Game Design/Getting Started & Strategy
Player Progression
Last updated 2026-08-21
Player wikiPlayer Progression
Source files
Character Creation#
When a player first joins the game:
- Choose Country: US or UK
- Create Character: Choose name and avatar
- Select Starting State / Region:
- US: Pick any of the 50 states (affects PI, fund generation base, election eligibility)
- UK: Pick ENG, SCO, WAL, or NIR (determines Commons election eligibility)
- Set Policy Positions: Choose economic and social positions (−5 to +5 scale)
- Initial Resources:
- Actions: 25 initial bonus actions
- Campaign Funds: $250,000 starting funds
- Cash on Hand: $0
- Political Influence: 0
- National Influence: 0
- Favorability: 50 (neutral)
- Infamy: 0
- Donor Base Level: 0
- Party Influence: 0
- Starting Status: Independent (not in a party), not in office
- Account Limit: One character per account
Changing Home State#
- Allowed: Yes
- Penalty: Lose all Political Influence (in all states)
- Use Case: Strategic repositioning to a different political landscape
US Career Path#
Phase 1: Build Foundation#
- Players start as independents with no office
- Build stats: Political Influence, Favorability, Donor Base
- Raise funds through Fundraising and per-turn fund generation
- Can campaign, fundraise, build donor base, run ads, commission polls
- Can Support/Attack other politicians (raise or lower their Favorability)
- Can Barnstorm for allies (5 actions + $100k to boost their Political Influence)
- Can boost/influence NPPs from their profile pages
- Cannot write bills or vote on legislation
Phase 2: Join Party#
- Join a default or custom party, or remain independent and use the independent primary path
- Party membership starts building Party Influence - the higher your party influence relative to other members, the more bonus actions you receive each turn from the party pool
- Policy alignment to the party platform amplifies how efficiently your party influence converts to bonus actions
- Can switch parties later (with stat penalties: Favorability and PI drop)
Phase 3: Primary Election#
- Declare candidacy during primary phase (before
primaryEndTime) - Primary resolution uses primary score (alignment to party position + favorability + influence)
- State races (House, Senate, Governor, State Senate): uses Political Influence (PI)
- Presidential race: uses National Political Influence (NPI)
- Highest primary score per party advances to the general
- See Election Mechanics
Phase 4: General Election#
- Compete against other party nominees
- Vote accumulation each turn; the final 4 turns receive 30% of the vote pool
- Sustained campaigning matters; policy alignment and Favorability affect votes
- State races: Political Influence (PI) drives reach and appeal
- Presidential race: NPI drives reach and appeal - uncapped, logarithmic scaling rewards long-term accumulation
- Winner takes office
Presidential Candidate: Travel#
During a presidential general election, active candidates can Travel to any US state. The cost is based on the state's electoral-vote tier: 3, 5, 7, or 10 actions. While traveling:
- You earn +1% Favorability per turn passively (no action needed)
- Your travel state appears as a badge on the electoral map and candidate row, signaling your focus to opponents
- Switching states pays the destination state's current travel cost
- Strategic travel compensates for lower NPI in swing states
Phase 5: In Office#
- Gain bonus actions per turn (tiered by office)
- Can write bills (if in Congress)
- Can vote on legislation (if in Congress)
- Voting shifts policy positions (±0.25 per vote in direction of bill)
- Per-turn fund generation includes office bonus
- Face re-election at end of term
Phase 6: Re-Election / Advancement#
- Run for re-election in same office
- Or seek higher office (House → Senate → Governor → President)
- Only one office at a time
- Note: Moving toward a presidential run shifts the key influence stat from PI to NPI. NPI accrues passively every turn (+state PI ÷ 100), so maintaining high state influence early accelerates NPI growth
UK Career Path#
Phase 1: Build Foundation (same as US)#
- Build PI, Favorability, Donor Base; join a party before running
Phase 2: Commons Election#
- UK players run in regional Commons elections for England, Scotland, Wales, or Northern Ireland
- Multi-seat proportional allocation - more than one candidate per party can win seats in the same region
- Candidacy limited to your home region
Phase 3: Hold an MP Seat#
- MPs: Vote on UK legislation passing through Parliament
- Fund generation and action bonuses work the same as US offices
- Face re-election each Commons cycle (perpetual scheduling)
Phase 4: Prime Minister#
- After each Commons cycle resolves, seat totals are summed nationally by party
- The largest-party leader is nominated as Prime Minister candidate
- A confidence vote among all MPs determines whether they're confirmed
- Confirmed PMs gain the highest action bonus and fund generation in the game
- No-confidence motions: MPs from the ruling block can trigger a vote to remove the sitting PM; if it passes, a new confidence process begins
- Use the UK Government hub at
/executive/ukfor seat totals, government status, and confidence votes
Office Benefits#
Action Bonus (per turn)#
| Office | Bonus | Total (Base 3) |
|---|---|---|
| House | +1 | 4 |
| State Senate | +1 | 4 |
| Senate | +2 | 5 |
| Vice President | +2 | 5 |
| Governor | +3 | 6 |
| President | +4 | 7 |
Fund Generation Bonus (per turn)#
| Office | Bonus |
|---|---|
| House | +$5,000 |
| State Senate | +$3,000 |
| Senate | +$15,000 |
| Vice President | +$25,000 |
| Governor | +$20,000 |
| President | +$50,000 |
Base rate + donor bonus also apply. See .
Vice President#
- Selection: Running mate chosen by the Presidential candidate
- Powers: Breaks tie votes in the Senate
- Action Bonus: +2 per turn
Legislative Powers#
- House Members: Can write bills and vote on House legislation
- Senators: Can write bills and vote on Senate legislation
- Vice President: Breaks tie votes in Senate
- Governors: Can appoint players to vacant Senate seats in their state
- President: Sign or veto bills passed by Congress
Party Influence Over Time#
Party Influence accrues passively each turn you're a member and accumulates relative to other party members. It translates to bonus actions per turn from the shared party pool:
- Members with high party influence extract more bonus actions each turn
- Policy closeness to the party's platform amplifies efficiency
- Staying active and invested in party operations keeps your standing high
- Leaving and rejoining a party resets your Party Influence to 0
Party Influence is visible on your profile (Party Standing section) and in the party members table. See Political Parties for the full calculation.
Out of Office Activities#
When not holding office, players can:
- Campaign (any state, with cost multipliers for out-of-state)
- Run Ads
- Fundraise
- Build Donor Base
- Commission polls (Quick, Full Demographic)
- Support or Attack other politicians (Favorability changes)
- Barnstorm for allies (+PI, 5 actions + $100k)
- Influence NPPs (Endorse, Withdraw, Oppose, Support Leadership)
- Send Wire Transfers (Cash on Hand) from Portfolio
Cannot:
- Write bills
- Vote on legislation
- Use office-specific powers (Travel is presidential-candidates-only during general)
Stat Progression Summary#
| Stat | Starting | How to Increase | Notes |
|---|---|---|---|
| Political Influence | 0 | Campaign (+1%) | 0-100, decays each turn |
| National Influence | 0 | +state PI/100 per turn | Uncapped; logarithmic scaling in president races |
| Favorability | 50 | Ads, Campaign, Travel (+1%/turn while active) | 0-100, drained by Infamy >20%, attacks |
| Infamy | 0 | Attack or NPP lower actions | 0-100, decays 5%/turn |
| Campaign Funds | $250k | Fundraise, fund gen, donor base | Spent on campaign actions |
| Cash on Hand | $0 | Personal campaign donations (50%) | Wire transfers only |
| Donor Base Level | 0 | Build Donor Network | $50k + $25k×level per level |
| Actions | 25 initial | +3 base + office bonus + party bonus per turn | Cap 200; hoarding penalty above 100 |
| Party Influence | 0 | Passive accrual while party member | 0-100; drives bonus action share per turn |
Related Documentation#
- Stats & Actions - Action costs, effects, full tables
- Election Mechanics - Primary scores, vote accumulation, FPTP vs proportional
- Political Parties - Party influence, leadership, action pool
- NPP System - NPP influence and boost
- United Kingdom - UK-specific rules: Commons, PM formation, confidence votes