Wiki

effect · add_mio_research_bonus

Definition

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

Description

Add to the research bonus in the military industrial organization in scope.
This changes the base value. Modifiers will still apply over it.
Value can be negative to reduce research bonus but final research bonus cannot be negative (capped at 0, no error raised)
ex:
mio:my_mio = {
  add_mio_research_bonus = 0.2
  add_mio_research_bonus = -0.1
  add_mio_research_bonus = 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

在 MIO(军事工业组织)相关 mod 中,常用于为特定组织动态奖励研究加成,例如完成某项任务或达成特定条件后提升其研究效率。也可配合变量实现数值可配置的加成,方便在不同难度或事件分支中灵活调整。

# 在某事件选项中,给指定 MIO 增加研究加成
mio:my_tank_manufacturer = {
    add_mio_research_bonus = 0.15
}

# 配合变量动态赋值
mio:my_tank_manufacturer = {
    add_mio_research_bonus = var:research_reward_var
}

配合关系

  • [set_mio_research_bonus](/wiki/effect/set_mio_research_bonus):当需要将研究加成重置为固定值而非累加时使用,二者配合可实现「先清零再精确加值」的初始化逻辑。
  • [add_mio_funds](/wiki/effect/add_mio_funds):研究加成通常与资金奖励同步发放,作为对 MIO 的综合激励手段一起出现在奖励事件中。
  • [has_mio_size](/wiki/trigger/has_mio_size):在执行加成前先检查 MIO 规模是否达标,避免对尚未成长的组织施加不平衡的加成。
  • [is_mio_trait_completed](/wiki/trigger/is_mio_trait_completed):常用于判断某项特质已完成后再叠加研究加成,形成「解锁特质 → 获得额外加成」的进阶奖励链。

常见坑

  1. 忘记负值下限:使用负数削减加成时容易误以为会出错或产生负值研究加成——实际上游戏会将最终值钳制在 0,不会报错也不会出现负加成,调试时需注意日志中不会有任何警告提示。
  2. 在错误的 scope 下调用:该 effect 只能在 INDUSTRIAL_ORG scope(即 mio:xxx = { ... } 块)内使用,若直接写在国家或事件 scope 下会静默失效,新手常因缺少 mio:xxx = { } 包裹而导致效果不生效。

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

Commonly used in Military Industrial Organization (MIO) mods to dynamically grant research bonuses to specific organizations—for example, when completing a task or meeting certain conditions to improve research efficiency. Can also be combined with variables to create configurable bonus values, allowing flexible adjustments across different difficulty levels or event branches.

# Grant research bonus to a specified MIO within an event option
mio:my_tank_manufacturer = {
    add_mio_research_bonus = 0.15
}

# Dynamic assignment using variables
mio:my_tank_manufacturer = {
    add_mio_research_bonus = var:research_reward_var
}

Synergy

  • [set_mio_research_bonus](/wiki/effect/set_mio_research_bonus): Use when you need to reset the research bonus to a fixed value rather than accumulating it. Together, these can implement an "initialize by clearing first, then set precise value" pattern.
  • [add_mio_funds](/wiki/effect/add_mio_funds): Research bonuses are typically awarded alongside fund grants as part of comprehensive incentive packages for MIOs in reward events.
  • [has_mio_size](/wiki/trigger/has_mio_size): Check whether the MIO's size meets the threshold before applying the bonus to avoid applying unbalanced bonuses to organizations that haven't yet grown.
  • [is_mio_trait_completed](/wiki/trigger/is_mio_trait_completed): Commonly used to stack research bonuses only after a specific trait is completed, forming an advanced reward chain of "unlock trait → receive additional bonus."

Common Pitfalls

  1. Forgetting the lower bound for negative values: When using negative numbers to reduce bonuses, it's easy to assume an error will occur or that a negative research bonus will appear—in reality, the game clamps the final value to 0 and produces no error or negative bonus. Be aware that logs will show no warning when debugging.
  2. Calling in the wrong scope: This effect only works within INDUSTRIAL_ORG scope (i.e., inside a mio:xxx = { ... } block). If written directly under country or event scope, it silently fails. Beginners often forget to wrap it in mio:xxx = { }, causing the effect not to apply.