Electioneer ElectioneerDocumentation
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Game Systems/Campaigning

The campaign week

Electioneer is played in weeks. Each turn is one week of campaigning, and the week is planned as a whole before it resolves.

Planning a week#

A week has 7 days, and you assign actions to specific days. The engine resolves the week in day order, so sequencing within a week matters.

Two limits apply:

Surrogates and your running mate exist precisely to work around the first limit: they campaign where the candidate cannot.

What decays, and what does not#

At the end of every week the transient quantities decay. This table is most of the game's strategy:

Quantity End-of-week treatment
State momentum ×0.7 (zeroed below 0.3)
National momentum ×0.75
Media narrative ×0.8
Bloc enthusiasm relaxes 40% toward neutral
Debate/policy prep relaxes 35% back toward the candidate's real traits
Ground game no decay

Ground game is the only thing that sticks. Everything else you buy is rented. That single asymmetry is why early field investment pays off and why a late advertising blitz cannot substitute for organisation you never built.

Prep decaying at only 35% a week is deliberate too: prepping a week or two ahead of a debate still pays off at showtime.

The recap#

After a week resolves you get a recap. It groups every cause logged that turn by its human-readable label, sums the margin each contributed, and sorts by absolute impact — led by the change in projected electoral votes.

This is not a summary written after the fact. The causes are the model: your campaign margin in a bloc is literally the sum of the causes logged against it (see The vote model). The recap is the model showing its working.

The timeline#

Once at game start and once at the end of every week, the game records a trend sample: national poll, electoral votes for each side, tossup EV, momentum, cash, and the Democratic share in every state. That is what drives the trend charts.

Difficulty#

Difficulty configures the opponent, not the arithmetic:

Efficiency Mistake rate Foresight
Easy 0.55 30% 3
Normal 0.80 15% 5
Hard 1.00 5% 8

Foresight is how many weeks ahead the AI plans. On hard it plans 8 weeks out and makes a mistake one time in twenty.

The AI also flexes its competitive band — how far from a 50/50 contest it will reach — against the scoreboard. When it is behind it reaches further; when it is comfortably ahead it defends only genuine tossups.

What this means in play#

See also#

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