News/A House Divided
A House Divided · State of the Game

State of the Game, October 2026

The 1991 world in numbers, why we moved servers and what it costs to run a world that never stops, what went wrong with the economy and the choice in front of us, better changelogs, what shipped this month, a new website, Corporate Warfare, and how supporters keep it all running.

A House Divided live world map with countries and election activity
A House Divided · the live world

Thank you for bearing with us over the last few days while we moved A House Divided to new servers. This is the first of what will become a regular monthly update on where the game stands: what is working, what is not, and what we are doing about it.

This month covers the new 1991 world, the server move and why it happened, site performance, the economy and the decision in front of us, how we communicate balance changes, what shipped in October, the apps, the new website, Corporate Warfare and our other games, supporting the studio, the Discord, voting, and your suggestions.

A new world: 1991

The biggest event of the month happened right at the start of it. In early October we closed the 1953 world after 1,329 hourly turns and launched a new one starting in January 1991. Officially this is Iteration 2, but counting every world since the first alpha (Alpha, Beta 1, Beta 2, Iteration 1, and now Iteration 2), it is the fifth world A House Divided has run.

The United States, the United Kingdom and Japan opened with no parties and no officeholders. Every seat, from state legislatures to the presidency, the Commons and the Diet, was empty on the first turn, and every party in those countries was founded by players. Twenty more nations run full economies with their historical party systems, and 143 background countries fill out the rest of the map. Office histories from the 1953 world were archived on the wiki rather than wiped.

Since then, the world has moved fast. One turn covers a game week, so a game year passes in about two real days. Here is where it stands as of this post:

485
hourly turns since launch
9 years
of game time, January 1991 to 2000
236
player characters
114
political parties
3,273
Non-Player Politicians
23
full economies, home to 2.67 billion people

The whole world, every country, company, bank and election, is processed in about seven minutes each hour. The 1991 explorer has every country's opening numbers and how each region leans, if you want to compare where your country started with where it is now.

Why we moved servers

Until last week, A House Divided ran on a managed hosting platform. That kind of service is convenient: you hand it your code and it runs it. Our provider had reliability problems we could not work around, and we had to move urgently. Cost was the other half of the reason, and it is worth explaining because it shapes a lot of decisions you never see.

Managed platforms bill by usage. You pay for every gigabyte of memory your services hold, every minute they hold it, and every gigabyte of data sent out to players. For most websites that is cheap. A House Divided is not most websites:

  • The world never stops. Every hour, a turn processes every country, company, election and bank in the game. That takes a large database kept in memory around the clock, not just when people are online.
  • The world keeps growing. Every turn adds history, trades, ledger entries and election results. The bigger the world gets, the more memory and storage it needs, so the bill rises month after month even when nothing about the game changes.
  • Players watch it live. Pages refresh to show new prices, results and turn progress. Every one of those refreshes is data leaving the server, and that was billed per gigabyte.
  • Supporting pieces add up. Logins, Ask, the test server and the turn worker each kept their own memory reserved, even when idle.

Most of that bill was memory, mostly the database, and a large share of the rest was outgoing data. We had already been cutting it where we could, but the basic problem stayed: the cost scaled with the size and age of the world, and it was hard to predict from one month to the next.

The game now runs on dedicated servers that we rent at a fixed monthly price, with the database on the same machine as the game. That gives us much more memory for the money and a bill we can plan around. Keeping the database next to the game also matters more than it sounds: a single turn makes tens of thousands of database requests, and each one is quicker when it does not have to cross a network. The trade-off is that we now run and maintain everything ourselves, which is part of why the first few days were bumpy. Turns are still taking longer than they did before the move; more on that below.

What the move cost in game

A few turns during the move did not run cleanly, and you may have noticed odd numbers as a result:

  • For a few turns, lines of credit were not serviced.
  • For one turn, the banking step did not run. Loan repayments for that turn were not taken, so that amount is still owed, and savers did not receive that turn's deposit interest.
  • Turns took much longer than usual for the first day, and were paused for a short time while we finished the move.

Separately, the October 24 rollback described in the economy section below cost about three hours of player actions. If something in your accounts still looks wrong after reading this, open a ticket and we will check it.

Turn times

Every hour, the turn processes the entire world. Here is how long that took across October:

Minutes to process each hourly turn in the 1991 world, October 20260m4m8m12m16mOct 7Oct 12Oct 17Oct 22Oct 27server moverollbackTurn 367: 127 minutes (off the chart)Turn 368: 74 minutes (off the chart)Turn 369: 61 minutes (off the chart)Turn 370: 63 minutes (off the chart)Turn 371: 39 minutes (off the chart)Turn 373: 19 minutes (off the chart)5 turns took 39 to 127 minutesTurn 2 · Oct 6 16:30 UTC · 6.0 minTurn 3 · Oct 6 17:00 UTC · 7.7 minTurn 4 · Oct 6 18:00 UTC · 5.3 minTurn 5 · Oct 6 19:00 UTC · 5.8 minTurn 6 · Oct 6 20:00 UTC · 7.8 minTurn 7 · Oct 6 21:00 UTC · 8.4 minTurn 8 · Oct 6 22:00 UTC · 9.8 minTurn 9 · Oct 6 23:00 UTC · 12.1 minTurn 10 · Oct 7 00:00 UTC · 9.8 minTurn 11 · Oct 7 01:00 UTC · 8.7 minTurn 12 · Oct 7 03:30 UTC · 3.3 minTurn 13 · Oct 7 04:00 UTC · 9.5 minTurn 14 · Oct 7 05:00 UTC · 7.1 minTurn 15 · Oct 7 06:00 UTC · 5.4 minTurn 16 · Oct 7 07:00 UTC · 6.8 minTurn 17 · Oct 7 08:00 UTC · 6.1 minTurn 18 · Oct 7 11:30 UTC · 2.1 minTurn 19 · Oct 7 12:00 UTC · 3.5 minTurn 20 · Oct 7 13:00 UTC · 6.9 minTurn 21 · Oct 7 14:00 UTC · 2.9 minTurn 22 · Oct 7 15:00 UTC · 2.9 minTurn 23 · Oct 7 16:00 UTC · 2.3 minTurn 24 · Oct 7 17:00 UTC · 3.3 minTurn 25 · Oct 7 18:00 UTC · 2.3 minTurn 26 · Oct 7 19:00 UTC · 2.0 minTurn 27 · Oct 7 20:00 UTC · 2.0 minTurn 28 · Oct 7 21:00 UTC · 2.6 minTurn 29 · Oct 7 22:30 UTC · 0.0 minTurn 30 · Oct 7 23:00 UTC · 2.1 minTurn 31 · Oct 8 00:00 UTC · 1.9 minTurn 32 · Oct 8 01:00 UTC · 2.2 minTurn 33 · Oct 8 02:00 UTC · 2.0 minTurn 34 · Oct 8 03:00 UTC · 1.9 minTurn 35 · Oct 8 04:00 UTC · 2.0 minTurn 36 · Oct 8 05:00 UTC · 2.3 minTurn 37 · Oct 8 06:00 UTC · 2.1 minTurn 38 · Oct 8 07:00 UTC · 2.0 minTurn 39 · Oct 8 08:00 UTC · 2.1 minTurn 40 · Oct 8 09:00 UTC · 2.2 minTurn 41 · Oct 8 10:00 UTC · 1.9 minTurn 42 · Oct 8 11:00 UTC · 1.8 minTurn 43 · Oct 8 12:00 UTC · 1.8 minTurn 44 · Oct 8 13:00 UTC · 2.0 minTurn 45 · Oct 8 14:00 UTC · 1.9 minTurn 46 · Oct 8 15:00 UTC · 1.8 minTurn 47 · Oct 8 16:00 UTC · 1.5 minTurn 48 · Oct 8 17:00 UTC · 2.7 minTurn 49 · Oct 8 18:00 UTC · 2.0 minTurn 50 · Oct 8 19:00 UTC · 1.5 minTurn 51 · Oct 8 20:00 UTC · 1.2 minTurn 52 · Oct 8 21:00 UTC · 1.5 minTurn 53 · Oct 8 22:00 UTC · 1.7 minTurn 54 · Oct 8 23:00 UTC · 1.9 minTurn 55 · Oct 9 00:00 UTC · 1.5 minTurn 56 · Oct 9 01:00 UTC · 1.7 minTurn 57 · Oct 9 02:00 UTC · 1.5 minTurn 58 · Oct 9 02:43 UTC · 1.3 minTurn 59 · Oct 9 03:00 UTC · 1.4 minTurn 60 · Oct 9 04:00 UTC · 2.0 minTurn 61 · Oct 9 05:00 UTC · 1.5 minTurn 62 · Oct 9 06:00 UTC · 1.6 minTurn 63 · Oct 9 07:00 UTC · 1.3 minTurn 64 · Oct 9 08:00 UTC · 1.5 minTurn 65 · Oct 9 09:00 UTC · 1.4 minTurn 66 · Oct 9 10:00 UTC · 1.5 minTurn 67 · Oct 9 11:00 UTC · 1.3 minTurn 68 · Oct 9 12:00 UTC · 1.9 minTurn 69 · Oct 9 13:00 UTC · 1.8 minTurn 70 · Oct 9 14:00 UTC · 2.0 minTurn 71 · Oct 9 15:00 UTC · 2.1 minTurn 72 · Oct 9 16:00 UTC · 2.5 minTurn 73 · Oct 9 17:00 UTC · 2.2 minTurn 74 · Oct 9 18:00 UTC · 1.8 minTurn 75 · Oct 9 19:00 UTC · 1.5 minTurn 76 · Oct 9 20:00 UTC · 2.0 minTurn 77 · Oct 9 21:00 UTC · 1.6 minTurn 78 · Oct 9 22:00 UTC · 1.8 minTurn 79 · Oct 9 23:00 UTC · 1.6 minTurn 80 · Oct 10 00:00 UTC · 2.1 minTurn 81 · Oct 10 01:00 UTC · 1.9 minTurn 82 · Oct 10 02:00 UTC · 1.8 minTurn 83 · Oct 10 03:00 UTC · 1.9 minTurn 84 · Oct 10 04:00 UTC · 2.4 minTurn 85 · Oct 10 05:00 UTC · 2.3 minTurn 86 · Oct 10 06:00 UTC · 2.3 minTurn 87 · Oct 10 07:00 UTC · 2.3 minTurn 88 · Oct 10 08:00 UTC · 2.7 minTurn 89 · Oct 10 09:00 UTC · 2.3 minTurn 90 · Oct 10 10:00 UTC · 2.6 minTurn 91 · Oct 10 11:00 UTC · 2.6 minTurn 92 · Oct 10 12:00 UTC · 2.8 minTurn 93 · Oct 10 13:00 UTC · 2.5 minTurn 94 · Oct 10 14:00 UTC · 2.2 minTurn 95 · Oct 10 15:00 UTC · 2.3 minTurn 96 · Oct 10 16:00 UTC · 2.7 minTurn 97 · Oct 10 17:00 UTC · 2.3 minTurn 98 · Oct 10 18:00 UTC · 2.2 minTurn 99 · Oct 10 19:00 UTC · 2.2 minTurn 100 · Oct 10 20:00 UTC · 2.7 minTurn 101 · Oct 10 21:00 UTC · 2.3 minTurn 102 · Oct 10 22:00 UTC · 2.1 minTurn 103 · Oct 10 23:00 UTC · 1.7 minTurn 104 · Oct 11 00:00 UTC · 2.1 minTurn 105 · Oct 11 01:00 UTC · 2.2 minTurn 106 · Oct 11 02:00 UTC · 2.1 minTurn 107 · Oct 11 03:00 UTC · 1.9 minTurn 108 · Oct 11 04:00 UTC · 2.5 minTurn 109 · Oct 11 05:00 UTC · 1.9 minTurn 110 · Oct 11 06:00 UTC · 1.7 minTurn 111 · Oct 11 07:00 UTC · 1.7 minTurn 112 · Oct 11 08:00 UTC · 2.1 minTurn 113 · Oct 11 09:00 UTC · 1.9 minTurn 114 · Oct 11 10:00 UTC · 2.2 minTurn 115 · Oct 11 11:00 UTC · 1.9 minTurn 116 · Oct 11 12:00 UTC · 2.2 minTurn 117 · Oct 11 13:00 UTC · 1.8 minTurn 118 · Oct 11 14:00 UTC · 1.8 minTurn 119 · Oct 11 15:00 UTC · 1.9 minTurn 120 · Oct 11 16:00 UTC · 2.5 minTurn 121 · Oct 11 17:00 UTC · 2.3 minTurn 122 · Oct 11 18:00 UTC · 2.2 minTurn 123 · Oct 11 19:00 UTC · 3.3 minTurn 124 · Oct 11 20:00 UTC · 3.3 minTurn 125 · Oct 11 21:00 UTC · 2.2 minTurn 126 · Oct 11 22:00 UTC · 2.4 minTurn 127 · Oct 11 23:00 UTC · 2.2 minTurn 128 · Oct 12 00:00 UTC · 4.4 minTurn 129 · Oct 12 01:00 UTC · 4.2 minTurn 130 · Oct 12 02:00 UTC · 2.2 minTurn 131 · Oct 12 03:00 UTC · 2.1 minTurn 132 · Oct 12 04:00 UTC · 3.1 minTurn 133 · Oct 12 05:00 UTC · 2.2 minTurn 134 · Oct 12 06:00 UTC · 2.3 minTurn 135 · Oct 12 07:00 UTC · 2.3 minTurn 136 · Oct 12 08:00 UTC · 2.7 minTurn 137 · Oct 12 09:00 UTC · 2.4 minTurn 138 · Oct 12 10:00 UTC · 2.6 minTurn 139 · Oct 12 11:00 UTC · 2.5 minTurn 140 · Oct 12 12:00 UTC · 3.0 minTurn 141 · Oct 12 13:00 UTC · 2.4 minTurn 142 · Oct 12 14:00 UTC · 2.4 minTurn 143 · Oct 12 15:00 UTC · 2.4 minTurn 144 · Oct 12 16:00 UTC · 2.9 minTurn 145 · Oct 12 17:00 UTC · 2.2 minTurn 146 · Oct 12 18:00 UTC · 2.3 minTurn 147 · Oct 12 19:00 UTC · 2.4 minTurn 148 · Oct 12 20:00 UTC · 2.8 minTurn 149 · Oct 12 21:00 UTC · 3.0 minTurn 150 · Oct 12 22:00 UTC · 2.7 minTurn 151 · Oct 12 23:00 UTC · 2.5 minTurn 152 · Oct 13 00:00 UTC · 3.3 minTurn 153 · Oct 13 01:00 UTC · 2.6 minTurn 154 · Oct 13 02:00 UTC · 2.3 minTurn 155 · Oct 13 03:00 UTC · 3.6 minTurn 156 · Oct 13 04:00 UTC · 4.6 minTurn 157 · Oct 13 05:00 UTC · 2.4 minTurn 158 · Oct 13 06:00 UTC · 2.7 minTurn 159 · Oct 13 07:00 UTC · 2.6 minTurn 160 · Oct 13 08:00 UTC · 3.4 minTurn 161 · Oct 13 09:00 UTC · 2.8 minTurn 162 · Oct 13 10:00 UTC · 3.2 minTurn 163 · Oct 13 11:00 UTC · 2.6 minTurn 164 · Oct 13 12:00 UTC · 3.2 minTurn 165 · Oct 13 13:00 UTC · 2.7 minTurn 166 · Oct 13 14:00 UTC · 2.7 minTurn 167 · Oct 13 15:00 UTC · 2.8 minTurn 168 · Oct 13 16:00 UTC · 3.7 minTurn 169 · Oct 13 17:00 UTC · 3.0 minTurn 170 · Oct 13 18:00 UTC · 2.7 minTurn 171 · Oct 13 19:00 UTC · 2.7 minTurn 172 · Oct 13 20:00 UTC · 3.1 minTurn 173 · Oct 13 21:00 UTC · 2.6 minTurn 174 · Oct 13 22:00 UTC · 2.8 minTurn 175 · Oct 13 23:00 UTC · 2.7 minTurn 176 · Oct 14 00:00 UTC · 3.3 minTurn 177 · Oct 14 01:00 UTC · 2.7 minTurn 178 · Oct 14 02:00 UTC · 2.7 minTurn 179 · Oct 14 03:00 UTC · 2.7 minTurn 180 · Oct 14 04:00 UTC · 3.5 minTurn 181 · Oct 14 05:00 UTC · 3.2 minTurn 182 · Oct 14 06:00 UTC · 3.9 minTurn 183 · Oct 14 07:00 UTC · 3.3 minTurn 184 · Oct 14 08:00 UTC · 3.7 minTurn 185 · Oct 14 09:00 UTC · 3.6 minTurn 186 · Oct 14 10:00 UTC · 3.9 minTurn 187 · Oct 14 11:00 UTC · 3.7 minTurn 188 · Oct 14 12:00 UTC · 4.4 minTurn 189 · Oct 14 13:00 UTC · 3.9 minTurn 190 · Oct 14 14:00 UTC · 4.3 minTurn 191 · Oct 14 15:00 UTC · 4.5 minTurn 192 · Oct 14 16:00 UTC · 5.2 minTurn 193 · Oct 14 17:00 UTC · 4.8 minTurn 194 · Oct 14 18:00 UTC · 4.7 minTurn 195 · Oct 14 19:00 UTC · 4.4 minTurn 196 · Oct 14 20:00 UTC · 4.9 minTurn 197 · Oct 14 21:00 UTC · 4.3 minTurn 198 · Oct 14 22:00 UTC · 4.7 minTurn 199 · Oct 14 23:00 UTC · 4.1 minTurn 200 · Oct 15 00:00 UTC · 5.6 minTurn 201 · Oct 15 01:00 UTC · 4.9 minTurn 202 · Oct 15 02:00 UTC · 3.9 minTurn 203 · Oct 15 03:00 UTC · 3.7 minTurn 204 · Oct 15 04:00 UTC · 4.7 minTurn 205 · Oct 15 05:00 UTC · 3.5 minTurn 206 · Oct 15 06:00 UTC · 3.8 minTurn 207 · Oct 15 07:00 UTC · 3.7 minTurn 208 · Oct 15 08:00 UTC · 3.6 minTurn 209 · Oct 15 09:00 UTC · 3.6 minTurn 210 · Oct 15 10:00 UTC · 3.6 minTurn 211 · Oct 15 11:00 UTC · 3.6 minTurn 212 · Oct 15 12:00 UTC · 3.6 minTurn 213 · Oct 15 13:00 UTC · 3.9 minTurn 214 · Oct 15 14:00 UTC · 3.5 minTurn 215 · Oct 15 15:00 UTC · 3.5 minTurn 216 · Oct 15 16:00 UTC · 4.8 minTurn 217 · Oct 15 17:00 UTC · 4.1 minTurn 218 · Oct 15 18:00 UTC · 4.1 minTurn 219 · Oct 15 19:00 UTC · 4.0 minTurn 220 · Oct 15 20:00 UTC · 3.7 minTurn 221 · Oct 15 21:00 UTC · 3.9 minTurn 222 · Oct 15 22:00 UTC · 4.1 minTurn 223 · Oct 15 23:00 UTC · 3.5 minTurn 224 · Oct 16 00:00 UTC · 4.0 minTurn 225 · Oct 16 01:00 UTC · 3.8 minTurn 226 · Oct 16 02:00 UTC · 3.6 minTurn 227 · Oct 16 03:00 UTC · 3.3 minTurn 228 · Oct 16 04:00 UTC · 4.6 minTurn 229 · Oct 16 05:00 UTC · 3.4 minTurn 230 · Oct 16 06:00 UTC · 3.7 minTurn 231 · Oct 16 07:00 UTC · 3.6 minTurn 232 · Oct 16 08:00 UTC · 4.0 minTurn 233 · Oct 16 09:00 UTC · 3.7 minTurn 234 · Oct 16 10:00 UTC · 3.9 minTurn 235 · Oct 16 11:00 UTC · 4.0 minTurn 236 · Oct 16 12:00 UTC · 4.1 minTurn 237 · Oct 16 13:00 UTC · 4.0 minTurn 238 · Oct 16 14:00 UTC · 3.9 minTurn 239 · Oct 16 15:00 UTC · 5.3 minTurn 240 · Oct 16 16:00 UTC · 6.5 minTurn 241 · Oct 16 17:00 UTC · 4.7 minTurn 242 · Oct 16 18:00 UTC · 3.7 minTurn 243 · Oct 16 19:52 UTC · 0.1 minTurn 244 · Oct 16 20:05 UTC · 0.2 minTurn 245 · Oct 16 21:00 UTC · 3.8 minTurn 246 · Oct 16 22:00 UTC · 3.9 minTurn 247 · Oct 16 23:00 UTC · 3.6 minTurn 248 · Oct 17 00:00 UTC · 4.2 minTurn 249 · Oct 17 01:00 UTC · 3.7 minTurn 250 · Oct 17 02:00 UTC · 3.8 minTurn 251 · Oct 17 03:00 UTC · 3.8 minTurn 252 · Oct 17 04:00 UTC · 5.5 minTurn 253 · Oct 17 05:00 UTC · 3.6 minTurn 254 · Oct 17 06:00 UTC · 4.0 minTurn 255 · Oct 17 07:00 UTC · 4.4 minTurn 256 · Oct 17 08:00 UTC · 4.0 minTurn 257 · Oct 17 09:00 UTC · 3.8 minTurn 258 · Oct 17 10:00 UTC · 4.1 minTurn 259 · Oct 17 11:00 UTC · 4.2 minTurn 260 · Oct 17 12:00 UTC · 4.4 minTurn 261 · Oct 17 13:00 UTC · 4.2 minTurn 262 · Oct 17 14:00 UTC · 4.2 minTurn 263 · Oct 17 15:00 UTC · 4.0 minTurn 264 · Oct 17 16:00 UTC · 5.8 minTurn 265 · Oct 17 17:00 UTC · 4.3 minTurn 266 · Oct 17 18:00 UTC · 4.0 minTurn 267 · Oct 17 19:00 UTC · 4.0 minTurn 268 · Oct 17 20:00 UTC · 4.3 minTurn 269 · Oct 17 21:00 UTC · 4.1 minTurn 270 · Oct 17 22:00 UTC · 4.8 minTurn 271 · Oct 17 23:00 UTC · 4.3 minTurn 272 · Oct 18 00:00 UTC · 4.6 minTurn 273 · Oct 18 01:00 UTC · 4.2 minTurn 274 · Oct 18 02:00 UTC · 4.4 minTurn 275 · Oct 18 03:00 UTC · 4.5 minTurn 276 · Oct 18 04:00 UTC · 5.7 minTurn 277 · Oct 18 05:00 UTC · 4.3 minTurn 278 · Oct 18 06:00 UTC · 5.0 minTurn 279 · Oct 18 07:00 UTC · 4.6 minTurn 280 · Oct 18 08:00 UTC · 4.7 minTurn 281 · Oct 18 09:00 UTC · 4.4 minTurn 282 · Oct 18 10:00 UTC · 4.4 minTurn 283 · Oct 18 11:00 UTC · 4.6 minTurn 284 · Oct 18 12:00 UTC · 4.7 minTurn 285 · Oct 18 13:00 UTC · 4.3 minTurn 286 · Oct 18 14:00 UTC · 4.3 minTurn 287 · Oct 18 15:00 UTC · 4.6 minTurn 288 · Oct 18 16:00 UTC · 5.7 minTurn 289 · Oct 18 17:00 UTC · 5.4 minTurn 290 · Oct 18 18:00 UTC · 4.5 minTurn 291 · Oct 18 19:00 UTC · 4.1 minTurn 292 · Oct 18 20:00 UTC · 4.8 minTurn 293 · Oct 18 21:00 UTC · 3.6 minTurn 294 · Oct 18 22:00 UTC · 3.9 minTurn 295 · Oct 18 23:00 UTC · 3.6 minTurn 296 · Oct 19 00:00 UTC · 4.2 minTurn 297 · Oct 19 01:00 UTC · 5.2 minTurn 298 · Oct 19 02:00 UTC · 4.1 minTurn 299 · Oct 19 03:00 UTC · 4.0 minTurn 300 · Oct 19 04:00 UTC · 6.3 minTurn 301 · Oct 19 05:00 UTC · 4.2 minTurn 302 · Oct 19 06:00 UTC · 4.5 minTurn 303 · Oct 19 07:00 UTC · 4.2 minTurn 304 · Oct 19 08:00 UTC · 4.5 minTurn 305 · Oct 19 09:00 UTC · 4.5 minTurn 306 · Oct 19 10:00 UTC · 4.9 minTurn 307 · Oct 19 11:00 UTC · 4.8 minTurn 308 · Oct 19 12:00 UTC · 5.1 minTurn 309 · Oct 19 13:00 UTC · 6.6 minTurn 310 · Oct 19 14:00 UTC · 6.2 minTurn 311 · Oct 19 15:00 UTC · 6.6 minTurn 312 · Oct 19 16:00 UTC · 7.8 minTurn 313 · Oct 19 17:00 UTC · 6.3 minTurn 314 · Oct 19 18:00 UTC · 5.1 minTurn 315 · Oct 19 19:00 UTC · 5.1 minTurn 316 · Oct 19 20:00 UTC · 5.5 minTurn 317 · Oct 19 21:00 UTC · 4.7 minTurn 318 · Oct 19 22:00 UTC · 5.6 minTurn 319 · Oct 19 23:00 UTC · 4.9 minTurn 320 · Oct 20 00:00 UTC · 5.8 minTurn 321 · Oct 20 01:00 UTC · 5.3 minTurn 322 · Oct 20 02:00 UTC · 6.8 minTurn 323 · Oct 20 03:00 UTC · 5.5 minTurn 324 · Oct 20 04:00 UTC · 6.9 minTurn 325 · Oct 20 05:00 UTC · 5.2 minTurn 326 · Oct 20 06:00 UTC · 5.6 minTurn 327 · Oct 20 07:00 UTC · 4.6 minTurn 328 · Oct 20 08:00 UTC · 5.4 minTurn 329 · Oct 20 09:00 UTC · 4.4 minTurn 330 · Oct 20 10:00 UTC · 5.2 minTurn 331 · Oct 20 11:00 UTC · 4.5 minTurn 332 · Oct 20 12:00 UTC · 5.4 minTurn 333 · Oct 20 13:00 UTC · 4.8 minTurn 334 · Oct 20 14:00 UTC · 4.6 minTurn 335 · Oct 20 15:00 UTC · 5.1 minTurn 336 · Oct 20 16:00 UTC · 6.7 minTurn 337 · Oct 20 17:00 UTC · 5.0 minTurn 338 · Oct 20 18:00 UTC · 4.9 minTurn 339 · Oct 20 19:00 UTC · 4.7 minTurn 340 · Oct 20 20:00 UTC · 4.9 minTurn 341 · Oct 20 21:00 UTC · 4.8 minTurn 342 · Oct 20 22:00 UTC · 5.1 minTurn 343 · Oct 20 23:00 UTC · 4.4 minTurn 344 · Oct 21 00:00 UTC · 5.0 minTurn 345 · Oct 21 01:00 UTC · 5.5 minTurn 346 · Oct 21 02:00 UTC · 5.2 minTurn 347 · Oct 21 03:00 UTC · 4.7 minTurn 348 · Oct 21 04:00 UTC · 7.5 minTurn 349 · Oct 21 05:00 UTC · 4.9 minTurn 350 · Oct 21 06:00 UTC · 7.7 minTurn 351 · Oct 21 07:00 UTC · 4.9 minTurn 352 · Oct 21 08:00 UTC · 5.3 minTurn 353 · Oct 21 09:00 UTC · 4.9 minTurn 354 · Oct 21 10:00 UTC · 5.4 minTurn 355 · Oct 21 11:00 UTC · 5.1 minTurn 356 · Oct 21 12:00 UTC · 5.2 minTurn 357 · Oct 21 13:00 UTC · 5.3 minTurn 358 · Oct 21 14:00 UTC · 5.1 minTurn 359 · Oct 21 15:00 UTC · 6.2 minTurn 360 · Oct 21 16:00 UTC · 8.0 minTurn 361 · Oct 21 17:00 UTC · 5.9 minTurn 362 · Oct 21 18:00 UTC · 6.1 minTurn 363 · Oct 21 19:00 UTC · 6.5 minTurn 364 · Oct 21 20:00 UTC · 6.3 minTurn 365 · Oct 21 21:00 UTC · 6.2 minTurn 366 · Oct 21 22:00 UTC · 6.7 minTurn 367 · Oct 22 05:30 UTC · 126.5 minTurn 368 · Oct 22 08:00 UTC · 74.5 minTurn 369 · Oct 22 09:30 UTC · 60.8 minTurn 370 · Oct 22 11:00 UTC · 63.4 minTurn 371 · Oct 22 16:00 UTC · 38.6 minTurn 372 · Oct 22 19:44 UTC · 5.1 minTurn 373 · Oct 22 20:00 UTC · 18.7 minTurn 374 · Oct 22 21:00 UTC · 14.1 minTurn 375 · Oct 22 22:00 UTC · 13.4 minTurn 376 · Oct 22 23:00 UTC · 14.7 minTurn 377 · Oct 23 00:00 UTC · 15.4 minTurn 378 · Oct 23 01:00 UTC · 13.3 minTurn 379 · Oct 23 02:00 UTC · 14.4 minTurn 380 · Oct 23 03:00 UTC · 13.7 minTurn 381 · Oct 23 04:00 UTC · 12.3 minTurn 382 · Oct 23 05:00 UTC · 12.4 minTurn 383 · Oct 23 06:00 UTC · 9.9 minTurn 384 · Oct 23 13:03 UTC · 10.4 minTurn 385 · Oct 23 14:00 UTC · 10.6 minTurn 386 · Oct 23 15:00 UTC · 10.4 minTurn 387 · Oct 23 16:00 UTC · 10.9 minTurn 388 · Oct 23 17:00 UTC · 11.2 minTurn 389 · Oct 23 18:00 UTC · 9.2 minTurn 390 · Oct 23 19:00 UTC · 9.5 minTurn 391 · Oct 23 20:00 UTC · 9.8 minTurn 392 · Oct 23 21:00 UTC · 10.0 minTurn 393 · Oct 23 22:00 UTC · 9.0 minTurn 394 · Oct 23 23:00 UTC · 8.9 minTurn 395 · Oct 24 00:00 UTC · 9.1 minTurn 396 · Oct 24 05:28 UTC · 4.1 minTurn 397 · Oct 24 06:00 UTC · 10.0 minTurn 398 · Oct 24 07:30 UTC · 9.5 minTurn 399 · Oct 24 08:00 UTC · 8.0 minTurn 400 · Oct 24 09:00 UTC · 8.8 minTurn 401 · Oct 24 10:00 UTC · 8.6 minTurn 402 · Oct 24 11:00 UTC · 9.4 minTurn 403 · Oct 24 12:00 UTC · 8.5 minTurn 404 · Oct 24 13:00 UTC · 9.8 minTurn 405 · Oct 24 14:00 UTC · 9.2 minTurn 406 · Oct 24 15:00 UTC · 9.2 minTurn 407 · Oct 24 16:00 UTC · 8.9 minTurn 408 · Oct 24 17:00 UTC · 13.5 minTurn 409 · Oct 24 18:00 UTC · 9.4 minTurn 410 · Oct 24 19:00 UTC · 8.6 minTurn 411 · Oct 24 20:00 UTC · 9.6 minTurn 412 · Oct 25 02:30 UTC · 9.1 minTurn 413 · Oct 25 03:00 UTC · 7.8 minTurn 414 · Oct 25 04:00 UTC · 8.9 minTurn 415 · Oct 25 05:00 UTC · 8.3 minTurn 416 · Oct 25 06:00 UTC · 8.5 minTurn 417 · Oct 25 07:00 UTC · 8.1 minTurn 418 · Oct 25 08:00 UTC · 8.3 minTurn 419 · Oct 25 09:00 UTC · 7.3 minTurn 420 · Oct 25 10:00 UTC · 11.6 minTurn 421 · Oct 25 11:00 UTC · 8.4 minTurn 422 · Oct 25 12:00 UTC · 7.9 minTurn 423 · Oct 25 13:00 UTC · 7.8 minTurn 424 · Oct 25 14:00 UTC · 8.0 minTurn 425 · Oct 25 15:00 UTC · 8.4 minTurn 426 · Oct 25 16:00 UTC · 9.7 minTurn 427 · Oct 25 17:00 UTC · 9.2 minTurn 428 · Oct 25 18:00 UTC · 8.3 minTurn 429 · Oct 25 19:00 UTC · 9.0 minTurn 430 · Oct 25 20:00 UTC · 8.4 minTurn 431 · Oct 25 21:00 UTC · 9.1 minTurn 432 · Oct 25 22:00 UTC · 13.2 minTurn 433 · Oct 25 23:00 UTC · 8.7 minTurn 434 · Oct 26 00:00 UTC · 9.1 minTurn 435 · Oct 26 01:00 UTC · 10.7 minTurn 436 · Oct 26 02:00 UTC · 9.9 minTurn 437 · Oct 26 03:00 UTC · 9.2 minTurn 438 · Oct 26 04:00 UTC · 9.0 minTurn 439 · Oct 26 05:00 UTC · 8.6 minTurn 440 · Oct 26 06:00 UTC · 8.7 minTurn 441 · Oct 26 07:00 UTC · 9.3 minTurn 442 · Oct 26 08:00 UTC · 13.3 minTurn 443 · Oct 26 09:00 UTC · 8.7 minTurn 444 · Oct 26 10:00 UTC · 11.7 minTurn 445 · Oct 26 11:00 UTC · 9.8 minTurn 446 · Oct 26 12:00 UTC · 10.1 minTurn 447 · Oct 26 13:00 UTC · 9.1 minTurn 448 · Oct 26 14:00 UTC · 11.1 minTurn 449 · Oct 26 15:00 UTC · 10.3 minTurn 450 · Oct 26 16:00 UTC · 10.9 minTurn 451 · Oct 26 17:00 UTC · 15.1 minTurn 452 · Oct 26 18:00 UTC · 11.0 minTurn 453 · Oct 26 19:00 UTC · 12.5 minTurn 454 · Oct 26 20:00 UTC · 9.7 minTurn 455 · Oct 26 21:00 UTC · 9.2 minTurn 456 · Oct 26 22:00 UTC · 11.3 minTurn 457 · Oct 26 23:00 UTC · 9.2 minTurn 458 · Oct 27 00:00 UTC · 8.6 minTurn 459 · Oct 27 01:00 UTC · 7.9 minTurn 460 · Oct 27 02:00 UTC · 10.5 minTurn 461 · Oct 27 03:00 UTC · 7.5 minTurn 462 · Oct 27 04:00 UTC · 8.4 minTurn 463 · Oct 27 05:00 UTC · 8.3 minTurn 464 · Oct 27 06:00 UTC · 6.4 minTurn 465 · Oct 27 07:00 UTC · 5.6 minTurn 466 · Oct 27 08:00 UTC · 5.7 minTurn 467 · Oct 27 09:00 UTC · 5.4 minTurn 468 · Oct 27 10:00 UTC · 7.4 minTurn 469 · Oct 27 11:00 UTC · 6.9 minTurn 470 · Oct 27 12:00 UTC · 5.8 minTurn 471 · Oct 27 13:00 UTC · 5.7 minTurn 472 · Oct 27 14:00 UTC · 6.1 minTurn 473 · Oct 27 15:00 UTC · 5.5 minTurn 474 · Oct 27 16:00 UTC · 5.6 minTurn 475 · Oct 27 17:00 UTC · 6.8 minTurn 476 · Oct 27 18:00 UTC · 6.8 minTurn 477 · Oct 27 19:00 UTC · 6.3 minTurn 478 · Oct 27 20:00 UTC · 6.8 minTurn 479 · Oct 27 21:00 UTC · 7.7 minTurn 480 · Oct 27 22:00 UTC · 10.9 minTurn 481 · Oct 27 23:00 UTC · 8.3 minTurn 482 · Oct 28 00:00 UTC · 7.8 minTurn 483 · Oct 28 01:00 UTC · 7.1 minTurn 484 · Oct 28 02:00 UTC · 8.6 minTurn 485 · Oct 28 03:00 UTC · 7.4 minEach turn12-turn median
Minutes to process each hourly turn · 1991 world, October 6 to 28
Show the numbers as a table
Day (UTC)TurnsMedian minutesSlowest
Oct 687.812.1
Oct 7213.39.8
Oct 8241.92.7
Oct 9251.62.5
Oct 10242.32.8
Oct 11242.13.3
Oct 12242.44.4
Oct 13242.84.6
Oct 14243.95.2
Oct 15243.75.6
Oct 16243.86.5
Oct 17244.25.8
Oct 18244.55.7
Oct 19245.07.8
Oct 20245.16.9
Oct 21235.48.0
Oct 221028.7126.5
Oct 231810.515.4
Oct 24179.213.5
Oct 25228.413.2
Oct 26249.815.1
Oct 27246.810.9
Oct 2847.68.6

Three things show up in the chart. Turns got steadily slower through the first two weeks as the new world filled up with companies, trades and history, from about two minutes to about five. They jumped during the server move, when five turns took between 39 minutes and two hours. Since then they have come back down to about seven minutes, and we want them lower.

Part of that work is moving things off the top of the hour, so the :00 turn has less to do and the game feels more alive between turns:

  • At :15 and :45, share prices and market caps update from the latest market activity, so the stock market moves four times an hour instead of once.
  • At :30, a half-step runs: election results, economic growth, inflation and exchange rates move halfway, and the turn at the top of the hour applies the rest.
  • Index funds now rebalance on their own turn of the day instead of all at once, and some heavy background work now finishes after the turn instead of holding it up.
  • Server maintenance, backups and our test world now run away from the top of the hour so they do not compete with the live turn.

We will keep moving work this way, and the next update will show where turn times stand.

Site performance

The move made many pages slower at first. We found and fixed the main cause, and pages should already feel faster with fewer lag spikes. Some slow spots remain, and finding them is a bit like whack-a-mole: speeding up one page often reveals the next.

If something is frustrating you, please report it. That includes:

  • Load times: a page that takes a long time to open or update.
  • Rate limits: being told to slow down during normal play. Rate limits are there to stop scripts from flooding the server. If ordinary play is hitting them, the limit is wrong and we will change it.
  • Anything else: pages that time out, fail to save, or behave differently than before the move.

Open a support ticket in the Discord or use the support form. Tell us which page, roughly when, and what you were doing. That is usually enough for us to find the cause.

A quick note on tickets: they are for bugs, broken pages, account problems and anything that looks wrong with your money or results. For questions about how the game works or what to do with your company, use Ask or the in-game Ask drawer instead. That keeps the ticket queue clear for problems, so we can get to them faster.

The economy

The market has systemic problems, and they come from mistakes in how we designed it. Most of you have felt the effects. This section explains what went wrong, what we have tried, and the choice that is left.

What went wrong

Two design mistakes sit at the root of it.

The game paid for sales that never happened. To decide how much of each product people wanted, the game used a formula. Part of the demand it produced was not tied to any real buyer with real money. Companies were paid for those sales anyway, so that money came from nowhere.

Shortages could not show in prices. When something ran short, its price was only allowed to rise a little. A hospital in a state that badly needed one looked about as profitable as anything else.

Players and AI companies did what the game rewarded. Industries that looked profitable were built far past what anyone actually buys, and industries that looked ordinary stayed small even where people needed much more. The economy ended up built in the wrong shape:

  • Built far too large: media, iron, rare earths, fertilizers, timber and coal. Much of what these industries make has no real buyer.
  • Built far too small: food, healthcare, phone and internet services, property services and banking, compared with what people actually want.

Prices do not show any of this. Every commodity sits between about 1.4 and 2.5 times its base price, whether it is in a glut or a shortage. Measured against real buyers, iron is roughly 30 times over-supplied and healthcare roughly 10 times under-supplied, yet their prices are almost identical.

Commodity prices as a multiple of base price, live world, October 24, 20260x0.5x1x1.5x2x2.5xbase pricenatural gas: 2.48x base pricenatural gas2.48xoil: 2.26x base priceoil2.26xreal estate services: 2.16x base pricereal estate services2.16xconstruction services: 2.14x base priceconstruction services2.14xsteel: 2.07x base pricesteel2.07xvehicles: 2.07x base pricevehicles2.07xfreight: 2.04x base pricefreight2.04xrare earth: 2.00x base pricerare earth2.00xretail: 1.88x base priceretail1.88xadvertising: 1.81x base priceadvertising1.81xchemicals: 1.79x base pricechemicals1.79xconsulting services: 1.77x base priceconsulting services1.77xfertilizers: 1.75x base pricefertilizers1.75xiron: 1.75x base priceiron1.75xabout 30x more than real buyers wantelectronics: 1.67x base priceelectronics1.67xhealthcare services: 1.66x base pricehealthcare services1.66xabout 10x less than real buyers wantplastics: 1.65x base priceplastics1.65xcoal: 1.63x base pricecoal1.63xordnance: 1.62x base priceordnance1.62xenergy: 1.56x base priceenergy1.56xtimber: 1.52x base pricetimber1.52xfood: 1.51x base pricefood1.51xpharmaceuticals: 1.48x base pricepharmaceuticals1.48xbuilding materials: 1.46x base pricebuilding materials1.46xfinancial services: 1.45x base pricefinancial services1.45xnetwork services: 1.45x base pricenetwork services1.45xsoftware: 1.43x base pricesoftware1.43x
Commodity prices against base price · live world, October 24
Show the numbers as a table
CommodityPrice vs base
natural gas2.48x
oil2.26x
real estate services2.16x
construction services2.14x
steel2.07x
vehicles2.07x
freight2.04x
rare earth2.00x
retail1.88x
advertising1.81x
chemicals1.79x
consulting services1.77x
fertilizers1.75x
iron1.75x
electronics1.67x
healthcare services1.66x
plastics1.65x
coal1.63x
ordnance1.62x
energy1.56x
timber1.52x
food1.51x
pharmaceuticals1.48x
building materials1.46x
financial services1.45x
network services1.45x
software1.43x

This is not a player mistake. If you built a large media company, you read the game correctly. The game was wrong.

What we have already fixed

In mid-October we found that commodity prices were stuck at two to three times base because demand was set as a multiple of the previous turn's supply. Every new plant raised the next turn's demand, so the game always looked short. We fixed that in stages over about a week, and prices stopped climbing. It also confirmed the bigger problem: the demand side of the economy was not real.

The new market

Since then we have been building a market where every sale has a real buyer paying real money:

  • Households spend what they earn in wages and profits.
  • Governments spend their budgets.
  • Companies buy the inputs they actually need.

Shortages are allowed to show in prices, so building what people need pays off. The market only moves money between buyers and sellers; it never creates or destroys it. Governments can still shape the economy through laws, taxes and subsidies, but the foundation underneath is honest.

Why the current economy cannot simply switch over

For the past two weeks our main question has been whether we could move the current world onto the new market without seriously damaging the corporations you have built.

We tested this on copies of the live world, running the real turn code forward under the new market more than thirty times with different settings. The accounting held up in every recent run: no money was created or lost. But under real demand, about four fifths of today's industry is not wanted at current prices. An economy with that much spare capacity keeps shrinking until the excess is gone. In every run, company revenue and wages were still falling by a fifth to a third every six turns when the run ended.

Change in company revenue and wages over the last six turns of each test runCompany revenueWages paid0%-10%-20%-30%-40%Run 24Run 24, revenue: -23.7% over six turns-23.7%Run 24, wages: -36.2% over six turns-36.2%Run 25Run 25, revenue: -21.1% over six turns-21.1%Run 25, wages: -33.2% over six turns-33.2%Run 26Run 26, revenue: -28.9% over six turns-28.9%Run 26, wages: -39.5% over six turns-39.5%Run 27Run 27, revenue: -22.6% over six turns-22.6%Run 27, wages: -31.4% over six turns-31.4%Run 28Run 28, revenue: -19.5% over six turns-19.5%Run 28, wages: -31.1% over six turns-31.1%Run 29Run 29, revenue: -24.9% over six turns-24.9%Run 29, wages: -31.6% over six turns-31.6%Run 30Run 30, revenue: -19.3% over six turns-19.3%Run 30, wages: -30.8% over six turns-30.8%
Test runs on a copy of the live world · change over the last six turns of each run
Show the numbers as a table
RunCompany revenueWages paid
24-23.7%-36.2%
25-21.1%-33.2%
26-28.9%-39.5%
27-22.6%-31.4%
28-19.5%-31.1%
29-24.9%-31.6%
30-19.3%-30.8%

The chart shows the last seven runs, which had the most refined settings. Even the best of them was still shrinking at the end.

We added a series of measures to soften the landing: output that follows sales, wages that adjust slowly, retiring idle plants, a steady household income, and more. Each one helped a little and moved the problem somewhere else. None produced a landing that would be fair to people who built in the over-built industries.

On October 24 we tried the switch on the live world with a transition package in place. The first turn under the new rules stopped on a timing problem: a company changed hands while the turn was running, and the new settlement refused to pay out. We rolled the world back that evening. The economy was left unchanged, but players lost about three hours of actions and there was no turn for about five and a half hours. That attempt confirmed what the testing had shown: the current economy cannot be carried across gently.

The two options

Keep the current economy. Every company stays exactly as it is. The problems above stay too. Prices will keep saying little about what is scarce, profits will keep following the old formula rather than real demand, and fixing one industry will keep pushing problems into another. New players will join an economy that is already in the wrong shape.

Reset the economy only. The market starts fresh on the new rules from the first turn. We have tested a fresh start on a copy of the world: the money stays balanced and the economy grows turn over turn instead of shrinking. We are still finishing the tuning.

Two things are certain either way:

  • A political reset is not on the table. Characters, parties, offices, elections and laws are not part of this decision.
  • There will be advance warning before any economy reset. If we go ahead, we will announce the date ahead of time with a full list of what is kept and what starts over, including how existing companies are handled.

Changelogs and balance changes

We owe you an apology here. Over the last few weeks, the changelog has not kept up with the balance changes we were making. Some changes went out with long, technical notes, some with notes that were hard to connect to what you saw in the game, and some with no note at all until later. When the economy is changing under you, that makes it hard to plan, and it is on us.

From now on, every balance change will come with a short, consistent note that says:

  • what changed, in plain language;
  • why we changed it;
  • who it affects and roughly how much;
  • when it takes effect.

The bigger picture will go in these monthly updates, so the changelog can stay short and the reasoning still has a home.

What shipped in October

Not everything this month was about the economy and servers. Some of what reached the live game:

  • Version 1.18, "Groups, markets and honest books": corporate groups now count as one for costs and competition, every country can pass competition, subsidiary and foreign investment laws, balance sheets are stricter about buybacks and construction loans, losses carry forward against future tax, and the hourly turn and the twenty slowest pages got faster.
  • Research rework: the R&D ecosystem penalty is gone and every tech now improves your plants directly, through labour, inputs or output. Research is about 20% faster, and every tech card shows its value per turn and how long it takes to pay back.
  • Splitting rival plants is back. Your marketing strength against theirs sets how many plants you can take and your odds, and the plants move to you intact.
  • Negotiated share sales: private companies can now sell shares at any price both sides agree on.
  • Immigration: immigration laws now move real arrivals, and there is a new Labour migration law.
  • Party legislation: national party chairs can propose legislation through their party's Non-Player Politicians in the national legislature, and national, state and regional chairs can do the same in state legislatures.
  • Party titles: parties can rename their chair, vice chair and treasurer.
  • Ask: fixed and redesigned for the web, with an opt-in Ask drawer inside the game under experimental features.
  • Smaller improvements: the expansion screen shows which markets you can enter now, supply offer lists can be filtered and sorted, and sector pages show the state labour pool.

A House Divided on other platforms

A House Divided is no longer browser-only. Every version below connects to the same live world, so your character, party and companies are the same everywhere.

  • iPhone: the app has been submitted to Apple for review, and we hope to see it approved for the App Store in the next few weeks. It adds Sign in with Apple, home screen widgets, and Ask built in.
  • Android: Google requires a new app to go through a testing period with a minimum number of testers before it can be submitted to the Play Store, and we do not have enough testers yet. If you have an Android phone, joining the tester program is the most useful thing you can do to get the app into the store, and you can play on your phone in the meantime.
  • Windows and Linux: the desktop client is available now. It also includes Singleplayer, where you run your own world at your own pace.

Downloads and the Android tester signup are on one page:

lakesidegames.net/download

A new website and a new logo

You may have noticed that this site looks different. Lakeside Games has a new logo, a dusk sun over the water, and lakesidegames.net has been rebuilt around it with new type, new colours and a simpler layout.

The redesigned lakesidegames.net homepage with the new Lakeside Games logo
The new lakesidegames.net

The site is now the home for everything the studio makes, not just one game:

  • One page for every game: A House Divided, Corporate Warfare, Grand Century and Margin of Victory, each with its own page.
  • One download page: it detects your device and offers the right download first, with a page per game for the details. Every download is direct, and every game's source code is linked from it.
  • Services: the support form, Ask, the docs and the status page in one place. The support form now uses your Lakeside sign-in, so your ticket is tied to your account from the start.
  • News: this post, and every monthly update after it, lives here.
  • Supporter wall: a page thanking the people who keep the games running.
The new lakesidegames.net download page with per-platform buttons
The new download page

A new (old?) game: Corporate Warfare

We have brought back Corporate Warfare, this time as an offline single-player game.

Where it came from

This whole project started as an economic simulation before we pivoted to the political sim that became A House Divided. Corporate Warfare itself first appeared in December 2025 as a multiplayer browser game: players founded companies across US state economies, traded shares on a live stock market, issued bonds, sat on boards, and tried to take each other over. Much of that work, including the stock market, bonds and subsidiaries, later moved into A House Divided.

Why single-player

Some of the economic depth we want to build does not fit a multiplayer web game. In A House Divided, one shared world runs every hour for everyone. Every system has to be fair to hundreds of players at once, fast enough to finish inside the turn, and safe to change in a world people have spent months building. That last constraint is exactly why the economy problem above is so hard to fix.

A single-player game removes those limits. The whole simulation runs on your own device, so it can model every region's workforce, wages and household spending in detail without slowing anyone else down, and it costs nothing to host. If a new version changes the economy too much for an old save, you start a new game instead of the whole community losing its world.

It works in both directions. Lessons from running A House Divided's economy shaped the new Corporate Warfare: money has to come from somewhere, every sale needs a buyer, company value should follow earnings, and location matters for labour and customers. Ideas proven in Corporate Warfare can come back the other way.

Corporate Warfare scenario select globe showing Silicon Valley 1995, Texas Oil Patch 1981 and Great Lakes 2000
Corporate Warfare · choosing a scenario

What the game is

You play an investor who controls companies, not a single company. You build plants, own your supply chains, list subsidiaries on the exchange while keeping control, form joint ventures, and take over rivals. Rival companies are run by named chief executives with their own styles: some buy up their suppliers, some raid, some stockpile ahead of price swings, and they remember who raided them. Governments change the market rules, a central bank sets rates, and events like pipeline spills, port strikes and harvest failures hit the supply network.

Version 1.7 has four scenarios:

  • Great Lakes, 2000: the corridor from Chicago to Buffalo and Pittsburgh, with steel, autos, farms and freight.
  • Texas Oil Patch, 1981: Texas, Oklahoma and Louisiana at the top of the oil boom.
  • Silicon Valley, 1995: California through the chip slide, the 2000 spike, and the bust.
  • Ruhr and Rhine, 1991: Germany, the Low Countries and eastern France, with five currencies and an exchange-rate peg that can break.

It is free while in development, with builds for Windows, Linux and Android. The iPhone, iPad and Mac versions are waiting on App Store approval. Feedback and bug reports are very welcome. There is more background in Corporate Warfare, reimagined.

lakesidegames.net/download

A House Divided remains our live game, and everything in the sections above is still being worked on.

Our other games

Two more games share the site and the Discord:

  • Margin of Victory is an election campaign game in the browser. You run a real campaign week by week, spending limited time and money against real polling and the events that actually happened. There are 49 campaigns across six countries. US 2024, US 2020 and a daily challenge are free, and the rest come with Supporter+. With a real US election next week, it is a good time to try it.
  • Grand Century is a grand strategy game in the browser, with seven historical starts from 1700 to 1945. You take a nation through industry, reform and war.

Supporting the studio

All of our games are free to play, and we want to keep it that way. That only works because of supporters. Supporter plans are what pay for the servers described at the top of this post, and they buy the time to fix things like the economy properly instead of patching around them. If you enjoy the games and are able to, becoming a supporter is the most direct way to keep them running and improving.

Perks never gate the core game. Here is what each plan includes today:

  • Supporter, $3 a month: ad-free browsing across A House Divided, a profile border and highlight color, animated profile picture uploads, and cheaper in-game player ads (one free ad every three days).
  • Supporter+, $9.99 a month: everything in Supporter, plus A House Divided Singleplayer and Worldsim, every Margin of Victory campaign, the full border set including animated frames, and the best player-ad rate (two free ads every two days).
  • Supporter++ (Champion on Patreon), $20 a month: everything in Supporter+, plus renaming a Non-Player Politician once per iteration and your name on the supporter wall.

All plans are on Patreon, billed monthly, and can be cancelled any time. Link your Patreon to your Lakeside account and the perks apply in every game. If you already bought permanent desktop client access or Margin of Victory campaigns, those are yours and keep working.

Become a supporter on Patreon

Rebranding the Discord

The community now spans several games, and running a separate Discord for each would split it. At some point the server will be rebranded as the Lakeside Games Discord. Tickets, the bots, Ask and the other tools will support every game, and part of that is already done. The A House Divided channels are not going anywhere.

The poll

If you have not voted in the poll in the Discord yet, please do. It is very close.

The polls in real life

If you are in the US and eligible to vote, please research the candidates for everything on your ballot and then go vote. Election Day is Tuesday, November 3, 2026. Many states also offer early voting and mail ballots, each with its own deadlines.

These resources are nonpartisan:

  • Vote.gov: the official US government site for registering and finding your state's rules and deadlines.
  • CanIVote.org: run by the state election officials' association. Check your registration and find your polling place.
  • Ballotpedia sample ballot: every race and measure on your ballot, including local ones, with background on each candidate.
  • VOTE411: from the League of Women Voters. Personalized ballot guides with candidates' answers in their own words.
  • Election Protection hotline, 866-OUR-VOTE (866-687-8683): free help if you run into a problem registering or voting.

Next month

We will post a State of the Game update once a month from now on, here and in the Discord. Next time we expect to cover the economy decision and its timeline, the app store status, and whatever you tell us is still slow.

We also owe you answers on your suggestions. There are about 35 player suggestions that we have not reviewed yet, some going back to September. Before the next update we will go through every one of them, mark each as planned, not planned, or already done, and include a summary in next month's post.

Thank you for sticking with us through the move.