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Player Wiki/Elections

Campaign Strategy

Last updated 2026-08-21

A practical guide to allocating actions and money across the three phases of every race: build, contest, close. For the vote math that ultimately decides elections see Election Mechanics; this page is about what to do in what order.

The three phases#

Every election cycle, for every office, runs through three strategic phases from your character's perspective:

  1. Build (pre-primary): Accumulate Political Influence, Favorability, donor base, party alignment. No election is open yet.
  2. Contest (primary + early general): You're a declared candidate. Sustain base stats while running the specific race.
  3. Close (final 4 turns of general): Everything compounds. The campaign season multiplier kicks in. Weighted snapshots fall.

Most players lose races by misallocating across phases: over-campaigning in the build phase and running out of gas in the close, or over-fundraising and under-contesting. This page is about getting that right.

Core principle#

Every action should move you closer to winning your next election. Early game: stats foundation. Mid game: positioning. Late game: turnout and closing pressure.

Action allocation by situation#

Situation Priority order
New character, no office Campaign > Build Donor Network (to level 2) > Fundraise > Quick Poll > Ads
Mid-build, no election yet Fundraise > Campaign > Build Donor Network > Barnstorm for allies
Primary declared Campaign heavily > targeted ads > build alignment NPPs are likely to endorse
General, opening Campaign + ads in weak demographics > Full Poll
General, middle Maintain PI + Favorability > Opposition Research on leading opponent
Final 4 turns Closing-sprint campaign + canvassing + ads
Incumbent between cycles Maintain PI + fundraise for war chest + build party influence

The campaign page (Strategic Ops trees and budget)#

Once you're a candidate, your campaign page (/campaign/[id]) gives you a separate budget spent on Strategic Ops trees. This is distinct from your personal Campaign Funds.

Strategic Ops trees, not flat levels#

Fundraising, Ground Game, Media Spending, and Opposition Research are each a small branch tree, not a flat 1-10 level ladder. You unlock a starter node (funds + actions), then invest further into up to three branches per tree (labelled a/b/c on the campaign page, e.g. Media Spending's Broadcast and Television branches, Opposition Research's Dossier, Scandal Leak, and Counter-Intel). Each branch has its own magnitude that stacks with the starter and with the other branches in the same tree, so two campaigns at "the same tree" can have very different effects depending on which branches they invested in.

Approximate per-tree effects once started:

Tree Starter effect Branches add
Fundraising Passive income per turn (base ~₳35k) Grassroots, Bundlers, Direct Mail: more passive income
Media Spending Base passive Favorability gain per turn Broadcast, Television: more Favorability per turn; Rapid Response: reacts to attacks
Ground Game Base swing-area turnout bonus Field Offices: bigger swing-area bonus; Get-Out-The-Vote: turnout bonus everywhere, not just swing areas; Volunteer Corps
Opposition Research Base drain on one target (~-0.5%/turn) Dossier: more drain; Scandal Leak; Counter-Intel: amplifies the drain

Maintenance is deducted from campaign funds each turn. If projected funds can't cover next turn's maintenance, branches auto-downgrade rather than the whole tree collapsing at once. No refund.

Opposition Research#

Lets you drain an opponent's Favorability passively. Retargeting has a cooldown.

In the final 4 turns the effect doubles (2× campaign-season multiplier). A well-invested Opposition Research tree in the closing sprint can be worth several points of Favorability drain over the final stretch, often race-deciding.

Campaign actions#

Your campaign generates its own per-turn action pool:

Campaign actions are spent only on upgrades, not on regular character actions.

Party organization#

Party organization in a state feeds a normalized share of that state's total party organization: your party's org divided by every party's org in the state. A party with no presence in a state gets 0 (no votes there); a dominant party gets a multiplier close to 1.0.

Investing in your state party's organization pays off for every candidate in your party who runs in that state. See Party Organization for the chair-side tools.

Fog of war#

Opponents don't see your exact upgrade levels: they see fogged estimates.

Fog updates every turn during campaign processing. Don't rely on opponent display numbers: they're noisy.

Campaign season multiplier (final 4 turns)#

The single most important time mechanic. In the final 4 turns before an election closes, these effects automatically double:

No player action required: the multiplier activates based on the election timer.

Strategic implication: Hold heavy spending for the final 4 turns. A burst of ads, canvassing, and Opposition Research at this point is worth roughly 2× the equivalent spend earlier.

Budget management#

At the campaign page → Budget tab:

Red flags:

Phase-specific tactics#

Build phase#

Primary phase#

Early general#

Final sprint (last 4 turns)#

What not to do#