Wiki

effect · add_mio_industrial_manufacturer_assign_cost

Definition

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

Description

Add percentage to the daily PP cost to assign to production line in 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)
ex:
mio:my_mio = {
  add_mio_industrial_manufacturer_assign_cost = 0.2 # increase by 20%
  add_mio_industrial_manufacturer_assign_cost = -0.1 # reduce by 10%
  add_mio_industrial_manufacturer_assign_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

当你希望某个军工组织在特定条件下(如完成某个特质、达到特定规模)降低或提高其生产线分配的每日政治点数消耗时,可在 mio:your_mio_tag = { } 块内调用此 effect。例如,制作一个"高效生产"类特质的解锁奖励,让该军工组织分配成本降低:

mio:my_tank_manufacturer = {
    add_mio_industrial_manufacturer_assign_cost = -0.15  # 降低15%分配费用
}

配合关系

  • [has_mio_size](/wiki/trigger/has_mio_size):常在触发条件中先判断军工组织规模是否达标,再决定是否给予费用减免,避免在组织初期过早降低成本。
  • [set_mio_industrial_manufacturer_assign_cost](/wiki/effect/set_mio_industrial_manufacturer_assign_cost):当需要将分配费用重置到某个固定基准值时配合使用——先用 set_ 归零或定值,再用 add_ 做增量微调,逻辑更清晰。
  • [is_mio_trait_completed](/wiki/trigger/is_mio_trait_completed):用于检查某个特质是否已完成,从而决定是否叠加额外的费用修正,防止重复触发导致费用异常堆叠。
  • [add_mio_funds_gain_factor](/wiki/effect/add_mio_funds_gain_factor):两者同属"运营成本/收益"调节范畴,常在同一特质或事件中同时调整,使军工组织的经济模型整体平衡。

常见坑

  1. scope 写错导致静默失效:此 effect 必须在 INDUSTRIAL_ORG scope 内执行(即 mio:xxx = { } 块中),若误写在国家或州 scope 下,游戏不会报错但效果完全不生效,调试时极难发现。
  2. 误以为负值可以无限叠加:多次叠加负值并不会让最终分配费用变成负数,游戏会将基础值下限钳制在 0,但不会提示任何错误,容易误判为脚本未执行。

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 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

  1. 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.
  2. 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.