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Quick Reference

Every number in one place. The detailed guides explain why each of these matters; this page is the at-a-glance lookup, and the rest of the manual links here rather than restating the figures.

Game time

  • 1 real-world hour = 1 game day.
  • 1 real day ≈ 24 game days; a typical election cycle plays out over a few real-world weeks.

Political Power (PP)

PP is the action currency. You earn it over time and spend it on major moves.

  • Starting amount: 100 PP
  • Generation: +1 PP per game day (per real hour)
  • Cap: 120 PP (generation beyond the cap is wasted)

Generation is multiplied by the power you hold (modifiers compound):

Condition Bonus
Head of State +20%
Each cabinet position held +10%
Holding any multi-seat legislature seats +10%
Holding a legislature majority +10%

Action costs

Action Cost
Propose a law 30 PP
Recruit a character 10 PP
Commission a poll 10 PP
Expel a character 25 PP
Form a government 30 PP (10 PP when every cabinet post is vacant)
Call an early election 30 PP (10 PP if the chamber voting on the call holds no seats)
Declare a candidate for an elected office 20 PP
Vote of no confidence in an elected office 30 PP (10 PP if the office is vacant)
Change a pillar 75 PP
Constitutional change 30 PP per standard change, 60 PP per major change (min 60 PP per package); required follow-on changes are free. Capped at 75 PP per package during a constitutional convention
Call a constitutional convention 75 PP (head of government); free for a reigning monarch
Found an international bloc 50 PP
Apply to a bloc 20 PP

Free actions: voting on proposals (each vote states a public reason), sending messages, browsing — all cost 0 PP. Nominating an activist for a vacant throne is also free (but winning has heavy consequences).

Voting periods & thresholds

Vote Window To pass
Normal proposal 60 game days Simple majority (Yes > No), weighted by seats
Budget 60 game days Simple majority of filled seats
Cabinet formation 60 game days Majority support (all proposed parties must vote yes)
Constitutional change / amendment 60 game days Supermajority (typically ~66.6%), in every required chamber
Early-election call 60 game days (5 if no party holds seats in the voting chamber) Passes unless ≥50% oppose
No-confidence vote (elected office) 60 game days Constitution's threshold (typically 75%) of votes cast — a simple majority while the office is vacant

In bicameral countries a proposal must clear its threshold in all required chambers. Abstentions never count toward either side.

Key timers

Timer Value
Inactivity warning email after 3 days
Auto-disband for inactivity after 5 days (only if the country is ≥70% full)
Early election held after a successful call 10 game days later
Auto early election (legislature drops below 50% occupancy) held 10 game days later, no PP cost, no vote
Constitutional-change cooldown set by Article II of each constitution (0–5 years, 1 by default); suspended during a constitutional convention
Constitutional Convention mood 1 year (365 game days); new countries start with one
Cooldown between constitutional conventions 10 years after the last one ends
Constitutional Crisis mood 90 days (resets on a further veto)
Suffrage Crisis mood 180 days (resets if the franchise is restricted again; stays active while too few electors are eligible)
Economic Miracle / Crash mood ~2 years
Global decision voting window 24 game days, same for every country

Turnout & vote-preference modifiers

Modifier Effect Duration
Custom party logo +5% supporter turnout permanent while set
No party logo −5% supporter turnout until a logo is added
Energised Base (successful Supporter Rally, 10% chance) +20% supporter turnout 10 game days
Campaign Finance Scandal (random event) voters 10% less likely to back you 3 months
Performance-event outcomes (interview / speech / stunt) vote-preference boost or penalty varies (a Career-Defining speech is permanent)
Defending the Constitution (won a Supreme Court case) voters 3% more likely to back you 2 months
Frivolous Lawsuits (lost a Supreme Court case) voters 3% less likely to back you 2 months
No bill front person −5% persuasiveness on that proposal that proposal

Suffrage

See Suffrage for the full franchise rules and cost table.

Figure Value
Minimum eligible electors to hold an election 25 analysed electors; fewer and the election doesn't run
Opinion swing for losing the vote −4 (a "yes" vote), +4 (a "no" vote) among those excluded
Opinion swing for gaining the vote back −2 (a "no" vote), +2 (a "yes" vote) among those restored
Suffrage Crisis trigger at least 10% of previously-eligible electors lose the vote

Party basics

  • One active party per account, and one party per country (use a separate account per country).
  • A party chooses 4 pillars from the 16 political issues when it's created.
  • A proposal bundles 1–5 articles (each changing one law). There are 110 laws across 19 policy areas.
  • Voter opinion is roughly 70% your law record, 30% your budget record (a per-country setting).
  • Each country caps how many parties can exist in it at once — 7 by default, though individual countries can be set higher or lower. Once a country hits its cap it shows Country full and won't let a new party be founded there until one disbands.