A House Divided A House DividedDocumentation
Changelog
Game Design/Legislature & Parties

Parties

Last updated 2026-08-21
Source files

Party System#

Current Implementation#

Party Membership#

Joining a Party#

Switching Parties#

Party Affiliation Effects#

Endorsements#

NPP Endorsements#

Player-to-Player Endorsements#

Primary System#

Party Nomination#

Primary Timeline#

These are active-election windows. The gap between regular elections is controlled separately by each office's turn cycle.

Primary Rules#

Party Dynamics#

Intra-Party Competition#

Inter-Party Competition#

Fund Generation & Party Taxes#

Each turn, characters receive funds from:

Party members pay taxes (0-33% each):

Treasury: National and state parties both have treasury controls. Treasurers own the planning layer (reserve targets, dashboard, and budget posture), while Chairs and Vice Chairs retain emergency access to move funds and adjust spending when needed.

Party Organization#

Organization Cap System#

Each state party has an organization level (0-100) that affects electoral performance. The organization cap limits how high organization can grow.

Cap Calculation: The cap is the sum of contributions from each election type plus a base:

Total potential cap: 100 (15 + 25 + 25 + 17.5 + 17.5)

Dynamic Updates: Cap contributions adjust over time:

Presence Requirement#

Organization building requires party presence in the state:

When presence is lost:

Momentum System#

Organization grows through momentum, accumulated by spending party treasury on org building:

Note: Momentum decay was removed to make treasury investment more effective. Drift only applies when no org building budget is set.

UK Commons Support#

The party organization system extends to UK House of Commons constituencies. UK parties have state party org records for each UK region (England, Scotland, Wales, Northern Ireland, London). The same cap, momentum, and election integration mechanics apply. Stale party ID healing automatically fixes org records that reference outdated party identifiers after the sequential ID migration.

Election Integration#

When elections resolve:

NPP Recruitment#

Third parties can recruit NPP candidates to build their political bench through two mechanisms.

Party Creation Spawn#

When a player creates a new custom party, NPPs are automatically spawned across selected states:

Country States Selected Home State NPPs per State Total NPPs
US 4 + home locked Locked 2 10
UK 2 Not locked 1 2

The party creation modal shows alignment indicators for each state (good/neutral/poor fit) based on how the party's positions match the state's political lean.

Ongoing Recruitment#

Party leadership can recruit additional NPPs through the party Actions tab:

Role Scope Resources Used
State Chair / Vice Chair Their state only State treasury
National Chair / VC States without active state leadership National treasury

Recruitment Slots#

Per-state maximum slots based on state party organization:

State Org Max Slots
0-24% 2
25-49% 3
50-74% 4
75-100% 5

Available slots = Max slots − Current party NPPs in that state.

Recruitment Costs#

Base cost by state NPP count:

Party NPPs in State Actions Funds
0 (first) 5 $100,000
1 8 $200,000
2 12 $350,000
3 18 $600,000
4+ 25 $1,000,000

Party-wide modifier (applied to base):

Cooldown#

After any recruitment, the entire party must wait 24 turns before recruiting again.

Party Leadership#

Positions#

Each state party (and national party) has three elected leadership positions:

Elections#

Admin Controls#

Chair Office - Purge Member#

The national party Chair can expel a regular member from their party via the Chair Office tab.

Rules:

API: POST /api/country/[code]/parties/[id]/purge - auth: requireAuthWithCharacter (chair only); body { characterId: string } (MongoDB ObjectId hex).

Speaker of the House#

The Speaker is elected by the full House of Representatives using a real-life multi-candidacy model:

Process#

  1. Any sitting House member (player or NPP) may declare their own candidacy at any time.
  2. Multiple candidacies can be active simultaneously.
  3. Each House member casts one vote for one candidate; switching votes is allowed.
  4. The first candidate to reach a simple majority of all filled House seats wins and is confirmed Speaker.
  5. All other active candidacies are marked failed.

NPP Voting#

See NPP System for full documentation. US congressional leadership voting is currently player-only in live NPP behavior.

API#

NPP Influence#

See NPP System for full documentation.

Player Actions#

Players can influence individual NPPs through deterministic direct-interaction actions on the NPP's profile page (/npp/[id]). Live costs are in CAPITAL_ACTIONS (): Request Endorsement 6 AP / $0, Private Meeting 3 AP / $0, Boost/Reduce Favorability 5 AP / $10k, Boost/Reduce Influence 6 AP / $20k. There is no chance roll. Withdrawal, opposition, and leadership-support asks are party-level influence actions (3 AP each; see party-influence.md), not profile actions.

Party-Level Influence#

Success Calculation#

State / regional management now explicitly uses the local four-action subset:

The loyalty / cooperation asks are hidden-roll style discipline requests rather than guaranteed stat nudges, and state / regional leadership gets a small local edge on those two asks.

Whip System#

Party leadership can issue whip directives to both players and NPP legislators. The key intended distinction is that NPP congressional leadership voting is no longer a live turn-system behavior, so the important NPP whip gameplay is now bill-facing rather than leadership-facing.

Access#

Targets#

Mechanics#

Compliance#

NPP whip behavior is now split:

The party pages also surface active Defiance instead of a permanent compliance history. If an NPP later comes back into line, that defiance entry clears.

API#

Party Influence#

Every party member has a Party Influence score (0-100) that accrues passively each turn they are an active member. At the start of each turn, the party distributes bonus actions to all members proportional to their share of the party's total influence pool.

How It Works#

  1. Total pool = partyInfluencePoolMultiplier × number of player members (configurable; default 3×)
  2. Each member's share = their partyInfluence / total party influence (across all members)
  3. Closeness scalar: Members whose policy positions (economic, social) are close to the party's official platform extract more value from the same raw influence score - up to a 2× multiplier
  4. Bonus actions = share × pool × closeness scalar, capped at partyInfluenceMaxBonus per turn (default 6)

What Drives Party Influence#

Visibility#

Strategic Implications#


Party Analytics#

National and state / regional party pages now use an Analytics tab as an internal command-center surface.

Current phase-one areas:

Analytics is internal-facing rather than public. Non-members only get the public-facing Overview and Members views.

Slate#

Party Slate is now a real assignment surface rather than a concept-only note.

Caucuses#

Caucuses are no longer planned-only.

Current intended caucus systems:

See Caucuses for the dedicated system doc.

Coalitions#

Cross-party alliances where national party chairs band together under a shared banner. Coalitions are still lighter than parties, but they are no longer only organizational.

Formation#

Membership#

Leadership & Succession#

Disband Vote#

Leaving & Kicking#

UI#

Data Model#


Ongoing Systems#

Coalition Priorities#

Coalition priorities are now live.

Treasury Planning#

Party treasury surfaces now include a planning layer rather than just raw send / transfer controls.

Party Platform#