A House Divided A House DividedDocumentation
Changelog
Game Design/Getting Started & Strategy

Campaign Strategy

Last updated 2026-08-20
Player wikiCampaign Strategy
Source files

A practical guide to building influence, allocating actions, and winning elections in A House Divided.

Core Principle#

Every action you spend should move you closer to one goal: winning your next election. Early game is about building a base; mid-game is about positioning; late game is about turnout.

Building Influence#

Political Influence (0-100) is your footprint in your home state. Higher influence = more votes.

Action Allocation#

You have limited actions each turn. Prioritize based on your situation:

Situation Priority
New character, no office Campaign > Fundraise > Poll
Primary season Campaign heavily > targeted ads
General election Campaign + ads in weak demographics
Incumbent seeking re-election Maintain influence + fundraise for war chest

Campaign Funds#

Presidential and general-election candidates have a separate campaign fund pool distinct from personal Cash on Hand. This pool is:

Fundraising Levels#

Each campaign has a fundraising level (0-10) that determines passive income per turn:

Level Income/turn
0 $20,000
1 $35,000
2 $60,000
3 $100,000
4 $150,000
5 $200,000
6 $350,000
7 $600,000
8 $1,000,000
9 $2,500,000
10 $5,000,000

Upgrading is expensive and gets progressively steeper - costs multiply by 1.5× once the election enters the general phase.

Donations#

Any player can donate personal Cash on Hand to any campaign. Party chairs can donate from the party treasury. All donations are logged publicly on the campaign page.

Campaign Actions#

Your campaign generates a pool of campaign actions each turn, separate from your character's action pool.

Campaign actions are spent on strategic upgrades.

Strategic Upgrades#

Upgrade four dimensions of your campaign from the campaign page. Each has up to 5 levels (opposition research, ground game, media spending) or 10 levels (fundraising):

Upgrade Effect
Fundraising Passive income per turn (10 levels, $20k-$5M/turn)
Media Spending +0.5% favorability per level per turn (passive)
Ground Game +3% turnout boost in swing states per level (ongoing bonus)
Opposition Research −0.5% favorability drain to your target per level per turn

Upgrade Costs#

Entry point:

Fundraising (10 levels):

Level Cost Actions Effect
1 $50,000 10 +$35k/turn
2 $120,000 15 +$60k/turn
3 $250,000 20 +$100k/turn
4 $500,000 25 +$150k/turn
5 $900,000 30 +$200k/turn
6 $1,500,000 40 +$350k/turn
7 $2,500,000 50 +$600k/turn
8 $4,000,000 60 +$1M/turn
9 $6,500,000 75 +$2.5M/turn
10 $10,000,000 90 +$5M/turn

Opposition Research (5 levels):

Level Cost Actions Effect
1 $40,000 8 −0.5%/turn to target
2 $80,000 12 −1.0%/turn to target
3 $160,000 16 −1.5%/turn to target
4 $320,000 20 −2.0%/turn to target
5 $640,000 24 −2.5%/turn to target

Ground Game (5 levels, has maintenance):

Level Cost Actions Effect Maintenance/turn
1 $55,000 10 +3% in swing states $5,500
2 $110,000 15 +6% in swing states $16,500
3 $220,000 20 +9% in swing states $38,500
4 $440,000 25 +12% in swing states $82,500
5 $880,000 30 +15% in swing states $170,500

Media Spending (5 levels, has maintenance):

Level Cost Actions Effect Maintenance/turn
1 $60,000 12 +0.5%/turn favorability $6,000
2 $120,000 16 +1.0%/turn favorability $18,000
3 $240,000 20 +1.5%/turn favorability $42,000
4 $480,000 24 +2.0%/turn favorability $90,000
5 $960,000 28 +2.5%/turn favorability $186,000

General phase multiplier: Costs are 1.5× higher once the election enters the general phase.

Maintenance Costs#

Ground game and media spending have ongoing maintenance costs deducted each turn:

Entry point:

// Total maintenance = sum of all purchased levels
// Example: Ground Game level 3 = $5,500 + $16,500 + $38,500 = $60,500/turn

Maintenance is deducted from campaign funds before any other spending.

Insolvency & Auto-Downgrade#

If projected funds (funds + income) can't cover the next turn's maintenance, the turn processor automatically demotes the campaign one level at a time until maintenance is affordable or both tiers reach level 0.

Entry point:

Existing negative funds values are not healed - the campaign still owes what it overspent. It simply stops draining further and can slowly recover from fundraising income.

Fundraising Income#

Entry point:

// FUNDRAISING_INCOME array (src/lib/campaigns/upgradeCosts.ts)
[20k, 35k, 60k, 100k, 150k, 200k, 350k, 600k, 1M, 2.5M, 5M]

Income is added to campaign funds at the start of each turn (Group 1 processing).

Opposition Research Retargeting#

Once you have opposition research, you can change who you're targeting at any time from the campaign page. A 6-hour cooldown applies between retargets.

Election Timing#

Campaign Season Multiplier#

During the final 4 turns before an election closes, passive campaign effects automatically double (2×):

No player action is required - the multiplier activates automatically based on the election timer.

Phase Strategy#

Party Organization Bonus#

Your party's organization level provides a vote multiplier applied across all your party's votes:

Fog of War#

Opponents don't see your exact upgrade levels - they see a fogged estimate:

Entry point: updateCampaignFogOfWar()

Viewer Variance Example: If you're level 5
Public ±3 levels They see 2-8
Party members ±1 level They see 4-6

Update frequency: Every turn during campaign processing (Group 6)

Implementation:

// applyFog(actualLevel, variance)
const offset = Math.floor(Math.random() * (variance * 2 + 1)) - variance;
const displayedLevel = actualLevel + offset;

Fog applies to all four upgrade categories independently.