# Nations In KSPRP One, countries consist of multiple interacting parts, some of which are mechanical and some of which are only for roleplay. In order to get approved players have to create an application consisting of several key details about their nation, most of which are roleplay only unless noted otherwise through a *. - Name (Socialist Republic of Kehesphi) - Government Type (Socialist Republic) - [Compass Ideology](https://hackmd.io/yx8qOPqsREWJkAW_xODMxQ?view#Ideology)* (**Paternal Socialist**) - Leader Name (Trotsky Michael) - Brief History of Your Nation consists of: - - Brief timeline since formation of the nation - - Expanded information on at least 3 key events in your nations history - - Short description of your country's national values and core ideals - Flag (image of the flag) - Location on the map (location image based on the official map, probably drawn in the application) ## The Country Modifier Each nation in KSPRP One starts with a Country Modifier (CM) of 50. The CM represents the combined size and productivity of the citizens in your country. Every week, this number grows by a percentage given by the sum of all your yearly CM modifiers. By default, each country receives a default yearly CM given by the following formula: yCM = 3.33% - (CM^2 / 3000)% This means that, without any other modifications, countries will grow to a CM of 100. Below is a chart showing the effective of cumulative CM growth bonuses on maximum country modifier: ![af2ad56d-b577-4306-a7f0-bb80710ebdf4](https://hackmd.io/_uploads/H16Xu0e3a.png =500x) As can be seen, in order to reach a maximum country mod of 250, a player will need to stack a total bonus of +17.5% (in reality, they will grow asymptotically to their maximum country mod). ## Industrial Points and Megakerbits KSPRP One is built on the same system of Industrial Points (IP) and Megakerbits (MK) as a number of older iterations. These represent a nation's total industrial output - or capacity to invest into complex projects - and a representation of currency respectively. Industrial Points are a pool out of which projects can pull out of, with IP never being 'consumed' or 'stockpiled', instead being returned as soon as something using it ceases to do so (whether it is because a project completed, paused, etc). Generally, every time something uses up IP out of a country, an equivalent amount of MK is also used in total. For example, if a military unit takes 1 IP to maintain, it will also use 1 MK. However, it is worth noting that [projects](/sDJd9eHYQuKpgGdtv3RSuQ) use up their cost gradually, as a project is finished. Projects take a period of time in hours to complete equivalent to the IP cost, although this period of time may be subject to project specific modifiers. MK is earned weekly, as a week represents an entire fiscal year for your nation. MK can be saved up, but there is a cap of 5x your weekly income (applied during weekly calculations) to discourage player inactivity and avoid such players from making sweeping investments out of nowhere. ## Country effects Each country may have effects applied to them, either buffs from resources or buildings, or temporary effects from attacks, RP effects etc.