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I suspect it have something to do with event not setting up SE_count properly, or possibly setup after planet event is called.
As a side note, I noticed every_owned_pop is called for every single job type, I propose to switch it into a single switch statement to reduce computational complexity.
Additionally, consider there can only be a single habitat in a system, I suggest changing SE_count into solar system variable, and let habitat update this solar system variable and other planet type read. This prevent the need of having each planet track its own bonus and should solve the colonization order issue as well.
[trigger.cpp:487]: invalid scope for trigger. got [planet], expected {country}.
triggered_planet_modifier = {
potential = {
is_regular_empire = yes
}
modifier = {
planet_crime_add = -5
}
multiplier = SE_anticrime_count
}