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that's not what the mod does, on the contrary
it make it so the max you can get at 30 Diplo is what Vanilla would have given you
some a peasant will be w/e a peasant's worth in vanilla at 30 Diplo, half the value at 15 Diplo, etc
The issue being - if you are trying to ransom a third party (say, your child), then UI cost in the option itself is different to the actual cost, because those are shown before scope:payer is set and are listed from POV of secondary_recipient, thus, counting THEIR diplomacy, not YOURS, so the cost is different.
multiply = {
value = 1
add = {
value = imprisoner.diplomacy
add = 2 #offsets the values a bit so 1 vs 2 diplo isnt an x2 difference
divide = { value = diplomacy add = 2 }
max = 1.5 #range 0 to 1.5
add = -1 #range -1 to 0.5
multiply = 2 #range -2 to 1
multiply = 0.2 #range -0.4 to 0.2
#final range 0.6 to 1.2
}
}
then you have twice the payer's diplo => up to 75% (1.5) to raise it up a little
and the check max is here to prevent going over vanilla if say
you have 20 diplo and 20 is considered normal => 100%
so even if you have double the payer's diplo => don't go overboard to 150%, cap it at 100 ;)
You can prob do smth like this (idk why would you have max 1.5 if you are capping it at de-facto x1 later) throwing it at the end just of the value like you did:
multiply = {
value = 0.5
multiply = {
value = scope:imprisoner.diplomacy
divide = { value = scope:payer.diplomacy min = 0.5 }
min = 1
max = 2
}
}
this would start the ransom off at 50% of OG value and increase it up to 100% (so, vanilla value) if imprisoner's diplo is x2 of the imprisoned/whoever pays for them.