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Every era, ranked by life expectancy

The first thing Life Like decides about you is when you were born, and it's the single most consequential roll in the game. Each of the eight eras carries its own baseline life expectancy and its own stat modifiers. A medieval life and a far-future life aren't the same game with different scenery — one gives you roughly 42 years to work with and actively damages your health and wealth, the other gives you 120 and hands you bonuses to both health and smarts.

EraYearsLife expectancyWhat it does to you
Antiquity480 BC – 120 BC45Health, smarts and wealth all penalised
The Middle Ages900 – 139042Heaviest health penalty in the game
The Industrial Age1840 – 190552Health and wealth penalised
The mid-20th century1928 – 196870No modifiers — the neutral era
The cassette age1972 – 199276Happiness bonus
The present day1998 – 201281Smarts bonus, happiness penalty
The near future2070 – 211095Health and smarts bonuses, slight happiness penalty
The far future2300 – 2600120Large health and smarts bonuses

The pre-industrial eras are the hard mode

Antiquity, the Middle Ages, and the Industrial Age are the three eras that fight you. Between them they cover plague, soot, unregulated everything, and very sharp swords, and the numbers reflect it: life expectancies of 45, 42 and 52, with health penalties on all three and the Middle Ages taking the worst of it.

Playing these well means accepting that you're not going to out-earn the era. Wealth is penalised, smarts is penalised in two of the three, and the clock is short. Runs here tend to score on the strength of a few decisive events rather than long accumulation. If you're chasing a high grade, a medieval birth is the roll you least want; if you're chasing a memorable story, it's one of the best.

The mid-20th century is the control group

Uniquely, the mid-20th century applies no stat modifiers at all. Jazz, rationing, and rotary phones, and a clean 70-year baseline. Everything that happens in that life is down to your birthplace, your family, your gift, and your choices.

It's the most useful era for learning the game, because nothing is being quietly added or subtracted underneath you. If you want to understand what a particular choice actually does, a mid-century run shows you most clearly.

The modern eras trade happiness for capability

The cassette age and the present day sit close together in life expectancy — 76 and 81 — but pull in opposite emotional directions. The eighties give you a straight happiness bonus: neon, hairspray, and mixtapes. The present day gives you a smarts bonus and takes happiness away, which is either a sharp piece of design or an uncomfortably accurate one depending on your mood.

This is the clearest illustration of why the highest life expectancy isn't automatically the best draw. A longer life with a happiness drag can end up scoring below a shorter, warmer one.

The future eras are the strongest draws — with a catch

The near future gives you 95 years, bonuses to health and smarts, and only a small happiness penalty. The far future is the outlier of the whole game: 120 years of baseline life expectancy, plus the largest health and smarts bonuses available. Orbital colonies and uploaded grandparents.

The catch is that the far future is also the rarest era to be born into, and length alone doesn't win. A 120-year life still has to be filled with choices worth making, and a long life spent accumulating nothing scores like a long life spent accumulating nothing. Length gives you room; it doesn't give you a grade.

The far future is also the only era that can place you in an off-world colony, which brings its own trade: a large smarts bonus against a social penalty and a health one. Recycled air and a great view of nothing.

What to take from this

You don't pick your era, so none of this is a strategy in the usual sense. It's context for reading the life you were handed. A B-grade run out of the Middle Ages is a considerably better piece of play than a B out of the far future, and knowing the baseline you were working against is most of what makes a result interesting.

Next: your starting hand — place and family, or the six stats explained.