Documentation
Official documentation for A House Divided. These pages explain how the live simulation works: turns, elections, bills, parties, country-specific legislatures, historical start dates, and the world economy. Start with the new player guide, then browse by category for deeper mechanics, country hubs, economy systems, and strategy.
Start with a route
Ordered reading lists for your first campaign, economic play, advanced politics, and war.
Essential guide for getting started in A House Divided. Learn the basics and run your first campaign.
8 steps · 63 minutes
Advanced campaign tactics, demographics, and winning strategies for competitive elections.
7 steps · 97 minutes
Master Congress, party building, and min-maxing for experienced players.
9 steps · 2 hours 22 minutes
Learn the plants economy from corporate operations and commodity clearing through household demand, finance, and macro policy.
12 steps · 96 minutes
Everything you need to raise an army, command it, and fight a war, from the chain of command to a full worked campaign.
12 steps · 93 minutes
Use blocs, international organizations, trade restrictions, and military power in historical worlds.
6 steps · 40 minutes
Recently added
A War, Start to Finish
A complete worked example — a hypothetical US–China war from peacetime buildup through the ratification vote, first contact, attrition, coalition and a negotiated peace.
Commands & Command Structure
Commands, the 19 strategic regions, capacity and effectiveness, Commanding Generals, Theater Commanders and the authority they take from the defence seat.
Conflicts & the Military System
How war works end to end — the Unit → General → Command → Conflict chain, who may do what, the fog tiers, and where every surface lives.
Declaring War
War is legislation — the two-thirds bill, war goals, who may file, the 120-turn cooldown, truces, joining an existing war, and opening forces.
Fighting a Battle
The operational loop — deploying through generals, reading the two odds bars, declaring an offensive, the defender's window, coalitions, retreat and battle reports.
Generals & the Officer Corps
Commissioning, the five ranks and their XP thresholds, all four sources of skill points, the 115-node trait tree, derived specialisation, and dismissal.
National Doctrine
Your nation's permanent way of fighting — 12 points against 128 nodes, decade gating, prerequisites, and how doctrine boosts your generals' traits.
Peace, Indemnities & Truces
Bilateral peace offers, the 72-turn window, white peace, indemnities in the payer's currency, leaving a side, and the 240-turn truce that follows any war.
Your pages
Use the in-app editor: full markdown, inline image uploads, wiki-style links, and embedded widgets. Perfect for biographies, company histories, and campaign platforms.
Learn the basics: campaigns, elections, influence, and the turn cycle.
Primaries, general elections, snap elections, and voter behavior.
Formulas, tables, and technical details for advanced play.
Every wiki entry grouped by how it is maintained.
Live pages built from election results, offices, seats, parties, and holder records. Newest first.
Biographies, corporations, party profiles, events, and other player-authored articles.
No pages in this group yet.
Seeded rules, mechanics, reference material, and strategy documentation.