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Changelog
Player Wiki/Legislatures

Policy Effects

Last updated 2026-08-20

Every signed bill changes the law, and the law changes the country. This page explains how enacted policies affect national and state metrics each turn, how multiple policies stack, and what the long-run equilibrium looks like.

Two levels of policy#

The game tracks policy at two separate levels:

Level Scale What it drives
Character positions −5 to +5 Electoral appeal to demographic groups
Enacted law −3 to +3 Per-turn metric effects on states and nation

Your personal policy positions (set at character creation or via the Policy Shift action) determine how well your ideology matches demographic groups in elections. Enacted legislation (bills that have been signed into law) determines what actually changes in the world.

How enacted policy changes metrics#

Every turn, the game recalculates the effects of every active piece of legislation. For each one, it applies three layers in sequence:

1. Exponential decay toward target#

Each legislation type has a set of weighted effect targets: the metric values that policy "wants" the world to reach. Metrics don't jump to the target instantly; they close the remaining gap at a fixed rate of about 0.72% per turn (a decay time constant of 139 turns, giving a roughly 96-turn / 2-in-game-year half-life):

newValue = current + (target - current) x (1 / 139)

A metric that is 10 points away from its target closes about 0.072 points per turn initially, then slows as it converges. This asymptotic approach means extreme legislation has immediate visible impact but takes many turns to fully manifest.

2. Direct tick rates#

Policy options also carry flat additive per-turn changes, applied on top of the decay toward target:

The tick-rate design targets approximately a 10-game-year full reversal from one extreme to the other. With 48 turns per game year, an extreme policy would take roughly 480 turns to shift a metric from floor to ceiling, without opposition.

3. Natural metric decay#

When no active policy is pushing a metric, it drifts back toward its historical baseline at 0.25% per turn. A metric fully deviated from baseline takes approximately 20 game years (~960 turns) to return with no opposing policy. This prevents the world from permanently freezing at whatever extreme legislation last pushed it to.

Federal vs. state scope#

Federal (national) bills affect every state, but each state receives only a fraction of the total effect:

Country Division factor Per-region effect
US ÷ 50 1/50th of the full national effect
UK ÷ 12 1/12th of the full national effect

This means the sum of all state-level effects from a federal bill equals the intended national total. It prevents a single federal bill from dominating any one state's metrics while still mattering at the national level.

State-level legislation (US state laws, UK regional council acts) applies its full effect only to that state or region.

Time-based decay (half-life)#

Some legislation types model economic adaptation. A policy that disrupts the economy delivers its largest metric hit early, then fades as the economy adjusts:

Half-life (turns) Effect remaining after 1 game year (48 turns)
24 turns ~25% of original
48 turns ~50% of original
96 turns ~75% of original

For example, a sudden defense-spending cut might hit GDP hard initially, but the private sector adapts. This is modelled by giving the defense legislation type a shorter adaptation half-life.

Stacking multiple policies#

The engine sums contributions from all active policies targeting the same metric:

target = baseline + sum of contributions from each active policy

Two bills pulling in opposite directions partially cancel each other. A healthcare spending increase and a healthcare spending cut enacted simultaneously would produce a net contribution somewhere between the two extremes, depending on their respective weights and current policy option values.

There is no artificial cap on how many policies can target the same metric, but the metric itself is clamped to a valid range.

Demographic shifts#

Active policies also slowly shift the composition of demographic groups within each state. This is a slower, longer-run effect:

Federal policies also apply at the divided rate (÷50 or ÷12) before computing demographic shifts. These shifts accumulate over game years, gradually making states more or less friendly to certain ideological profiles.

Viewing current policy#

Strategic implications#

Pushing a metric in one direction#

If you want to move, for example, the uninsured rate down:

  1. Pass a strong federal healthcare spending bill (extreme-left option on the relevant legislation type).
  2. Each turn, the metric ticks down by ~0.06 and approaches a lower target via exponential decay.
  3. Opposing legislation (from opponents) partially cancels your effect. Net direction depends on the sum of all active policies.

Long-run vs. short-run effects#

Repealing bad policy#

There is no explicit repeal mechanic. To reverse a policy, pass a bill selecting the opposite option on the same legislation type. The new bill overwrites the old enacted-law record, and the metric begins tracking toward the new target.