CK3 DatabaseCrusader Kings III · 1.20.1.2 “Crozier” · unofficial
Silk & Silverout Tue, Nov 17What's free, what needs the DLC, price →

Scripted effect

isolate_family_decision_effect

isolate_family_decision_effect = yes

game/common/scripted_effects/00_decisions_effects.txt, line 3271 (72 lines). No parameters.

isolate_family_decision_effect is a scripted effect in Crusader Kings III, written at line 3271 of its file. It takes no parameters: isolate_family_decision_effect = yes. The game's script calls it in 7 places, among them Enter Seclusion (decision), …: Swollen Banks (event natural_disaster.7021) and …: Torrential Downpours (event natural_disaster.7031). Its body carries 1 text of the game's own for the player. Patch 1.20.1.2, from game/common/scripted_effects/00_decisions_effects.txt.

What it does

  • Every Close Family Member at Court:
  • Gains the modifier “Secluded” for 5 years
  • If

    a check the game hides

    Then

    • If

      • involved_activity.activity_host = root

      Then

      • invalidate_activity = involved_activity

      Otherwise

      • remove_from_activity = involved_activity
  • If

    a check the game hides

    Then

    • Choosing to Travel at any point during your isolation will end your isolation
  • Stress and fulfillment impact: by trait: Brave +20, Gregarious +20

• the game's own tooltip text · ◦ our reading of the script line · code the script where neither exists

“They” is whatever it runs on (the scope it is called in). The scripted triggers and effects it calls link to their own pages; $PARAMETERS$ stay as written: each call fills them in.

The script as written (72 lines of game script)
isolate_family_decision_effect = {
	show_as_tooltip = {
		every_close_family_member = {
			custom = every_close_family_member_at_court
			limit = {
				is_courtier_of = root
			}
			add_character_modifier = {
				modifier = isolating_modifier
				years = 5
			}
		}
		add_character_modifier = {
			modifier = isolating_modifier
			years = 5
		}
		if = {
			limit = { exists = involved_activity }
			if = {
				limit = { involved_activity.activity_host = root }
				invalidate_activity = involved_activity
			}
			else = {
				remove_from_activity = involved_activity
			}
		}
	}
	if = {
		limit = { NOT = { exists = current_travel_plan } }
		custom_tooltip = travelling_will_break_isolation_tt
	}
	hidden_effect = {
		every_close_family_member = {
			custom = every_close_family_member_at_court
			limit = {
				is_courtier_of = root
			}
			root = {
				add_to_variable_list = {
					name = isolating_relatives
					target = prev
				}
			}
			isolate_single_character_effect = yes
		}
		every_consort = {
			limit = {
				is_courtier_of = root
			}
			root = {
				add_to_variable_list = {
					name = isolating_relatives
					target = prev
				}
			}
			isolate_single_character_effect = yes
		}
		isolate_single_character_effect = yes
		set_variable = {
			name = isolating_cooldown_var
			years = 1
		}
		add_character_flag = { # Prevent the AI from constantly coming in and out of isolation
			flag = ai_unisolate_cooldown
			years = 1
		}
	}
	stress_and_fulfillment_impact = {
		brave = minor_stress_impact_gain
		gregarious = minor_stress_impact_gain
	}
}

As written in game/common/scripted_effects/00_decisions_effects.txt.

Where it is used

Every place in common/, events/ and history/ that calls isolate_family_decision_effect.

Decisions (1)

Events (6)

Source: game/common/scripted_effects/00_decisions_effects.txt and every file of common/, events/ and history/ that calls it, Crusader Kings III 1.20.1.2.

Spotted a mistake on this page?