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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.
this mod's comparison procs then :
divide imprisoners diplo by payers diplo (min 0.5 max 1.5) => comparison_factor_var
multiply gold by comparison_factor_var, max it to w/e the max vanilla value would be in the scenario (requires first saving the actual vanilla gold value before this mod's comparison procs)
Might add it as a game rule actually if I can come up with something that's satisfying
as for the comparison I thought about it but ditched it because it was much harder to balance, as the player is more often than not going to have higher diplomacy than the target ; so to make the mechanism work as a nerf (which is also the goal of the mod), you'd need to sorta make it so that having twice the diplo as the payer would result in a normal amount, and also account for a flat limit as if you have 4 diplo and the target has 2, there still is no reason for you to get a lot of gold from that interaction
tl;dr, doable sure, a little more realistic perhaps, but quite a lot of maths for not much in the end imo