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Changelog
Player Wiki/Elections

Campaign Manager

Last updated 2026-10-09

Eligible candidacies get a dedicated campaign page at /campaign/[id]. This is where your candidate's campaign lives: budget, upgrades, operations, activity log, endorsements, and manager assignments. It's separate from your character's profile and has its own action and money pools.

Eligibility: US president, senate, governor, house, and state senate races run the Campaign Manager, as do UK Commons races and Japanese House of Representatives, House of Councillors, and governor races. German and Irish races still use the lighter election-detail page until their list and STV systems are mapped onto per-candidate campaigns.

This page describes what the campaign page does and how to use it. For upgrade tables, maintenance math, and tactical priorities see Campaign Strategy.

Access tiers#

The campaign page shows different amounts of information depending on who's viewing:

Viewer What they see
Campaign owner (candidate) Full management UI: budget, upgrades, activity log, manager, endorsements, fog-of-war settings
Party members (same party, not the candidate) Intelligence view: strategy, polling, spending (fog ±1 level)
Public (anyone else) Basic summary: candidate name, office, party, active status (fog ±3 levels)

Fog of war is automatic. Opponents can see your upgrade levels, but only through a ±3-level uncertainty band.

The sections#

Overview#

Budget#

Strategic Ops#

Four branch trees, each with its own card, replacing the old flat-level upgrade model:

Each card shows the starter node and its branches, next-branch cost (both money and campaign actions), and current per-turn effect.

General-phase cost multiplier: All upgrade costs are 1.5× higher once the election enters the general phase. Front-load upgrades in the primary.

Field offices#

The Field offices tab is where the campaign puts staff on the ground.

County leans start from the real county results of your world's era: a 1991 world uses 1984 and 1988, a 1953 world uses 1948 and 1952, and a 2027 world uses 2020 and 2024 plus the 2025 governor races. As your world holds its own presidential elections, every county shifts with its state's swing from one election to the next, damped so one wild cycle cannot erase the era's map.

The ledger#

Two tabs at the foot of the campaign page, ten rows to a page.

Activity is a record of what the campaign has done, newest first:

A campaign keeps its whole run of these rather than only the most recent, so the pager reaches back to its first purchase.

Endorsements lists the players and politicians currently backing the campaign, and can be narrowed to either. The panel says "Politicians" where the rest of the wiki says NPPs; they are the same people. Withdrawn endorsements drop off the list. Rows carry no date: the records store no turn number.

Both tabs are visible only to the campaign's own side. Party and public viewers see the panel but not its contents.

Endorsements#

Player endorsements only count toward the action bonus in presidential races. NPP endorsements count in all races.

Campaign Managers#

The candidate (or an admin) appoints managers from the Campaign Managers panel on the campaign page: search for a character by name, add them, remove them, up to three. A manager must be in your country and cannot be a candidate managing their own campaign. A manager's owning player has:

This is designed for multi-player coordination: a campaign manager can run the operational details while the candidate focuses on character actions. Everyone else sees the panel read-only.

Campaign room briefing (owner-only)#

Presidential campaigns get a private briefing panel that turns the current race state into a plan. It only reads numbers the engine and tally already produced, so it never invents vote math. It is visible to the nominee and the campaign's managers only: a running mate, a party viewer and the public do not see it, because the coalition read is exactly the intelligence an opponent should not have. It has:

The Vote Factor Ledger tells you why you have the votes you have; the briefing tells you what to do about it.

Campaign actions (separate from character actions)#

Your campaign generates its own per-turn action pool:

Campaign actions are consumed by upgrades only (not regular actions like Campaign or Fundraise).

Budget math#

Campaign funds flow:

+ Fundraising tier passive income       (each turn)
+ Donations (personal cash donations)
+ Party chair donations from treasury

− Ground Game maintenance (if purchased)
− Media Spending maintenance (if purchased)
− New upgrade purchases (when made)
− Ad campaigns (when initiated)

Net balance updates each turn. The Budget tab visualises this over time.

Insolvency and auto-downgrade#

If projected_funds (= funds + income) < maintenance:

  1. The turn processor drops levels until maintenance is affordable.
  2. Priority. The tier with the higher marginal (most recent level) maintenance drops first.
  3. Tie-breaker. Media Spending drops before Ground Game.
  4. Passive effects still fire this turn using pre-downgrade levels (one last gasp).
  5. Maintenance is deducted using post-downgrade levels.
  6. No refund. Money paid for the level is gone.
  7. An activityHistory entry logs the downgrade with reason: "insolvency".

Existing negative funds are not healed: the campaign keeps the debt, but stops bleeding.

Fog of war details#

Opponent-visible upgrade levels are fuzzed each turn:

Update frequency: every turn during Group 6 (campaign processing).

Your own display is always accurate.

Candidate-only operations#

Actions only the candidate (or an appointed manager) can perform:

Donations#

Anyone can donate:

Donations show up in the Budget tab with attribution. They are kept in their own donation record, not in the ledger's Activity tab.

Strategic use of the campaign page#

In the build phase#

Entering a primary#

Early general#

Closing sprint (final 4 turns)#

Common mistakes#

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