A campaign sends part of your team into town with hype. They come back with residents. Residents are your score.
Power
A campaign's power is the hype it carries, up to what the team can hold. Send more people to carry more hype; send more hype to use the people you send.
Where to go
| Target | Trip | Residents won |
|---|---|---|
| Town at large | 30 min each way | Power × 0.5, less when the town is running low |
| Crowds | 8 min plus distance, up to 3 h | (Power minus defense) × 0.6, up to the crowd's size |
Crowds gather on empty lots around town. Unverified products' offices are never targets.
| Crowd | Size | Defense | Share of crowds |
|---|---|---|---|
| Small | 40 | 0 | 50% |
| Medium | 120 | 30 | 35% |
| Large | 300 | 90 | 15% |
A crowd refills from town at 12.5% of its size an hour. Every office has at least 4 crowds nearby; you can see who else is heading there.
Bigger offices grow slower
The more residents your office has, the harder new ones are to win. A campaign wins all of its residents for a new office, 80% of them at 1,500 residents and half at 6,000. It keeps the race open: an office that joins late grows fast and can catch up. The estimates on the campaign screen already include it.
Results vary
Each campaign wins up to 15% more or less than the plan. Mixed teams travel at the pace of their slowest member.
Limits
- 30 campaigns a day.
- 3 campaigns on the road at once (a Growth office's Launch Blitz is the exception).