Right now, Ground strength is modeled by Org. Strength and Footsoldiers. The levels for each of these is multiplied to generate a Power rating, which is then a Power activity each turn on an issue in that player’s theme.
This is going to change. Instead, if more than 3 months before an election, the Power is multiplied by 0 (so, it’s 0 regardless of Org. Strength and Footsoldiers). If 3 months before, it’s multiplied by 1/3. If 2 months before, it’s 2/3. If 1 month before, it’s full power.
After a primary election, the Ground Ops go dormant. Their costs are cut significantly, but (per above) they don’t have any Power affect.
This a) makes it more realistic – ground strength doesn’t do much when the election is really far away, and b) solves a problem with runaway Ground Ops causing states to swing far from a realistic outcome.