
Major decision · Major Decisions
Isolate Capital
With the plague looming over our capital there is only one possible measure to remedy it: reinforce the walls, close the gates and throw the keys.
Requirements
The game shows no text of its own for these conditions; the script is below.
Shown to a character when (is_shown) (44 lines of game script)
is_landed = yes
highest_held_title_tier >= tier_county
trigger_if = {
limit = {
is_ai = yes
}
OR = {
any_held_title = {
has_province_with_epidemic = {
intensity = any
}
title_tier = county
}
capital_county ?= {
any_neighboring_county = {
any_county_province_epidemic = {
count >= 1
}
}
}
capital_county ?= {
has_county_modifier = isolate_capital_decision_modifier
}
}
}
trigger_else = {
OR = {
realm_has_any_epidemic = {
SIZE = 1
INTENSITY = minor
}
capital_county ?= {
any_neighboring_county = {
any_county_province_epidemic = {
count >= 1
}
}
}
capital_county ?= {
has_county_modifier = isolate_capital_decision_modifier
}
}
}
exists = capital_countyAs written in game/common/decisions/06_ce1_decisions.txt.
Effects
The effect has no text of its own in the files; its script is below.
Effect (26 lines of game script)
if = {
limit = {
scope:isolate_capital_decision = yes
}
add_legitimacy_effect = {
LEGITIMACY = minor_legitimacy_loss
}
capital_county = {
add_county_modifier = {
modifier = isolate_capital_decision_modifier
years = 15
}
}
add_character_flag = {
flag = ai_capital_isolation_cooldown
years = 1
}
}
if = {
limit = {
scope:unisolate_capital_decision = yes
}
capital_county = {
remove_county_modifier = isolate_capital_decision_modifier
}
}As written in game/common/decisions/06_ce1_decisions.txt.
Source: game/common/decisions/06_ce1_decisions.txt and the English localisation, Crusader Kings III 1.20.0.3.