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ive done it through experimentation
it helps if you get the lamp item and the snowglobe from the item shop
The lamp can be turned on and held over a document on your desk; it will display the four determining factors in how the world is affected by a certain choice. But you need to have made that choice already for the lamp to show what it will do. If you've already done one playthrough and are doing new game +, then you should already be able to see the details of what the decision you made on a specific document the first time around actually entailed for the world. Just hold the document below the lamp, and then hover your mouse over both options and one of them might display the stats for what it affected when you chose it the first time. There are some new documents in NG+ that you will not have seen the first time around though, so be prepared to have to take a chance on some of them based on the person's bio to try and make the right choice.
The snowglobe, just click it and it brings it up to the screen, and you can see the state of the world. If things are going poorly, there will be dead people, burning buildings, dead trees, etc.
If things are going well, you will see the shack turn to a house and then to a skyscraper, or you'll see a flagpole raising a peace flag, and there will be people with medkits, and the trees will be blooming. Each of those features represents the status of a different part of society that you're affecting; with your choices, iirc, you can affect "peace", "medical", "economy" and something else. To get the best ending, you need to maximize all of these stats in the same playthrough.
That's just from memory though. I think I got most of it right. If you think of anything else that you have a question about, you can add me and ask; I've played through this game a ton of times.
That's how I got the best ending.
I think you need your stats somewhat in balance. I got very lucky with my first approach and still believe it's the best one - since it got me all the good stats except economy in the second playthrough (those were tricky). Just keep being a mostly obedient and boring worker and you're on a good path. Also keep those "influencers" under control - some start founding cults all of a sudden.
Tipp on top: Just make sure the amount of deaths is somewhat accurate. The other instructions are rather suggestions, so if it says "kill religious people" but you found a good priest, don't do it.
Someone here mentioned the lamp - it might also help you find out who affects which stats. But you need several playthroughs to gain an actual benefit from it. From what I see now, there are three kinds of people: those who get only buffs, negatives or mixed. It's impossible to tell exactly who does what to which stats without the lamp, but you don't necessarily need it, because it won't tell you in which amount they will affect your globe overall. I believe some deaths and lives just matter more than others.
I doubt you will gain any positive influence from a minus throwing choice - except you aim for a bad ending.
And yes, the pluses and minuses get added to the globe but can be overshadowed by your other choices. In the end, it's math. If you got -15 by bad choices for the Stat "peace" for example, yet earned +10 back on the same day, it's still a -5 at the end of the equation. Idk if the amount of plus or minus depends on the influence of this human or on the amount of humans overall, but I'd love to know.
As others have said, yes, there can be a "happy" ending. There are 2 types of happy, too, either a balanced one or an "ascended" one, which... is up for interpretation.
Also about the snowglobe, it will show you pluses/minuses based on your daily decisions, and the graphic for each of the 4 sections will reflect the current overall state of the world :)
*All* of Fate's Deaths are approximately focused on maintaining the balance while being completely unruly, making Fate's job so pointless and frustrating that he resolves to use even one obedient Death for the sole and exacting purpose of ending the system.
The system tends to fail over time because Fate's instructions are regarded as an imposition by the Deaths, so the balance weakens if Fate is good, and strengthens if Fate is evil. So Fate learns to be evil...
If the player is also completely unruly, the last Death that Fate was praying would be obedient breaks the poor soul's hopes by being Yet Another Unruly Death. Since Fate feeds the player nothing but evil, the player's unruliness sends the system spiralling towards utopia... sort of. The player's utopia still doesn't fundamentally change humanity's nature. So Fate gives up and lets the "deserving" new Death take over. Whereupon the new Fate discovers that all of the other Deaths, being completely unruly just like them, make the system impossible to direct towards any purpose, and indeed tend to misuse Fate's instructions in ways that make the system fail out if Fate works too hard to protect the system.
So Fate's job is boring and pointless at best, and consists of being actively vexed at worst. Because the player is only ONE Death, but there are a near-infinite number of Deaths working for the system...
Good analysis! The nature of deserving and the definition of what is good and bad in the is very, very loose. We tried to not crowbar things into the players' minds and used satire where we saw tropes pop up. Fate is quite self-aware of his role and the cyclical nature of things, but he himself is unable to move things. To change them really. He, too, can affect some of the world's tendencies, if only a little. Grims have more autonomy in that regard (kinda), but they, in turn, are locked into Fate's orders, so...
What does sapience, choice and responsibility even mean in that kind of situation? As you pointed out, the system does fail :D