Hands-On Usage
When a mod intends to make a specific military industrial organization "expensive" or "cheap" under certain conditions (such as triggering a policy event or completing a national focus), this effect can be used to dynamically adjust the daily PP consumption for that MIO's design team, simulating efficiency changes from organizational expansion or reform. Note that it modifies the base value rather than applying a multiplicative modifier, making it suitable for "reset-style" cost phase adjustments.
# A certain event increases the design team assignment cost for a specific MIO
mio:my_tank_manufacturer = {
add_mio_design_team_assign_cost = 0.15 # Base cost increased by 15%
}
# Reward reduced cost upon completing a national focus
mio:my_tank_manufacturer = {
add_mio_design_team_assign_cost = -0.1 # Base cost decreased by 10%
}
Synergy
[set_mio_design_team_assign_cost](/wiki/effect/set_mio_design_team_assign_cost): add_ accumulates on top of the current base value, while set_ directly overwrites it; using both together allows you to reset to a known baseline value and then make incremental adjustments, preventing numerical runaway from multiple stacking operations.
[has_mio_policy_active](/wiki/trigger/has_mio_policy_active): Use this trigger to check which policies the MIO currently has active before executing cost adjustments, ensuring that costs are modified only when specific policies are in effect, enabling conditional dynamic pricing logic.
[add_mio_design_team_change_cost](/wiki/effect/add_mio_design_team_change_cost): The "assignment cost" and "switch cost" of design teams often need to be adjusted in sync; using both commands together allows you to simultaneously impact the PP pressure players face when bringing that MIO into or switching research tasks.
[has_mio_size](/wiki/trigger/has_mio_size): Determine whether cost adjustment is necessary based on the MIO's current size; larger organizations may reasonably have lower per-unit assignment costs, and using this trigger as a threshold check aligns better with design intent.
Common Pitfalls
- Mistakenly believing negative values can infinitely reduce cost: The final actual cost is capped at a floor of 0 and will not generate "negative cost" to refund PP to the player. The game will not error, but excess negative adjustments are silently ignored, leading you to think the effect worked when in fact the excess portion is ineffective. Pay attention to actual in-game behavior rather than script numbers during debugging.
- Calling the effect in the wrong scope: This effect must be executed within the
INDUSTRIAL_ORG scope; placing it directly in a country scope's immediate block will cause the command to be ineffective or even error. You must first switch to the corresponding MIO's scope via mio:mio_tag = { ... } or similar syntax before calling it.