City of Consequences is a crime-strategy simulation set in 1980s and 90s Baltimore. You run a corner, build a crew, and push for control of a six-by-six city grid where every block carries heat, pressure, and a faction's grip. The server holds all the truth: every dollar leaves a ledger entry, every action resolves as a simulated consequence.
The hook I'm building toward is the gap between who you say you are and who your choices make you. You declare an aspiration — the Connect, the Robin Hood, the Ghost, the General — and the game measures your actual behavior against it. It's for strategy players who liked Empire of Sin or Schedule I but wanted the world to remember what they did.
Right now it's a prototype. The backend runs — 54 mission templates, a dual-clock time system, crew and territory systems — and a Godot client drives it over a REST API. This month I'm running a two-week playtest to answer one question: does the core loop hold together end to end? It's not AI-native; the simulation is deterministic and server-authoritative, with no model in the loop. Follow progress at carrington.cool.