---
# System prepended metadata

title: Unified Project and Event System

---

# Unified Project and Event System

The core of the KSPRP One system are singular events. These events can either be continuous (up to an hour, in real time) or instantaneous. That is to say, gone are the days of projects being an unsplittable 80 hour slog - from now on, those are 80 (!!) separate instances of 80 IP events, contributing to a single project. This has a big advantage besides interruptibility - ease of determining the order of events, the amount of cash a country has, and the stage of anything under construction.

## Events
Events, as mentioned before, are singular chunks belonging to a player (and at most agreed to by another player). The attributes of an event in a non-technical sense are
- Time (in particular, day and hour, sub-hour granularity only existing for crisis events and trading to maintain a consistent ordering)
- Associated nation
- Cost (IP, MK, resources, may be negative)
- Project ID
- Name/type and (if important enough) associated forum post
- Corresponding event in other country (for trading, assassinations etc)
- Any other corresponding information

Events include EVERYTHING a player does, whether they be launches, 

## Projects
A project is now a separate entity from the process of finishing it. A project representing a building can be finished halfway, and it will sit there, vulnerable, as long as the project is not started once more.

Like in KSPRP0, projects have a single cost - generally in IP. In order to simplify things, 1 IP = 1 MK in cost. 

~~Half of the cost of a project is paid up front, when the project is started.~~

## Progression of time

All events which are not instantly decided, are instead resolved at the end of the hour they belong to. That is to say, something marked as belonging to day 3 hour 14 of a certain week will be resolved on Wednesday at 14:59. At the time of hourly events, any events which cannot be done due to IP and MK requirements are delayed (potentially recursively pushing forward other dependent events in the next hour).

Tickover events are generated as a year passes over at the end of the week at 23:59, right after all events of the hour are decided.