Stats & Actions
The complete reference for every stat a character carries and every action they can spend. For big-picture framing see Core Systems; this page is the canonical look-up.
Core Stats
Political Influence (PI)
- Scale: 0–100, per state
- Start: 0
- Grows by: Campaign action (+1% per action)
- Decays by: 0.75% of current value per turn (floor 0)
- Drives: Vote reach in state races, primary scores in state races
- Scope: Single value; home-state focus in current implementation
PI is the most important stat in the early game. Because decay is relative (not flat), low-PI characters lose less per turn than high-PI characters — but you need to sustain it to win competitive races.
National Political Influence (NPI)
- Scale: Uncapped; starts at 0
- Grows by: +state PI ÷ 100 per turn (automatic, no action required)
- Drives: Presidential races exclusively — both reach and appeal
- Scaling: Logarithmic. NPI 100 → 1.0× effect; NPI 500 → ~1.35×; NPI 1000 → ~1.52×; asymptotes at 2.0×
NPI is a long game. Only serious presidential contenders should optimise for it. You build NPI by sustaining high state PI over many turns — it accumulates passively.
Favorability
- Scale: 0–100
- Start: 50 (neutral)
- Grows by: Ads (+1–3, diminishing above 70%), minor from Campaign, Travel (+1%/turn while in a travel state as a presidential candidate)
- Decays by: Attack damage from opponents, Infamy passive drain (above 20%), natural decay only when above 60
- Drives: Appeal multiplier in vote formulas across every race type
Favorability is stable at 60 or below. Above 60 it slowly decays if you stop running ads. Above 70 ad diminishing returns kick in hard — each ad gives fewer points the higher you already are.
Infamy
- Scale: 0–100
- Start: 0
- Grows by: Attack actions (+2% each), NPP "lower" boost action (+2%)
- Effects:
- 0–20%: no penalty
- 20%+: drains (infamy − 20) × 0.05% Favorability per turn
- Attack failure chance = Infamy × 10 per 1000 roll
- Decays by: 5% of current value per turn
Infamy is a budget, not a punishment. Spending 2–4 attacks against a competitor costs you some Infamy but it decays fast. Sustained attacking (20+ actions) accumulates real damage to your own Favorability.
Policy Positions
- Scale: −5 to +5 per axis (economic, social)
- Set: At character creation
- Changed by: Voting on bills (±0.25 per vote in the bill's direction)
- Used for:
- Primary score alignment to your party's official position
- Demographic group appeal (each group has preferred economic/social positions)
- Party Influence amplification (closeness boosts your party-pool share)
Over a long career of floor votes you will drift. If your drift diverges far from your party, expect lower primary scores and reduced party-pool bonuses.
Campaign Funds
- Start: $250,000 (or local-currency equivalent)
- Grows by: Fundraise action; per-turn fund generation (base + donor bonus + office bonus)
- Spent on: Ads, polls, donor base, NPP influence, party taxes, personal campaign donations
- Separate from: Cash on Hand
Fund generation per turn:
| Source | Amount |
|---|---|
| Base rate | small fixed amount |
| Donor bonus | donor level × per-tier rate (state population tier) |
| Office bonus | House +$5k · State Sen +$3k · Senate +$15k · VP +$25k · Gov +$20k · Pres +$50k |
Cash on Hand
- Start: $0
- Grows by: Passive income (corp dividends, bond coupons, share sales); 50% of any Personal Campaign Donation you make
- Spent on: Wire transfers only (Portfolio → Wire)
- Cross-country transfers blocked
Donor Base Level
- Scale: Uncapped (starts at 1)
- Grows by: Build Donor Network action
- Cost per level: $50,000 + $25,000 × current level (level 1→2 costs $75k, level 2→3 costs $100k, etc.)
- Income per turn per level: depends on state population tier
- Small state (<2M): +$500/level
- Medium (2–8M): +$1,000/level
- Large (8–20M): +$2,000/level
- Mega (>20M): +$4,000/level
Actions
- Base per turn: 4
- Office bonus: House/State Sen +1 · Senate/VP +2 · Gov +3 · Pres +4 · Central Bank Chair +3
- Party bonus: variable per turn, distributed from party pool by your Party Influence × platform alignment
- Cap: 200
- Hoarding penalty: −4/turn above 100
- Starting grant: 25 one-time
Party Influence
- Scale: 0–100 (only applies to party members)
- Grows by: Passive accrual while active in a party; scaled by invested party operations
- Decays by: Inactivity within the party; leaving-and-rejoining resets to 0
- Drives: Your share of the party's bonus action pool each turn
- Amplified by: Policy closeness to the party's official economic/social position
Visible on your profile's Party Standing section and in the party-members table.
Standard Campaign Actions
| Action | Actions | Funds | Effect |
|---|---|---|---|
| Campaign | 1 | — | +1% Political Influence |
| Fundraise | 3 | Earns $50k + $10k × donor level | Requires donor base > 0 |
| Run Advertisements | 5 | −$100,000 | +1–3 Favorability (diminishing above 70) |
| Build Donor Network | 6 | −($50k + $25k × level) | +1 Donor Base Level |
| Quick Poll | 2 | −$25,000 | Topline appeal + best/worst 5 groups |
| Full Demographic Poll | 6 | −$75,000 | Complete breakdown by demographic category |
| Post news (player feed) | 0 | — | Free /news article; 12h cooldown per author |
| Sponsored news post | 5 | −$100,000 personal cash | Paid /news placement; 30min cooldown |
| Personal Campaign Donation | 2 | Converts chosen Cash on Hand | 50% → Campaign Funds; Infamy scales with size |
| Rest | 0 | — | No effect; used to reset per-turn cooldowns |
Out-of-State Cost Multipliers
Apply to Campaign, Ads, and Attack when targeting a state outside your home state:
- Home state: 1.0×
- Neighbouring state: 1.25×
- Non-neighbour: 1.5×
Interpersonal Actions
Target another player character or NPP from their profile page. Cross-country actions are blocked.
| Action | Actions | Funds | Effect on target | Effect on you |
|---|---|---|---|---|
| Support | 2 | — | +1% Favorability | — |
| Attack | 2 | — | −1% Favorability (fails if roll < Infamy × 10) | +2% Infamy (always) |
| Barnstorm | 5 | −$100,000 | +1% PI (+2% if your home state matches target's) | — |
- Out-of-state cost multipliers apply to Support and Attack.
- Barnstorm ignores out-of-state multipliers (flat 5 actions).
- Failed attacks still cost you 2 Infamy.
- You can't Support or Attack yourself.
Presidential Travel (US General Election Only)
Available to active presidential candidates during the general phase.
| Action | Cost | Effect |
|---|---|---|
| Travel | 5 actions | Set your travel state; +1% Favorability/turn passively |
- Only US states as destinations; one at a time.
- Switching states costs another 5 actions.
- Travel state shows as a badge on the electoral map and candidate row.
- Travel expires on withdrawal or election end.
NPP Influence Requests
From an NPP profile (/npp/[id]):
| Request | Actions | Funds | Base success | Effect |
|---|---|---|---|---|
| Request Endorsement | 5 | — | 40% | NPP publicly endorses a candidate |
| Request Withdrawal | 8 | $50,000 | 25% | NPP drops out of an election |
| Request Opposition | 5 | $25,000 | 35% | NPP publicly opposes a candidate |
| Request Leadership Support | 4 | — | 45% | NPP supports your party leadership bid |
Success is modified by NPP stubbornness, party-alignment match, your Political Influence, and the relationship score you've built (−100 to +100). Fund boosts (+5% per $50k up to +15%) are available.
- Per-NPP cooldown: 2 turns
- Max 3 attempts per turn across all NPPs
Details: NPP System.
Party-Level Actions
Party Chairs and Vice Chairs draw from the party action pool to run influence operations on NPPs (in-state for regional chairs, nationally for the National Chair). The pool refills each turn from member contributions. See Parties and Party Building.
Per-Turn Resource Flow (At a Glance)
At the top of each hour, in this order:
- Hoarding penalty applies if > 100 actions.
- Base 4 actions refresh.
- Office bonus actions refresh.
- Party bonus actions distribute from pool.
- Fund generation credits (base + donor + office).
- Political Influence decays 0.75%.
- Infamy decays 5%.
- Favorability decays if above 60.
- NPI accrues +state PI / 100.
Then bills, NPP behavior, elections, and all other systems run.
Related
- Core Systems — Time, actions, money in context.
- Election Mechanics — How stats feed into vote calculations.
- Formula Deep-Dive — Exact math for reach, appeal, primary scores.
- NPP System — Full NPP influence details.
- Parties — Party influence and action pool mechanics.