Wiki

effect · set_mio_industrial_manufacturer_assign_cost

Definition

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

Description

Set 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.
Input value cannot be negative.
ex:
mio:my_mio = {
  set_mio_industrial_manufacturer_assign_cost = 0.3
  set_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

该 effect 常用于为特定军事工业组织设置生产线分配时的每日政治点消耗,例如在某个特殊科技或事件触发后,给予玩家一个"低成本快速扩产"的奖励。也可以在 MIO 特质解锁时通过脚本动态调整分配成本,配合变量实现可扩展的难度系统。

# 在某个事件 option 中,降低目标 MIO 的生产线分配成本
mio:my_tank_manufacturer = {
    set_mio_industrial_manufacturer_assign_cost = 0.1
}

配合关系

  • [add_mio_industrial_manufacturer_assign_cost](/wiki/effect/add_mio_industrial_manufacturer_assign_cost):当需要在现有基础值上做相对调整(而非直接覆盖)时,用 add 指令配合;两者一起可实现"先重置基准再微调"的组合逻辑。
  • [set_mio_design_team_assign_cost](/wiki/effect/set_mio_design_team_assign_cost):MIO 同时拥有设计团队分配成本和生产线分配成本两条独立数值,通常需要成对设置以保持数值设计的一致性。
  • [has_mio_size](/wiki/trigger/has_mio_size):在执行前用该 trigger 判断 MIO 规模,从而决定是否适合修改分配成本,避免对尚未成长的组织施加不合理的数值。
  • [is_mio_assigned_to_task](/wiki/trigger/is_mio_assigned_to_task):在修改分配成本前确认 MIO 当前是否已挂载任务,防止在不合适的状态下触发成本变更导致逻辑混乱。

常见坑

  1. 传入负值会导致脚本报错:该 effect 明确禁止负数输入,新手若想"反向补贴"(即让分配不消耗 PP)应将值设为 0 而非负数,否则游戏会忽略或报出脚本错误。
  2. 误以为 scope 是国家而非 MIO:该 effect 只能在 INDUSTRIAL_ORG scope 下生效,直接在国家 scope 中调用(例如不加 mio:xxx = { } 包裹)会导致命令静默失效,且不会有明显报错提示,调试时容易耗费大量时间排查。

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

This effect is commonly used to set the daily Political Power cost for production line assignments to a specific military industrial organization. For example, after a special technology or event is triggered, you can grant the player a "low-cost rapid expansion" reward. It can also be used to dynamically adjust assignment costs when unlocking MIO traits through scripting, combined with variables to implement scalable difficulty systems.

# In an event option, reduce the production line assignment cost for the target MIO
mio:my_tank_manufacturer = {
    set_mio_industrial_manufacturer_assign_cost = 0.1
}

Synergy

  • [add_mio_industrial_manufacturer_assign_cost](/wiki/effect/add_mio_industrial_manufacturer_assign_cost): When you need to make relative adjustments on the existing base value (rather than direct overwriting), use the add command in conjunction; together they enable a "reset baseline then fine-tune" combined logic.
  • [set_mio_design_team_assign_cost](/wiki/effect/set_mio_design_team_assign_cost): MIOs have two independent cost values for design team assignment and production line assignment; they typically need to be set together to maintain consistency in numerical design.
  • [has_mio_size](/wiki/trigger/has_mio_size): Before executing, use this trigger to check the MIO scale, thereby deciding whether it's appropriate to modify assignment costs and avoid applying unreasonable values to underdeveloped organizations.
  • [is_mio_assigned_to_task](/wiki/trigger/is_mio_assigned_to_task): Confirm whether the MIO currently has an active task before modifying assignment costs, preventing logic confusion from cost changes triggered in inappropriate states.

Common Pitfalls

  1. Passing negative values causes script errors: This effect explicitly prohibits negative number inputs. If newcomers want to implement "reverse subsidies" (i.e., make assignments consume no PP), they should set the value to 0 rather than a negative number; otherwise the game will ignore it or produce a script error.
  2. Mistaking the scope as a country rather than an MIO: This effect only works within the INDUSTRIAL_ORG scope. Calling it directly in a country scope (for example, without mio:xxx = { } wrapping) causes the command to silently fail without obvious error messages, making it time-consuming to debug.