Hands-On Usage
In custom MIO (Military Industrial Organization) mods, when you want the cooldown duration of a policy to vary dynamically based on game progression or national conditions, you can use this effect to override the base cooldown days of that policy. For example, you can reduce the cooldown period of a specific MIO policy for the Soviet Union after completing a certain focus to reflect accelerated industrial mobilization:
focus = {
id = SOV_industrial_mobilization
# ...
completion_reward = {
SOV = {
set_mio_policy_cooldown = {
policy = sov_heavy_industry_policy
value = 30
}
}
}
}
Synergy
[add_mio_policy_cooldown](/wiki/effect/add_mio_policy_cooldown): set_mio_policy_cooldown directly sets the base cooldown value, while add_mio_policy_cooldown adds to the existing value. These two are often used together for "reset then fine-tune" cooldown management logic.
[add_mio_policy_cost](/wiki/effect/add_mio_policy_cost): Policy cooldown and policy cost are typically adjusted in sync. When modifying cooldown, you often need to adjust resource consumption as well to maintain complete MIO policy balance.
[has_completed_focus](/wiki/trigger/has_completed_focus): Commonly used as a trigger condition to execute cooldown modifications only after a nation completes a specific focus, preventing unbalanced unconditioned effects.
[add_dynamic_modifier](/wiki/effect/add_dynamic_modifier): Dynamic modifiers can further stack percentage effects on top of the base cooldown value set by set_mio_policy_cooldown, creating synergy with the base value.
Common Pitfalls
- Passing negative numbers causes errors: The official specification explicitly requires that
value cannot be negative. Novices sometimes attempt to "zero out" cooldown by entering negative numbers, which results in script errors or unexpected behavior. To set very short cooldowns, use 0 instead of negative values.
- Mistaking it for overriding modifier effects: This command only modifies the base cooldown value. Percentage or absolute value adjustments from modifiers (such as dynamic modifiers or focus bonuses) still stack on top of this base value. The actual cooldown after execution may differ from the
value you specified.