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Darkrenown

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Here's the event:
Code:
#########################################################
#			Bad harvest		 	#
#########################################################
province_event = {

	id = 5016

	trigger = {
		owner = {
			grain = 4
		}
	}

	mean_time_to_happen = {
		months = 15000 # Random Province Event
		
		modifier = {
			factor = 0.5
			owner = { NOT = { production_efficiency = 0.5 } }
		}
		modifier = {
			factor = 2.0
			owner = { luck = yes }
		}
		modifier = {
			factor = 10.0
			owner = { has_country_flag = harvest }
		}
	}

	title = "EVTNAME5016"
	desc = "EVTDESC5016"
	
	option = {
		name = "EVTOPTA5016"		# Attempt to help the people.
		ai_chance = { factor = 45 }
		owner = {
			treasury = -40
			set_country_flag = harvest
		}
	}
	option = {
		name = "EVTOPTB5016"		# Quell the revolt.
		ai_chance = { factor = 55 }
		create_revolt = 1
		owner = {
			set_country_flag = harvest
		}
	}
}

It's odd that you get it so often, the event sets a flag that makes it 10 times less likely to happen after you although it's still possible. You could try getting your production_efficiency higher if it's not at 50% yet. If you don't have many grain provinces you could give some away or release them as vassals, since this only happens if you have 4 or more grain provinces.
 

Darkrenown

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Grosshaus said:
I've also gotten this same event already perhaps over a dozen or so times in a few decades after acquiring multiple more grain provinces. I don't think it is working correctly.

Well I played about with the event a bit, but I can't see anything that would make it trigger so much (Although I'm not that familar with the new event engine yet). My first thought was maybe the modifer worked the other way round, which would make it trigger 10 times more often after the first time it hits, but that's definetly not the case.

The only reason I can see for bad harvest spam would be a mix of being large and bad luck. What kinda of size were you when the spam started?
 

Darkrenown

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Grosshaus said:
Actually I agree. That would make it worthwhile to own grain provinces as a nice added bonus. But it would need a bit more refined triggers, so that a minor with no grain production would not be hit.

You could just do something simple like:
Code:
trigger = {
		owner = {
			grain = 4
                         NOT = { grain = 10 }
		}
	}
Should make it just not trigger if you have at least 10 grain provinces.

You could also stack modifiers on the mean time ti happen, like:
Code:
	mean_time_to_happen = {
		months = 15000 # Random Province Event
		
		modifier = {
			factor = 0.5
			owner = { NOT = { production_efficiency = 0.5 } }
		}
                modifier = {
			factor = 1.25
			owner = { grain = 6 }
		}
                modifier = {
			factor = 1.25
			owner = { grain = 8 }
		}
                modifier = {
			factor = 1.25
			owner = { grain = 10 }
		}
		modifier = {
			factor = 2.0
			owner = { luck = yes }
		}
		modifier = {
			factor = 10.0
			owner = { has_country_flag = harvest }
		}
	}

The 3 1.25 modifiers would all be true once you have 10 or more grain provinces, which just about doubles the MTTH.
 

Darkrenown

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AlbieDamned said:
Could it be that the modifier which makes it less likely to happen a second time is only applied at a province level?

Nah, the flag is set at country level and the event checks to see if the owner of the province has it.