POTUS Election Sim · published · build 24650850

This is a pretty big update. We’ve spent a lot of time going through the Presidency, Career Mode, elections, laws, foreign policy, military systems and AI responses, updating a lot of the things that made parts of the game feel repetitive, disconnected or just inconsistent. There’s a lot here, so let’s get into it.
We’ve made a lot of changes to how presidential decision-making works. Stats and approval ratings now display properly without stray decimals. AI-generated text also checks the actual live approval number, so you shouldn’t get situations where the game says your approval is 28% while the sidebar says 39%. Milestone events like the Day 100 address, State of the Union, inaugurals and farewell now happen when they’re supposed to. They also use the speech system rather than generic decision buttons, so you can actually draft, edit and deliver these speeches yourself. You can now choose not to run for re-election and serve out your final term as a lame duck. Election nights have also been fixed so results don’t appear completely decided before votes have actually been counted. We’ve massively expanded the pool of random events too, including UN votes, cabinet events and plenty of other situations. This should make it much less likely that you’ll keep running into the same events during a presidency. The live social-media feed now stays active throughout your term, and the end-of-presidency historical writeup has been fixed. There’s also a rare, high-stakes homeland attack crisis that can have a major rally-around-the-flag effect on public approval.
One of the biggest changes is that decisions now actually stay with you. Major decisions are recorded along with what they commit you to and what they can cause later. The new consequence system can trigger follow-up events if you reverse an earlier decision, repeatedly follow the same policy direction, or miss a deadline you set yourself. The new The Record system lets you look back at what you decided, what it caused and what consequences are still waiting to happen. Typed responses have also been improved quite a bit. The game now looks at what you actually wrote, including the action, target, figures, deadlines and whether you rejected or reversed something, rather than relying on generic canned responses. There’s also a new spell-check system that catches likely typos before they affect scoring. It’s limited to vocabulary the game actually knows, so it shouldn’t randomly turn a typo into a completely different word. AI-generated responses are also more politically aware now, with party-specific language and constituencies properly reflected throughout the political ladder.
The law system has been massively expanded. There are now 71 bills across 14 policy areas, with legislation connected to the fiscal system and the cost of borrowing. Bills now contain actual summaries and details instead of just a title. You can also introduce legislation through the end-of-day request system and follow it through the process. Congressional leadership positions such as Speaker and Whip now have real influence instead of being mostly cosmetic. Calls and quiet political orders can build real whip credit, which can then influence future floor votes. Those actions can also become part of your consequence history. Winning re-election to Congress now preserves your seniority and standing instead of sending you straight back to being a freshman.
Military decision-making has been rebuilt with a much bigger focus on diplomacy and trade-offs. There are now 20 formations across six services, with military readiness working as a national resource. Rules of engagement now involve actual strategic choices, while peace negotiations use a seven-clause system that is influenced by your real position on the battlefield. Congressional war authorization, coalition building, foreign governments and the UN now interact with each other rather than feeling like completely separate systems.
Geopolitics is now a much deeper part of the game. Installing or overthrowing a foreign government can have lasting consequences. The country's politics, alliances, UN voting behaviour and stability can all change depending on the regime you put in place. Foreign governments can now offer deals, propose peace, seek mediation, issue ultimatums and declare war when the situation actually calls for it. UN resolutions now have real effects on the world. Condemnations, sanctions, peacekeeping mandates and other resolutions can affect conflicts, casualties, relations, sanctions and regime stability. Repeated UN pressure can also push situations into new stages, meaning international action can build over time instead of simply disappearing into the UN's bookkeeping. There’s also a new three-track campaign around reforming the UN veto system, including the veto initiative, a code of conduct and an Article 108 amendment.
Campaign scenarios are now much more aware of what office you’re actually running for. Presidential, Senate, Governor, Mayor and other campaigns now get office-specific events, questions and political situations instead of sometimes being treated as presidential campaigns. Down-ballot campaign events have also been rewritten, while inappropriate questions and presidential-only scenarios are filtered out. The demographic panel now reflects the actual electorate in the race, with each demographic weighted according to its real share of the state. Campaign advice is now race-specific too. Instead of simply pointing you towards whichever group dislikes you the most, the game looks at persuadability and the size of the electorate when deciding who might actually be worth targeting. The missing fourth foreign-policy stance has also been added: America First — end the entanglements. This gives candidates access to the isolationist position alongside the existing stances.
Career Mode has received a major overhaul. The in-game calendar now stays consistent as you move between offices, and the different levels of government are finally connected properly. You can now move between offices rather than being locked into one route. A member of the House can pursue the State Legislature, Mayor, Senate, Governor or Presidency, while other offices have their own available paths. Moving down the political ladder is supported too. Behind the scenes, the game now uses one unified career ladder, while each office still has its own decision interface and gameplay.
Challenge scenarios have been expanded so they feel more like actual political situations.
All 12 challenges now contain multiple distinct beats, with decisions going through the normal game systems, including consequences, the decision log and press coverage.
Several scenarios have also been reworked with longer timelines and additional events, so your decisions can actually shape how the challenge develops.
The Senate campaign has received a major overhaul as well.
It now has office-specific campaign scenarios, improved demographic modelling, better race advice and fixes for situations where the game sometimes incorrectly treated Senate campaigns as presidential campaigns.
Alongside all of this, we’ve fixed a large number of save, data and consistency issues that came up during testing. We’ve also tackled repetitive legislation. The game now remembers policies that are already law rather than simply remembering recent headlines. This dramatically reduces the chance of seeing the same bills recycled during a long presidency. In testing, 12 consecutive bill draws produced zero repeats. That’s really what this update is about: making the political world feel more connected. Your decisions should affect what happens later. Different offices should actually feel different. Foreign policy, Congress, elections, military decisions and public opinion should all feed into the same world rather than feeling like separate systems. A huge thank you to everyone who has taken the time to play, report bugs, point out inconsistencies and share suggestions. We’ve taken a lot of that feedback on board, and it’s helped us find problems we wouldn’t necessarily have caught ourselves. Thanks for sticking with the game and giving us the chance to keep making it better. - Dackers Studios