Wiki

effect · set_mio_task_capacity

Definition

  • Supported scope:INDUSTRIAL_ORG
  • Supported target:THIS, ROOT, PREV, FROM, OWNER, CONTROLLER, OCCUPIED, CAPITAL

Description

Set the maximum task capacity in the military industrial organization in scope.
This changes the base value. Modifiers will still apply over it.
Input value cannot be negative.
If the capacity is reduced and the MIO becomes over-assigned, the current tasks will be allowed.
It's only later that the player will feel the new restrictions.
ex:
mio:my_mio = {
  set_mio_task_capacity = 3
  set_mio_task_capacity = var:my_number_var
}

Hands-On Notes

Hands-on notes are AI-generated and checked against the vanilla command vocabulary — treat them as a starting point, not authoritative reference. The definition above is the game's own documentation.

Hands-On Usage

set_mio_task_capacity is used to dynamically adjust the maximum task capacity of a Military Industrial Organization (MIO) in mods. Common use cases include unlocking additional task slots after the player completes a specific focus or research, or temporarily increasing production capacity during special events. Unlike add_mio_task_capacity, this effect sets an absolute value rather than accumulating, making it ideal for initialization or reset scenarios.

# After completing a focus, set the task capacity of a designated MIO to 4
complete_national_focus = {
    mio:my_arms_manufacturer = {
        set_mio_task_capacity = 4
    }
}

# Task capacity can also be set dynamically through variables
mio:my_arms_manufacturer = {
    set_mio_task_capacity = var:mio_capacity_var
}

Synergy

  • [add_mio_task_capacity](/wiki/effect/add_mio_task_capacity): Use this command when relative increases or decreases are needed rather than absolute assignment. The two effects complement each other logically—typically set_mio_task_capacity is used for initialization, followed by add_mio_task_capacity for subsequent bonus accumulation.
  • [add_mio_size](/wiki/effect/add_mio_size): When expanding MIO size, task capacity often needs to be adjusted in sync. These two effects commonly appear together in the same event or focus effect block.
  • [has_mio_size](/wiki/trigger/has_mio_size): Before executing capacity adjustments, use this trigger to check whether the MIO's current size meets the threshold, preventing premature allocation of excessive capacity that could break balance.
  • [is_mio_assigned_to_task](/wiki/trigger/is_mio_assigned_to_task): Before reducing capacity, check the current task assignment status. This can trigger warning events or compensation logic, enhancing narrative coherence in your mod.

Common Pitfalls

  1. Passing negative numbers by mistake: The game engine explicitly forbids negative values. If variables could potentially become negative (e.g., after calculations), always validate them with a trigger or clamp logic before execution to ensure the variable ≥ 0. Otherwise, script behavior is undefined.
  2. Confusing set_mio_task_capacity with add_mio_task_capacity, causing stacking errors: set_mio_task_capacity is an overwrite assignment. If you mistakenly use it instead of add_mio_task_capacity in a repeatedly-triggered on_action, each trigger will reset the value to the same fixed number rather than accumulating growth, breaking your intended progressive unlock logic.