The campaign week
Electioneer is played in weeks. Each turn is one week of campaigning, and the week is planned as a whole before it resolves.
Planning a week#
A week has 7 days, and you assign actions to specific days. The engine resolves the week in day order, so sequencing within a week matters.
Two limits apply:
- Candidate-days. Your candidate has a pool of actions per week, refilled at the start of each turn. This is the real scarcity — the candidate can only be in one place at a time.
- Three actions per day.
Surrogates and your running mate exist precisely to work around the first limit: they campaign where the candidate cannot.
What decays, and what does not#
At the end of every week the transient quantities decay. This table is most of the game's strategy:
| Quantity | End-of-week treatment |
|---|---|
| State momentum | ×0.7 (zeroed below 0.3) |
| National momentum | ×0.75 |
| Media narrative | ×0.8 |
| Bloc enthusiasm | relaxes 40% toward neutral |
| Debate/policy prep | relaxes 35% back toward the candidate's real traits |
| Ground game | no decay |
Ground game is the only thing that sticks. Everything else you buy is rented. That single asymmetry is why early field investment pays off and why a late advertising blitz cannot substitute for organisation you never built.
Prep decaying at only 35% a week is deliberate too: prepping a week or two ahead of a debate still pays off at showtime.
The recap#
After a week resolves you get a recap. It groups every cause logged that turn by its human-readable label, sums the margin each contributed, and sorts by absolute impact — led by the change in projected electoral votes.
This is not a summary written after the fact. The causes are the model: your campaign margin in a bloc is literally the sum of the causes logged against it (see The vote model). The recap is the model showing its working.
The timeline#
Once at game start and once at the end of every week, the game records a trend sample: national poll, electoral votes for each side, tossup EV, momentum, cash, and the Democratic share in every state. That is what drives the trend charts.
Difficulty#
Difficulty configures the opponent, not the arithmetic:
| Efficiency | Mistake rate | Foresight | |
|---|---|---|---|
| Easy | 0.55 | 30% | 3 |
| Normal | 0.80 | 15% | 5 |
| Hard | 1.00 | 5% | 8 |
Foresight is how many weeks ahead the AI plans. On hard it plans 8 weeks out and makes a mistake one time in twenty.
The AI also flexes its competitive band — how far from a 50/50 contest it will reach — against the scoreboard. When it is behind it reaches further; when it is comfortably ahead it defends only genuine tossups.
What this means in play#
- Spend candidate-days on what only the candidate can do. Rallies need them; surrogates and ads do not.
- Build ground game early. It is the only permanent asset. Momentum bought in week two is gone by week four.
- Sequence within the week. Days resolve in order.
- Read the recap, not your instinct. It tells you exactly which of your actions moved margin and by how much.
- A comfortable lead makes the AI narrow its focus. Extending a lead gets easier in the tossups and harder everywhere else.
See also#
- Campaign actions — the ten things you can do with a day
- The vote model — how causes become votes
- Polling — why the numbers you see are not the true state
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