Hands-On Usage
When you want a military industrial organization to reduce or increase the daily political point consumption for production line assignment under specific conditions (such as completing a certain trait or reaching a specific size), you can invoke this effect within the mio:your_mio_tag = { } block. For example, creating an unlock reward for a "High Efficiency Production" type trait that lowers the assignment cost for that military industrial organization:
mio:my_tank_manufacturer = {
add_mio_industrial_manufacturer_assign_cost = -0.15 # Reduces assignment cost by 15%
}
Synergy
[has_mio_size](/wiki/trigger/has_mio_size): Commonly used in trigger conditions to first check whether the military industrial organization's size meets the threshold before deciding whether to grant cost reduction, preventing premature cost reduction during the organization's early stages.
[set_mio_industrial_manufacturer_assign_cost](/wiki/effect/set_mio_industrial_manufacturer_assign_cost): Used in conjunction when you need to reset the assignment cost to a fixed baseline value—first use set_ to zero out or set a fixed value, then use add_ for incremental fine-tuning, resulting in clearer logic.
[is_mio_trait_completed](/wiki/trigger/is_mio_trait_completed): Used to check whether a specific trait has been completed, thereby deciding whether to stack additional cost modifiers, preventing repeated triggers that cause abnormal cost accumulation.
[add_mio_funds_gain_factor](/wiki/effect/add_mio_funds_gain_factor): Both belong to the "operational cost/revenue" adjustment category and are commonly adjusted simultaneously in the same trait or event, ensuring balanced overall economic modeling for the military industrial organization.
Common Pitfalls
- Silent failure due to incorrect scope: This effect must be executed within the
INDUSTRIAL_ORG scope (i.e., within the mio:xxx = { } block). If mistakenly written under national or state scope, the game will not report an error but the effect will not work at all, making it extremely difficult to detect during debugging.
- Mistakenly assuming negative values can stack infinitely: Stacking negative values multiple times will not cause the final assignment cost to become negative; the game will clamp the base value to a minimum of 0, but will not issue any error message, easily leading to misjudgment that the script did not execute.