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I'll add your idea to the suggestions thread. When I have time I'll see if I can add a long-term cost like that to the mod. Maybe I then also reduce the upfront cost a bit, so it sort of balances out.
Yep, something like that should work. Issue is however the restrictive formulas of the modding files. Those formulas do not allow for things you could easily do when you are programming something: To e.g. do a simple check if a variable is exactly 5, you already need multiple lines, because the checks are weird like that.
And since I would have to check all possibilities of the counter from 0 - 100 and then decide how much GC you'd get, those checks alone would take more lines of code than you'd think, because I can't simply do a line like:
received_GC = 100 * counter
The formulas do not allow this (using a variable as a rvalue), at least not as far as I know.
An alternative I have tried to implement before was a loop that would give you 100 GC until it reached the value of the counter, but I could not get it to work.
As I said, I'm not an expert in modding EU4.
I'm sure there is a way to implement this. But I don't know how yet, so I would have to learn this first.
Then create 3 decision.
The first one is the 5k=200 gc and add 2 point to the counter.
The second one is the 12.5k=500 gc and add 5 points to the counter.
The third one is the 25k=1k gc and add 10 points to the counter.
It's probably easier than using events.
You still cap it to 10k whatever decision you take.
I'm sure there is a way to make this mod work like that, but right now I don't know how to put all those options neatly into the game. Maybe instead of using decisions, I would need to use events to be able to do that.
I'm not yet that good a modder in EU4 to pull that off, but I will see if I can do this in the future. :)
On a further iteration is it possible to add a decision to buy for example only 500 gov cap for 12.5k? Or 200 gov cap for 5k