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Changelog
Player Wiki/Elections

Campaign Manager

Last updated 2026-08-21

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 all run the Campaign Manager. Non-US races (UK / JP / DE / IE) currently fall back to a lighter election-detail page, because their country-specific campaign-finance models (UK statutory expense limits, JP mixed FPTP/PR, DE party-list, IE STV) need a separate audit and adaptation pass before the Manager turns on.

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.

Activity log#

Chronological record of campaign events:

Used for campaign-owner review and for party/public intelligence.

Endorsements#

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

Manager (admin-assignable)#

An admin can assign a manager to a campaign. The manager has:

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

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 their admin-assigned manager) can perform:

Donations#

Anyone can donate:

Donations show up in the Budget tab and Activity Log with attribution.

Strategic use of the campaign page#

In the build phase#

Entering a primary#

Early general#

Closing sprint (final 4 turns)#

Common mistakes#