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Game Systems/Campaigning

The campaign week

Last updated 2026-10-29

A campaign runs as a series of weekly turns up to election day. Each week you plan up to a dozen moves, the opponent and the news cycle respond, and the polls update. Knowing what limits your week, and in what order things happen, is what separates a planned campaign from a scramble.

This page describes the US campaign. Other countries use the same weekly loop with their own maps and electoral rules.

How it works#

A standard campaign is 9 weeks. The setup wizard also offers a short 5 week sprint and a long 14 week race. Only the standard length counts for the leaderboard. Each turn has four parts:

Diagram of the weekly loop: your plan, the opponent, events, then resolution, repeating each week until Election Day and then the result. Week 1 has no events.

  1. Your plan. Queue actions across the seven days of the week. You can undo anything before you end the turn. The first week has no events, so you can read the map and plan in peace.
  2. The opponent. The AI campaign acts according to the difficulty: where it targets, how much it spends and how often it makes a mistake.
  3. Events. Scheduled and random events arrive. Some ask you to decide; others apply on their own. Any event you leave unanswered is resolved for you with a sensible default when you end the turn.
  4. Resolution. Your actions play out in day order, then the opponent's. Momentum and enthusiasm fade, your action slots refill, and the week-in-review shows what moved and why. After the last week, the result is calculated.

What limits you#

Limit Value Notes
Weeks in a campaign 9 standard (5 short, 14 long) Standard is the leaderboard length
Days per week 7 Actions resolve day 1 to day 7
Actions per day 3 Hard cap
Weekly action pool 7 + energy / 20 (rounded up) + running mate bonus + difficulty bonus Refills every week
Difficulty action bonus Easy +5, Normal +1, Hard 0 Player only
Starting cash $220M Democratic, $180M Republican Plus running mate and difficulty extras
Difficulty cash bonus Easy +$110M, Normal +$25M, Hard 0 Player only
Staff capacity 6 Only field offices use it. Never refills
Momentum fade National keeps 75% a week, state keeps 70% Can turn negative

Line chart of momentum falling from 100 over 8 weeks: national momentum keeps 75% each week and state momentum keeps 70%.

State momentum fades slightly faster than national momentum.

Plan bonuses#

Actions resolve in order from day 1 to day 7, so order matters. A rally before advertising in the same state gives the ads +20%, field offices before get-out-the-vote in the same state give the push +25%, policy prep before an issue pitch or issue ad gives +20%, and opposition research before contrast ads gives +25%. The full rules are on Campaign actions.

Cash#

Cash you plan to spend is reserved the moment you queue the action. You cannot queue ads, surrogates, field offices, get-out-the-vote or opposition research beyond what you hold. Fundraising arrives only at resolution, so this week's haul pays for next week. If staff are hired, their weekly salaries come off your cash after resolution and cannot take it below zero.

What you can do#

The week plan panel in the 2020 campaign on Normal with three actions queued on day 2, the per day cap, and the cash and actions counters at the top.

Three actions on one day is the cap. The plus button on that day is dimmed.

The Week in review panel after a week resolves, showing projected electoral votes before and after, the cash change, each action's effect and the plan bonus line.

Tips: put setup actions on days 1 to 3 and payoffs on days 4 to 7. Do not leave slots empty early in the campaign, because unused slots do not carry over. Keep some cash back for the final weeks, because the opponent also spends more as election day nears.

Worked example#

You are Biden in US 2020 on Normal. Energy 55 gives 3 extra slots (55 divided by 20 is 2.75, rounded up to 3). Your pool is 7 + 3 + 0 (Harris gives no bonus) + 1 (Normal) = 11 actions. You start with $220M + $25M = $245M. You queue three actions on day 2 and try to add a fourth: the game refuses, because 3 per day is the cap, even though you have 8 slots left. You move it to day 3. After seven days you have used 9 of 11 slots and the 2 unused ones are lost when the week ends.

Connections#

Driven by:

Affects:

Status#

The loop is the same in every US election and every difficulty. Difficulty changes your action pool, starting cash and how hard your actions land; event mode (historical or random) changes only which events arrive. The daily challenge uses the standard length.

Last checked: 2026-10-29, version October 2026 release

Exact rules#

Constants#

Constant Value Source
Default total turns 9 src/engine/setup.ts
Campaign length options 5, 9, 14 src/ui/SetupScreen.tsx
Base action pool 7 src/engine/setup.ts
Pool energy term ceil(baseEnergy / 20) src/engine/setup.ts
Running mate day bonus +1 for some picks (candidateDayBonus) src/content/runningMates.ts
Hired staff extra slots maxActions effect on some staff src/content/staff.ts
Difficulty action bonus Easy 5, Normal 1, Hard 0 src/engine/setup.ts
Mirror Match modifier +$40M and +2 actions src/engine/setup.ts
Difficulty starting cash bonus Easy $110M, Normal $25M, Hard $0 src/engine/setup.ts
Starting cash Democratic $220M, Republican $180M, plus running mate cashBonus src/engine/setup.ts
Starting staff capacity 6 src/engine/setup.ts
Maximum hired staff 3 src/content/staff.ts
State momentum decay multiply by 0.7, zero if under 0.3 in size src/engine/turn.ts
National momentum decay multiply by 0.75 src/engine/turn.ts
Media narrative decay multiply by 0.8 src/engine/turn.ts
Enthusiasm decay 1 + (enthusiasm - 1) * 0.6 src/engine/turn.ts
Prep decay 35% of the gap to base trait per week src/engine/turn.ts
Staff quit threshold player projected EV under 195 src/engine/campaignWeek.ts
Staff quit chance 22% per staffer with loyalty under 65 src/engine/campaignWeek.ts
Plan bonus multipliers 1.2, 1.25, 1.2, 1.25 src/engine/planBonuses.ts

Energy is read from the candidate's base trait before running mate bonuses: Biden 2020 is 55, Trump 2020 is 70 (src/content/candidates.ts), so the Republican pool is 7 + 4 = 11 before difficulty. The AI does not receive difficulty action bonuses.

Order within advanceTurn (src/engine/turn.ts)#

  1. Leftover player events resolve with a default choice; debates resolve head to head.
  2. The AI resolves its own events.
  3. Player actions apply in day order (ties by queue order), each checked for plan bonuses against completed earlier actions. Then the AI's actions apply.
  4. Decay runs: state momentum, enthusiasm, national momentum, media narrative, prep traits; every candidate's action pool refills to its maximum.
  5. The recap is built, queued actions and pending events are cleared and the turn counter advances.
  6. If the turn counter has reached total turns, the result is computed and the phase becomes result. Otherwise the next week's events are queued.
  7. After advanceTurn, advanceCampaignWeek charges staff salaries (cash floor 0) and applies the staff quit check (src/engine/campaignWeek.ts).

Edge cases#

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