Campaign Strategy
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:
- Build (pre-primary): Accumulate Political Influence, Favorability, donor base, party alignment. No election is open yet.
- Contest (primary + early general): You're a declared candidate. Sustain base stats while running the specific race.
- 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 > NPP endorsement requests |
| General, opening | Campaign + ads in weak demographics > NPP endorsements > 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 (Upgrades & Budget)
Once you're a candidate, your campaign page (/campaign/[id]) gives you a separate budget with upgrades. This is distinct from your personal Campaign Funds.
Fundraising Levels (10 tiers)
Your campaign has a fundraising level 0–10 that generates passive income per turn:
| Level | Income/turn | Upgrade cost | Actions |
|---|---|---|---|
| 0 | $20,000 | — | — |
| 1 | $35,000 | $50,000 | 10 |
| 2 | $60,000 | $120,000 | 15 |
| 3 | $100,000 | $250,000 | 20 |
| 4 | $150,000 | $500,000 | 25 |
| 5 | $200,000 | $900,000 | 30 |
| 6 | $350,000 | $1,500,000 | 40 |
| 7 | $600,000 | $2,500,000 | 50 |
| 8 | $1,000,000 | $4,000,000 | 60 |
| 9 | $2,500,000 | $6,500,000 | 75 |
| 10 | $5,000,000 | $10,000,000 | 90 |
General phase multiplier: Upgrade costs are 1.5× higher once the election enters the general phase. Front-load upgrades during primaries.
Strategic Upgrades (4 dimensions)
Each upgrade tier has up to 5 levels (or 10 for Fundraising):
| Upgrade | Levels | Effect per level | Maintenance/turn |
|---|---|---|---|
| Fundraising | 10 | Passive income per turn (see table above) | — |
| Media Spending | 5 | +0.5% Favorability per level per turn (passive) | Yes (steep) |
| Ground Game | 5 | +3% turnout in swing states per level | Yes |
| Opposition Research | 5 | −0.5%/turn Favorability drain to one target | — |
Maintenance is deducted from campaign funds each turn. If projected funds can't cover next turn's maintenance, levels auto-downgrade — Media first, then Ground Game. No refund.
Opposition Research
Lets you drain an opponent's Favorability passively. Retargeting has a 6-hour cooldown.
- Level 1: −0.5%/turn to target
- Level 5: −2.5%/turn to target
In the final 4 turns the effect doubles (2× campaign-season multiplier). A Level 3 Opposition Research in the closing sprint is effectively −3%/turn on the target, which over 4 turns is −12 Favorability — often race-deciding.
Campaign Actions
Your campaign generates its own per-turn action pool:
- Base: Every campaign earns at least 1 action/turn.
- Endorsements: NPP and player endorsements (presidential only) add actions via
1 + floor(sqrt(endorsements) × 3). 9 endorsements ≈ 10 actions/turn.
Campaign actions are spent only on upgrades, not on regular character actions.
Party Organization
Party organization (0–100) in your state gives a vote-pool multiplier:
- Formula:
1.0 + (stateOrg / 100) × 0.6 - Range: 1.0× at org=0, 1.6× at org=100
- No penalty — low org gives baseline 1.0×
Investing in your state party's organization pays off for every candidate in your party who runs in that state. See Party Building for the chair-side tools.
Fog of War
Opponents don't see your exact upgrade levels — they see fogged estimates:
- Public (anyone): variance ±3 levels. If you're at level 5, they see 2–8.
- Party members: variance ±1 level. If you're at level 5, they see 4–6.
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:
- Media Spending favorability boost
- Opposition Research drain
- Canvassing boost
- (Presidential) Travel favorability gain
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:
- Income vs spending over time
- Category breakdown (what your money went to)
- Per-turn net income
Red flags:
- Maintenance > income. Next turn auto-downgrade fires.
- Funds negative. You've overspent. You're alive but can't upgrade until income digs you out.
- Income declining — usually means you upgraded fundraising late, got taxed by party, or the opposition ramped Opposition Research.
Phase-Specific Tactics
Build phase
- Get Donor Base to Level 3 ($75k + $100k = $175k investment, 12 actions) — permanent compounding income.
- Hit Favorability 65 via 3–5 ads.
- Push Political Influence to 40+ through daily Campaign actions.
- Join a party; invest ~2 weeks real-time to push Party Influence up.
- Watch opponent candidacy declarations. If an NPP declares in the next primary, prepare accordingly.
Primary phase
- Campaign aggressively in-state — every +1 PI converts to ~0.25 primary score points.
- Keep Favorability 70+ — each point is worth 0.35 primary score points.
- Request NPP endorsements (align with party).
- Don't attack primary rivals.
Early general
- Front-load upgrades (no 1.5× multiplier on primary-phase upgrades).
- Full Demographic Poll to diagnose weak groups.
- Target ads and canvassing to weak groups.
- NPP endorsements are worth more in general than primary.
Final sprint (last 4 turns)
- Burst campaign actions to peak PI.
- Burst ads to peak Favorability.
- Canvass aligned demographics (2× multiplier).
- Opposition Research drains 2× on target.
- Log in hourly. Every turn matters.
What Not to Do
- Don't over-buy ads. Above Favorability 75 diminishing returns are severe. $100k for +0.5 Favorability is terrible value.
- Don't canvass misaligned demographics. At 6+ Manhattan distance you get 10% of base effect.
- Don't maintain high Ground Game / Media Spending tiers when you can't afford maintenance. Auto-downgrade costs you the investment with no refund.
- Don't upgrade in general if you can upgrade in primary. 1.5× multiplier applies to general-phase upgrades.
- Don't attack everything that moves. Infamy drain compounds, attack failure chance grows with your Infamy.
Related
- Election Mechanics — Vote math.
- Primaries · General Elections — Phase-specific rules.
- Fundraising & Ads — Money flow mechanics.
- Canvassing — Turnout boosting.
- Demographics & Targeting — Appeal math and group composition.
- Campaign Manager — UI walkthrough of /campaign/[id].
- Primary vs General Tactics — Pivoting between phases.
- Party Building — Growing your party's org.