A House Divided A House DividedDocumentation
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Player Wiki/Getting Started

Core Systems

Last updated 2026-08-21

Time, money, and actions are the three resources that bind every decision in A House Divided. This page is the reference for how they flow.

Time: turns, days, and years#

The turn processor fires once per hour, on the hour. Every turn advances the world: actions refresh, elections tick toward resolution, bills age, NPPs act, markets settle, and metrics update. There are no overnight breaks: the simulation is continuous and there are no resets.

Term cycles#

Term lengths below are stated in real time (hours/days you wait between elections), followed by the game-time equivalent. Only US values are listed here; non-US terms are covered in each country hub.

Office Term (real) Term (game years)
US House 4 real days 2 game years
US Senate 12 real days 6 game years (3 staggered classes)
US Governor varies by state typically 4 game years
US President 8 real days 4 game years

Staggering matters. Senate Class 1, 2, and 3 elections fire at different times so one-third of the Senate is up for election every ~4 real days. This keeps Senate activity continuous.

For UK MP and Prime Minister timing see United Kingdom. For the German Bundestag and Chancellor see Germany. For the Japanese Diet see Japan.

The action economy#

Actions are your activity budget. Everything you do (campaigning, voting, wiring money to an ally) costs actions.

Earning actions#

Each turn you receive:

Actions accumulate up to a cap of 200. Above 100 you pay a −4 hoarding penalty per turn applied before the refresh. For characters with only the base 4 actions, this creates a soft cap around 100-104; office holders with higher refresh still grow toward the hard cap, just slowed by 4 per turn.

Spending actions#

Action costs for core activities (full list on Stats & Actions):

Action AP Cost Fund Cost Effect
Campaign 1-5 (tiered by PI) Scaled by state GDP +1 Political Influence
Fundraise 3 none Earns ₳50k + ₳2k × donor level
Quick Poll 2 ₳25k topline + best/worst 5 groups
Run Advertisements 5-9 (tiered by favorability) Scaled by state GDP +1-3 Favorability (diminishing above 70%)
Full Demographic Poll 6 ₳75k complete breakdown
Build Donor Network 4-20 (tiered by level) Scaled by state GDP donor level +1
Support 6 none +1% target Favorability (±12 net swing cap per target per turn)
Attack 6 none −1% target Favorability; +2% own Infamy (±12 net swing cap per target per turn)
Barnstorm 5 ₳100k +1-2% target Political Influence
Presidential Travel 3 to 10 none Sets travel state during the US general; +1%/turn Favorability while there

Out-of-state multipliers (1.0× home / 1.25× neighbour / 1.5× non-neighbour) apply to interpersonal actions (Support, Attack, Barnstorm), not to Campaign or Advertise.

Money: two pools#

Two money pools, separate and non-convertible:

Fund generation per turn (Campaign Funds):

Cash on Hand comes from passive income streams (corporation dividends, bond coupons, share sales) and a 50% slice of any Personal Campaign Donation you make (the other 50% moves to Campaign Funds).

The turn processing order (engineer's note)#

Each hour the processor runs roughly a dozen top-level adapters that together call over 100 phase steps, organized into 14 groups. Most phases within a group run in parallel; some groups (notably election resolution) are strictly sequential. You don't need to know the order to play well, but if you're wondering why your campaign action from 03:59 shows up "on the next turn," this is why.

Group What happens Ordering
1. Resources Action refresh, fund generation, corporation production Parallel
1a. Finance Bond coupons, NPP funds, commodity prices, portfolios Sequential after corps
2. Demographics Turnout decay, GOTV, party org maintenance Sequential
3. Party elections State/national/committee party races, cleanup Parallel then cleanup
4. NPP behavior NPPs enter elections, vote on bills, back leadership Sequential (shared context)
5. Bills & cabinets Bill lifecycle, cabinet nominations Parallel
6. Campaigns Campaign-manager turn, NPP actions every 4 turns Sequential
7. Election resolution Primary → accumulation → timer → snapshot → general → leadership vacate Strict order
8. UK government PM formation, confidence motions After elections
9. Election coverage Spawn next cycles, leadership elections, stale cleanup Parallel
10. Fiscal year October processing (turn 40 of 48) Conditional
11. Effects & metrics Policy effects, demographics, approval decay, unowned sector growth Parallel
12. National aggregation National metrics, inflation, central bank chair After state effects
13. History Metric/approval/interest-rate snapshots Parallel
14. Persistence Increment turn, save log, emit SSE Critical, not retryable

Cabinet system (US and parliamentary executives)#

Presidents and Prime Ministers appoint cabinets. In the US:

In parliamentary systems (UK / DE / JP) the executive composition follows the country's real-world conventions. See the country hubs.

Campaign manager system#

Every player candidacy has a dedicated Campaign page at /campaign/[id]:

The campaign manager page is where you spend a separate campaign budget on Fundraising, Ground Game, Media Spending, and Opposition Research: each is a branch tree, not a flat level ladder, so how you invest within a tree matters as much as how much. It's also where you track activity logs and view NPP endorsements. Details: Campaign Manager and Campaign Strategy.

Perpetual elections#

No seat sits vacant. When a House/Senate/Governor/Bundestag/Sangiin cycle resolves, the next cycle spawns immediately. Empty seats are filled by NPPs during their election window: they'll beat you if you don't contest.