Wiki

effect · add_mio_design_team_change_cost

Definition

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

Description

Add percentage to the XP cost to change MIO in equipment designer for the military industrial organization in scope.
This changes the base value. Modifiers will still apply over it.
Value can be negative to reduce assign cost but final value cannot be negative (capped at 0, no error raised).
!!! NOTE that the result is rounded down so that i.e. 5 + 10% is still 5 = 5.5 rounded down !!!
ex:
mio:my_mio = {
  add_mio_design_team_change_cost = 0.2 # increase by 20%
  add_mio_design_team_change_cost = -0.1 # reduce by 10%
  add_mio_design_team_change_cost = var:my_number_var
}

实战 · 配合 · 坑

实战内容由 AI 生成,并已对照 vanilla 命令词表校验 —— 请当作起点而非权威依据。上方的定义节才是游戏自带文档原文。

实战用法

当你希望通过事件或决策动态调整某个军事工业组织切换设计团队的 XP 消耗时,可以使用此 effect。典型场景包括:随着 MIO 成长解锁"换队折扣"特性、或在特定国家焦点后对特定 MIO 施加惩罚性费用提升。注意值是百分比增量而非绝对值,且多次调用会累加到基础值上。

# 在某个国家焦点完成后,对指定 MIO 降低切换费用
mio:my_tank_mio = {
    add_mio_design_team_change_cost = -0.15  # 基础费用降低 15%
}

配合关系

  • [add_mio_design_team_assign_cost](/wiki/effect/add_mio_design_team_assign_cost):两者分别控制"指派"与"切换"的 XP 费用,通常同时调整以保持费用体系一致性。
  • [set_mio_design_team_change_cost](/wiki/effect/set_mio_design_team_change_cost):set 版本直接覆盖基础值,而 add 版本做增量修改;需要重置到固定值时改用 set,避免累加失控。
  • [has_mio_size](/wiki/trigger/has_mio_size):常在触发条件中检测 MIO 当前规模,据此决定是否执行费用调整,体现"MIO 越大切换越便宜/昂贵"的设计意图。
  • [is_mio_trait_completed](/wiki/trigger/is_mio_trait_completed):检查特定特性是否已完成,满足条件后再给予切换费用折扣,实现特性解锁与费用挂钩的进阶玩法。

常见坑

  1. 混淆绝对值与百分比:传入的数值是百分比增量(如 0.2 代表 +20%),新手容易误以为是直接加在 XP 数值上,若想直接设定固定值应改用 set_mio_design_team_change_cost
  2. 忽略向下取整陷阱:官方明确说明最终结果向下取整,多次小幅度叠加(如连续两次 0.05)可能因取整导致实际效果与预期不符,建议合并为一次调用或用较大步长确保取整后数值有效变化。

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

When you want to dynamically adjust the XP cost for switching design teams within a specific military industry organization (MIO) through events or decisions, this effect is the tool for the job. Typical use cases include unlocking a "team switch discount" feature as the MIO grows, or applying a penalty cost increase to a specific MIO after completing a particular national focus. Note that the value is a percentage modifier rather than an absolute value, and multiple applications will accumulate on top of the base value.

# After a national focus completes, reduce the team switching cost for a designated MIO
mio:my_tank_mio = {
    add_mio_design_team_change_cost = -0.15  # Reduces base cost by 15%
}

Synergy

  • [add_mio_design_team_assign_cost](/wiki/effect/add_mio_design_team_assign_cost): These two effects control the XP costs for "assignment" and "switching" respectively. They are typically adjusted together to maintain consistency across your cost structure.
  • [set_mio_design_team_change_cost](/wiki/effect/set_mio_design_team_change_cost): The set version directly overwrites the base value, while the add version applies an incremental change. Use set when you need to reset to a fixed value, avoiding uncontrolled accumulation.
  • [has_mio_size](/wiki/trigger/has_mio_size): Commonly used in trigger conditions to check the current size of an MIO and decide whether to apply cost adjustments accordingly, embodying the design intent that "larger MIOs have cheaper/more expensive switching costs."
  • [is_mio_trait_completed](/wiki/trigger/is_mio_trait_completed): Checks whether a specific trait has been completed; after the condition is met, grants a switching cost discount. This enables advanced gameplay that ties trait unlocks to cost changes.

Common Pitfalls

  1. Confusing absolute values with percentages: The value you pass is a percentage modifier (e.g., 0.2 means +20%). Beginners often mistake this for a direct addition to the XP value itself. If you need to set a fixed value directly, use set_mio_design_team_change_cost instead.
  2. Overlooking the floor function trap: The game explicitly floors the final result. Multiple small stacks (e.g., two consecutive 0.05 additions) may produce unexpected results due to rounding, so it's recommended to merge multiple calls into one or use larger increments to ensure the rounded value actually changes.