,000 completed simulations per strategy: random, last-option auto and health/sanity-first. The policy and sample size are displayed. Small counts are not shown as precise rarity claims.
Do achievements make the next life stronger?
No. Twenty archive achievements collect your experiences without changing seeded starting attributes. Identical imported records count once in the local collection.
