Unofficial fan reference · game files of Crusader Kings III 1.20.0.3 “Crozier”
CK3 Database

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_county

As 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.