Wiki

effect · add_mio_policy_cost

Definition

  • Supported scope:COUNTRY
  • Supported target:none

Description

Add to the base cost (in PP) for attaching a policy in the MIO policy, found in country in scope with input policy token.
This changes the base value. Modifiers will still apply over it.
Value can be negative to reduce cost, but final cost cannot be negative (capped at 0, no error raised)
ex:
SOV = {
  add_mio_policy_cost = {
	policy = my_policy_token
	value = 1
  }
  add_mio_policy_cost = {
	policy = my_policy_token
	value = -1
  }
  add_mio_policy_cost = {
	policy = my_policy_token
	value = var:my_number_var
  }
}

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

add_mio_policy_cost is commonly used to dynamically adjust the unlock thresholds for military industrial organization (MIO) policy costs. For example, after a nation completes a specific focus tree or meets research conditions, you can reduce the political power cost of a critical policy, providing meaningful reward incentives to the player. It can also be used for penalty mechanics, such as temporarily increasing policy costs when a nation experiences a political crisis.

# Reduce the cost of a production policy after completing a focus
focus = {
    id = SOV_industrial_optimization
    ...
    completion_reward = {
        SOV = {
            add_mio_policy_cost = {
                policy = mio_policy_tank_reliability
                value = -2
            }
        }
    }
}

Synergy

  • [add_mio_policy_cooldown](/wiki/effect/add_mio_policy_cooldown): These two are frequently used together to adjust cooldown times while reducing policy costs, jointly controlling the player's usage cadence for MIO policies.
  • [add_political_power](/wiki/effect/add_political_power): Policy costs fundamentally consume political power, so it is common to grant additional political power in the same reward block, ensuring players have sufficient resources to immediately use the policy.
  • [has_completed_focus](/wiki/trigger/has_completed_focus): Serves as a conditional check to detect whether a focus has been completed, allowing conditional policy cost adjustments within if blocks to avoid global application.
  • [add_ideas](/wiki/effect/add_ideas): Triggered simultaneously with add_mio_policy_cost in the same event or focus reward, using ideas to visually mark on the interface that a "policy discount" effect is active.

Common Pitfalls

  1. Incorrect scope: This effect must execute under COUNTRY scope. If placed directly in state or character scope, it will silently fail. Always verify that the outer scope correctly targets the intended nation.
  2. Mistaking cost can go negative: Beginners often assume multiple value = -X applications can reduce the cost to negative numbers for "free" policy usage. In reality, the final cost is hard-capped at 0 and negative costs do not occur. No error is thrown, making this easy to overlook during debugging.