Whether the harvest is poor or rich is a random factor, calculated separately per each province, hardcoded in the engine and impossible to track by other scripts as such. A workaround would be to stick our own random cycle over it, except this one would have to be world-wide, and would have modified both the income and the order derived from farming. However I am not a fan of such approach. It seems to me more as a somewhat arbitrary harassment of the player than as an addition to the gameplay experience.

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