Getting Started
Welcome to A House Divided, a persistent political and economic simulation. One real hour is one game turn. Elections, legislation, markets, and non-player politicians continue to move while players are offline.
Choose a country#
The character-creation screen is the authority for the countries open to new politicians in the current world. The static country registry currently marks these six as active:
| Country | Government | Typical national route |
|---|---|---|
| United States | Presidential republic | House, Senate, President |
| United Kingdom | Parliamentary monarchy | Commons, Prime Minister |
| Germany | Parliamentary republic | Bundestag, Chancellor |
| Japan | Parliamentary monarchy | Shūgiin or Sangiin, Prime Minister |
| Ireland | Parliamentary republic | Dáil, Taoiseach or Uachtarán |
| China | One-party state | NPC and configured executive offices |
The selected start-date preset can add historical countries and background economies to the world map. A country appearing in the world simulation does not necessarily mean that new player characters can be created there.
First steps#
- Create a character. Choose a country, a valid home region, and economic and social positions from -5 to +5.
- Choose a party or remain independent. Party members enter party primaries. Independents can use the independent-primary route where the configured office supports it.
- Build Political Influence. Campaign in your home region and watch the cost rise as your influence tier increases.
- Fund the campaign. Fundraising yield depends on donor level, state influence, the Fundraising stat, currency, and the current economy.
- Enter an election. The candidate filing surface shows eligibility, timing, and whether the race uses a party or independent primary.
- Sustain the general-election effort. Vote accumulation rewards activity throughout the general, with 30% of the total weight in the final four turns.
- Use the office. Elected officials gain actions and National Political Influence and can access the legislation, cabinet, or executive tools attached to the office.
Core resources#
| Resource | What it does |
|---|---|
| Political Influence (PI) | State-level reach. It grows through campaigning and decays by 0.75% each turn. |
| National Political Influence (NPI) | National reach. It gains current PI divided by 100 each turn, plus the strongest applicable office or leadership bonus. |
| Favorability | Candidate appeal. Natural decay only applies above 60, while attacks and Infamy can pull it lower. |
| Infamy | Reputation risk from hostile or norm-breaking actions. It decays by 5% of its current value each turn. |
| Actions | The activity budget. Unused actions carry, subject to the cap and the hoarding penalty above the configured threshold. |
| Campaign funds | Pays for campaign operations in the character's local campaign currency. |
| Cash on hand | Personal liquid wealth used by investment, transfer, and conversion flows. It is separate from campaign funds. |
Party membership and independents#
Party membership provides a primary ballot line, leadership elections, treasury tools, organization, whips, and a share of the party bonus-action pool. Independent play is a real route, not a spectator mode, but it gives up party infrastructure and follows separate election-entry rules.
Party organization is state-specific. In elections the game normalizes a party's organization against the total organization in that state and raises the share to the 0.2 exponent. Presidential primaries do not use this organization multiplier. See Political Parties and Party Building.
A practical opening checklist#
- Read the live action cards before spending. Campaign, advertising, and donor-network costs are dynamic.
- Build enough PI to be visible without spending the whole action income on upkeep.
- Fundraise early and compare the quoted local-currency yield before confirming.
- Inspect the active election's phase and candidate rules before filing.
- Use a poll to identify weak demographic groups before a large ad or canvassing push.
- Save enough actions for the final four general-election turns, which carry 30% of the race weight.
Presidential travel#
During a US presidential general election, an active candidate can travel to a state. A move costs 3, 5, 7, or 10 actions based on that state's electoral-vote band. Remaining there adds +1 Favorability per turn and enables the travel-linked campaign surfaces. Moving again pays the new state's cost.
Parliamentary government#
In the UK, Germany, Japan, and Ireland, winning seats is not the same as forming a government. The lower chamber must seat a Prime Minister, Chancellor, or Taoiseach through the configured confidence process. If government formation remains vacant for 96 turns, the simulation can trigger a snap election. See Parliamentary Government.
Where to go next#
- Stats & Actions for current formulas and dynamic costs
- Election Mechanics for primaries, general weighting, and seat allocation
- Political Parties for organization, leadership, and treasury tools
- Bills & Legislation for country-specific lawmaking
- Corporations for plants, markets, shares, and bonds
- World and Era Systems for presets, simulation tiers, statehood, and transitions