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.