A House Divided A House DividedDocumentation
Changelog
Game Design/World & Simulation

Core Systems

Last updated 2026-08-21
Player wikiCore Systems
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The core loop is a persistent shared world. One real hour is one game turn and one turn advances the in-game calendar by one week. Forty-eight turns make one game year.

Actions and character resources#

See Stats & Actions for the dynamic campaign, advertising, donor, polling, and travel costs.

Elections#

Election cadence is country and office specific. The scheduler in is authoritative; avoid treating one US term table as a universal clock.

The general-election accumulation weights are:

Segment Share
Early pool 50%
General ramp 20%
Final four turns 30%

Unused actions are intentionally bankable, so saving for the closing sprint is a supported strategy rather than an exploit.

Government and legislation#

Economy#

Fresh worlds start with the full labour system and the plants market tier. Freight starts in shadow settlement mode: routes and Freight demand are calculated, but route limits do not cap corporate sales until an admin enables active settlement. Command-economy handling is enabled for countries and eras configured as planned economies.

The economy includes plants and capacity, commodities, labour and unions, logistics, national budgets, sovereign and corporate debt, banking, forex, central banks, nationalization, index funds, and world trade. Each feature's own as-shipped page is more reliable than old all-in-one phase tables.

Turn processing#

The hourly processor uses an ordered adapter registry and roughly 180 named phases. Most phase failures are isolated, recorded, and allowed to leave warnings while later phases continue. Locking and crash recovery prevent concurrent or blindly repeated turns.

See The Turn Processor (as shipped) for the current registry and Turn Processing Submodules for the stable entry points.