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 |
| Call an early election | 30 PP (10 PP if no party holds seats) |
| Change a pillar | 75 PP |
| Constitutional change | 30 PP per item (min 60 PP); 60 PP to establish or abolish a monarchy |
| 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) | Passes unless ≥50% oppose |
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 | ~2 years after a successful change |
| Constitutional Crisis mood | 90 days (resets on a further veto) |
| 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) |
| No bill front person | −5% persuasiveness on that proposal | that proposal |
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 95 laws across 21 policy areas.
- Voter opinion is roughly 70% your law record, 30% your budget record (a per-country setting).