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Deus Vult! - Royal Marriage Rules

Marriage Effects

Royal Marriages in LOTE traditionally only help two things: Diplomacy Rolls and Increasing the Royal Family. Royal Marriages between Nations have little purpose beyond Roleplay value. In Deus Vult! this changes. Nations now gain a direct benefit when marrying between each other. Each Royal Marriage between two played nations comes with a direct benefit chosen by the players themselves. Of course, players must agree on which type of marriage bonus will be gained.

There are two general types of Marriage: Double- and Single-Sided. Double-Sided Marriages offer an equal bonus to both partners. Single-Sided marriages, on the other hand, only benefit one Partner, and are generally used as currency in other types of negotiations (Border Disputes, Peace Treaties, etc).

The Effect of Marriages end, naturally enough, when one partner of the Union dies. Nations have a grace period of one turn to re-marry between themselves to keep the Effect going. Wise rulers will quickly do so rather than face losing a bonus in military campaigns or the loss of trade with a lucrative partner.

To enact a Marriage, both royal family members must be in the same location and simply note it in both sets of orders. Once a marriage is enacted, the Wife is moved to the Husband's capital and remains there for the duration of the Union. If the Husband dies, the Widow is moved back to the original nation's capital.

Remember, marriage bonuses last for the duration of the marriage. This could get tricky if, for example, a Casus Belli is issued against you by a nation you share an Open Borders marriage with. In that case, to eliminate the bonus one must murder one of the spouses.

Double-Sided
Type Effect
Favored Trade Partner The Duration of the Route between you and your Partner is set to 150 years.
Once the marriage ends, the Duration returns to the previous value.
Extended Trade Pact Allows a special Trade Route [EXT] to be formed for the duration of the marriage.
Route Income is equivalent to Land Trade Across the Silk Route.
Each partner must chose a port city to base the Route in. This route automatically closes during any turn in which either city is Blockaded or Pirated.
The partners need not have all the intervening Rutters between the host cities, but there must be a viable sea route between them (No going around Africa).
Military Alliance May utilize partner's territories and fleets for army supply purposes when performing A, AT, APH, AS, S and PS actions.
Ignores the Multi-National Force penalty for when combining forces with partner during A, AT, APH, AS, S and PS actions.
Armies automatically abort any A, AT, APH, AS, S, PS, RD, and PI actions against territories held by their partner without a Combat Check.
Defensive Pact May utilize partner's territories and fleets for army supply purposes when performing D, R and AL (Must be OC to you or your partner) Actions.
Ignores the Multi-National Force penalty for when combining forces with partner during D, R and AL (Must be OC to you or your partner) Actions.
May React to partner's territories and armies in addition to your own and do not suffer the +1AP Cost for uncontrolled borders while doing so.
Open Ports* Partners may treat each other's port cities as 'Friendly' for End of Turn Docking Purposes.
Partners' MSP are automatically immune to eachother's PI Actions.

Fleets must still meet normal CCR limitations for Revolt Checks.
Open Borders* Partners receive guides within each other's nations for movement and CCR purposes.
Players without this marriage bonus must send leaders to guide foreign forces within their lands.
Mercantile Travel* Partners may ship NFP and Royal Family Members along their trade route without a leader.
Players without this marriage bonus may only ship gold and Agro and Rutters without a leader.
Spy Network* Nations may assign their Intelligence Bonus Points to their Partner's Operations with an SO Operation.
The SO Operation used must be an Intel OB.
Assassin Network* Nations may assign their Intelligence and Assassin Bonus Points to their Partner's Operations with an SO Operation.
The SO Operation used must be an Assassin Operation.
Clerical Network* Nations may assign their Religious Bonus Points to their Partner's Religions Operations with an SO Operation.
Nations must be of the same Religion.
Good Relations* Casus points toward each other in both nations are reduced by Five.
One Shot.
Mercenary Brokerage* Nations may contract mercenaries in cities controlled by their partner.

* These Marriages may also be Single-Sided. In that case, only one of the Partners receives the advantage.

Single-Sided
Type Effect
Joint Conflict Allows one partner to share an active Casus Belli of the other.
One partner must have direct CB against the enemy (rather than a CB marriage with another nation).

Must choose one existing Casus Belli to share. One Shot.
Exiled Court One Partner may move it's Royal Family and Government to the other's Capital.
Allows a Position to survive with no capital or land holdings. Turn costs for exiled positions are reduced.
Imperial Eligibility Children of the Union are eligible for election as Holy Roman Emperor.
Only available to children of the current Holy Roman Emperor.
Religious Union Converts a Leader. Missionary Actions and Raise/Lower Religious Strength Actions undertaken by the primary nation receive a bonus in the secondary.
Nations must be of Tolerant Religions.
Granted Estates Allows a nation to Transfer a Region or City without the normal loss of Control Status.
Control Status can still be lowered due to Terrain, Culture, and Religious Limits. One shot.
Granted Men Allows a nation to Transfer Troops to the second without penalty.
Troops Transfers between Players without this marriage bonus are normally Halved. Halved again if differing Religions. One Shot.
Tithe Allows one nation to give up a percentage of its income every turn to the other when a Trade Route does not exist (Nations with existing Trade Routes may grant tithes at will).
Gold may be transferred through a Tithe just like a Trade Route.
Tithe percentage must be written in the Marriage Notes.
Papal Relations Allows one nation to transfer Papal Influence to a second nation.
Both Nations must be Roman Catholic. Influence may not exceed nation's Maximum. One Shot.
Forced Marriage Allows a nation to force a female royal prisoner into marriage. The prisoner becomes a spouse, and is no longer eligible for Ransom Prisoner actions.
The Royal female must be eligible for marriage: single and of the appropriate age. Certain additional Effects may be chosen if the royal is of Legendary Beauty status.

Legendary Marriages

There occasionally arise certain women in history who are so beautiful or beguiling that they are able to shape events despite the sexual repression of the times. When determining stats for female leaders there is a small modifier applied, giving them a bonus to Charisma/Guile. This can result in the woman ending up with a 'C' (Or 12) Rating of Charisma. When these woman are used in a political marriage, their status allows the marriage partners to pick an additional marriage bonus from the following list. Note that some effects require specific marriages to have been chosen from the above lists.

Legendary
Type Effect
Trade Union* The Duration of the Route between you and your Partner is permanently increased by 25 years.
Must have chosen Favored Trade Partner or Extended Trade Pact. One Shot.
Secret Trade Maps* Merchants use shortcuts and hidden waterways to shorten the distance of a trade route between the nations. Distance becomes 1.
Trade Route is immune to enemy Piracy and Blockade attempts.
Enhanced Alliance Armies of both nations acting in tandem receive a special Battle Assistance effect.
Must have chosen Military Alliance (For Offensive actions) or Defensive Pact (For Defensive actions).
Military Support* The husband receives +1 to his Combat stat for the duration of the marriage.
Diplomatic Support* The husband receives +2 to his Diplomacy stat for the duration of the marriage.
Charismatic Support* The husband receives +3 to his Charisma stat for the duration of the marriage.
Educated Midwives* All HC actions between the husband and wife receive a bonus, making it more likely children will result, and less likely the wife will die during childbirth.
Educated Physicians* The husband and wife can receive three wounds in a turn before being killed. An initial 'Killed' result counts as two wounds.
Hired Bodyguard* The husband and wife each receive a free Counter-Assassination operation each turn.
Entwined Interests Whenever one partner receives or generates Casus Points, the other receives or generates half that many points as well.
Fractions are rounded off.
Family Union Casus points toward each other in both nations are completely reduced.
Nations may not currently be At War.
Must have chosen Good Relations. One shot.
Economic Dowry* The husband receives a palatial estate (5 PWB) in the region or city of his choice.
May not exceed the Maximum PWB allowed per terrain type. One shot.
Feudal Dowry* The husband receives ten mobile units of his choice (elite troops count as two units each).
If the husband is not an active leader, the units are placed in the capital. One shot.

* These Legendary Effects may also be chosen to augment a Forced Marriage to a Legendary Beauty.

 

Muslim and African Wives

As a slight advantage over their Christian counterparts, Muslim and Pagan Rulers are not limited by the concepts of monogamy. As such, Kings of the Muslim religion may take up to four wives at any one time. African Pagan King and Heir leaders may each take two brides. Each wife may carry an advantage as above or be used for a diplomacy bonus.