General Elections
The general phase is the real contest. Primary nominees from every party compete for the seat (or seats). Votes accumulate over the entire general window, not in a single tally — and the final 4 turns are weighted heaviest. Sustained, well-timed campaigning wins.
For the overall election structure see Election Mechanics. For primary-phase rules see Primaries. This page focuses on what happens between primaryEndTime and resolution.
The Vote Pool
Each election has a total vote pool derived from the state's demographics: 12 voter archetypes, each with a size (share of total), a turnout rate, and policy leans on the economic and social axes.
Per-turn allocation of the pool:
| Turn phase | Share of pool | Per-turn weight |
|---|---|---|
| Early turns (all non-final) | 75% | 0.75 × pool / (totalTurns − 4) |
| Final 4 turns | 25% | 0.25 × pool / 4 |
For a US House race (96 total turns with 24-hour primary = 72 general turns), the final 4 turns each hold ~8× the weight of an early turn. For a US Senate race (240 general turns), the final 4 each hold ~26× the weight of an early turn.
Implication: your stats at the moment of each turn's vote snapshot matter. A dip in Favorability or a stale Political Influence on the last day can cost you the race even if you dominated the first three-quarters.
The Total Appeal Pipeline
Each turn, for each candidate, for each demographic group:
- Reach —
normalizeNPI(influence). State races use Political Influence (max 1.0 at PI=100). Presidential races use NPI (logarithmic, can exceed 1.0 at very high NPI). - Appeal —
(50 − |econDiff|×5 − |socialDiff|×5)² / 100 + normalizeNPI(influence) × 25. Quadratic position scoring. Per-group calculation using the group's lean. Max 50 at NPI=100; up to 75 in presidential races at very high NPI. - Approval scalar —
favorability / 100. 0% approval = 0 votes. A candidate with Favorability 30 gets only 30% of what their appeal+reach would otherwise earn. - Party org scalar —
0.5 + (statePartyOrg / 100) × 0.5. Ranges 0.5× to 1.0×. Independents use 1.0. - Party strength modifier — applied to the full turn pool:
(1 + stateGovernmentApproval) × officeStrength. Office strength: Gov 1.0, House 0.9, Senate 0.8, State Senate 0.85. - Group-level allocation — Each group contributes to the turn pool proportional to its size and turnout. Within each group, candidates split by relative
(appeal × reach × approval × partyOrg). - Votes summed across groups. That's the candidate's turn vote total.
FPTP Spoiler Effect
In FPTP states (the default), third-party candidates bleed votes from their ideologically nearest major party:
10% × third-party's group-level votesmoves from the nearest major-party candidate to the third party.- "Nearest" = Manhattan distance on economic/social axes.
- Major parties are region-scoped: Democrat/Republican in the US, Labour/Conservative in England, SNP/Labour in Scotland, CDU/SPD in Germany, LDP/CDP in Japan.
Consequences:
- A strong Green candidate costs the Democrat votes; a strong Libertarian costs the Republican votes.
- Third parties rarely win under FPTP — they spoil the nearest major party into losing.
- Major-party candidates should treat viable third parties as existential threats in close races.
RCV States
If a state has passed legislation switching to Ranked Choice Voting, the FPTP spoiler adjustment doesn't apply. Third parties compete on level footing. This is the strategic payoff for third-party legislative action.
Multi-Seat Races
US House, US State Senate, UK Commons regions, DE Bundestag constituencies, and JP Shūgiin use proportional allocation:
- Largest-remainder method converts vote shares to seat shares.
- Minimum threshold: 20% of votes needed for any seats.
- 2-seat special case: winner takes both unless the runner-up reaches 20%.
- Seats estimate updates each turn as votes accumulate.
If you're running for a 4-seat region and your party projects to 42% of the vote, you expect ~2 seats. If you're projected at 17% and another party is at 25%, you likely get 0 and they get all.
Candidate Strategy by Phase
Opening (Turns 1 to ~25% of general)
Establish a base:
- Campaign heavily in-state to push Political Influence above 60 and hold it.
- Ads to lift Favorability to 65–70. Above 70 diminishing returns bite.
- Request NPP endorsements early — they compound for the rest of the general.
- Set up campaign upgrades (Ground Game, Media Spending, Opposition Research) — see Campaign Strategy and Campaign Manager.
Middle (middle 50%)
Consolidate:
- Maintain PI at 60+ through steady Campaign actions.
- Sustain Favorability via periodic ads.
- Commission a Full Demographic Poll ($75k, 6 actions) to identify weak groups.
- Target weak groups with ads and canvassing.
- Watch opponent damage — if your Favorability drops 5+ points in a span, they're running Opposition Research or attacking. Counter with more ads or request NPP opposition against them.
Final sprint (last 4 turns)
Peak everything:
- Last-minute Campaign actions to peak Political Influence on the final snapshot.
- Last-minute ads to peak Favorability immediately before each weighted turn.
- Canvassing becomes 2× effective in the final 4 turns (campaign season multiplier applies to the demographic-turnout canvassing action).
- Media Spending and Opposition Research upgrade effects double in the final 4 turns (passive campaign bonuses).
- Log in hourly if the race is close. A 2% Favorability dip at turn 141 of 144 can cost you the seat.
What Not to Do
- Don't burn money on ads at Favorability 80+. Returns are severely diminished.
- Don't sit on PI and hope decay is slow. It's not. You'll lose 15% over 20 turns — about the length of a closing sprint.
- Don't attack everyone. Infamy accumulates, your own Favorability drains, and attacks cost 2 Infamy each even on success. Attack sparingly against high-Favorability opponents only.
- Don't forget out-of-state costs. If you're running in State A and also campaigning to help an ally in State B, State B costs 1.25× (neighbour) or 1.5× (non-neighbour) actions-per-effect.
- Don't withdraw to "save resources" unless you're pivoting. Withdrawn candidacies cannot be re-entered; your PI and Favorability carry into the next cycle either way.
Resolution
When endTime passes:
accumulateGeneralElectionVotesruns one final time to capture the final-turn snapshot.resolveGeneralElectionsruns. Winners declared.- Single-seat races: highest vote total wins.
- Multi-seat races: largest-remainder allocation; 20% threshold applied.
- Winners take office.
electedOfficialsupdated. Office action and fund bonuses kick in next turn. - Losers' campaign documents persist for historical records but the candidacy is marked resolved.
- News post fires with results.
For presidential races, Electoral College resolution runs instead:
- Per-state vote totals sum to Electoral Votes per state (ME and NE split by congressional district).
- 270 EV to win.
- 269–269 tie → deterministic coin flip (hash of election ID + candidate IDs).
Running Mates (Presidential)
After the primary, each presidential nominee selects a running mate (VP):
- Must be a valid
Character— cannot be the current President, cannot be the nominee themselves. - Stored on
ElectionCandidate.runningMateId. - If confirmed, the VP takes office alongside the President on win.
- VP has +2 actions/turn and $25k/turn fund bonus; tie-breaks Senate votes.
You can change your running mate any time before the election resolves — pass "" to the running-mate API to clear.
Related
- Election Mechanics — Overall framework.
- Primaries — What got you here.
- Campaign Strategy — Upgrades, fundraising, fog of war.
- Primary vs General Tactics — Pivoting from primary playbook to general.
- Canvassing — Turnout boosting per demographic.
- Fundraising & Ads — Money flow during a general.
- Demographics & Targeting — Group composition and appeal.
- Formula Deep-Dive — Full math with derivations.