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 Role play value. In Lords
24 (robbed of course from the excellent Deus Vult!
and other sources) 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
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
Remember, marriage bonuses last for the
duration of the marriage.
|
Double-Sided |
|
|
Type |
Effect |
|
Favoured 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
choose 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 |
|
Military |
May utilize
partner's territories and fleets for army supply purposes when performing A,
AT, |
|
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. |
|
Open Ports* |
Partners may treat each
other's port cities as 'Friendly' for End of Turn Docking Purposes. Partners' MSP are
automatically immune to each other's PI Actions. |
|
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. |
|
Good Relations* |
Casus points toward
each other in both nations are reduced by Five. |
|
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.
·
These sorts of marriages can also be used when an NPN requests aid
from another nation.
|
Single-Sided |
|
|
Type |
Effect |
|
Trade Embargo |
One partner cannot
trade with a specified nation for the duration. |
|
Exiled Court |
One Partner may
move it's Royal Family and Government to the other's Capital. |
|
Military Support |
One partner must
supply the other with an army or fleet for the duration of the marriage. The
army or fleet must be supplied with a leader of at least 5 comber rating. The
recipient can use the army as FA for the duration and the supplier must
replenish any lost units. For NPNs, the value of
the army is 20% of its native army value in units (RRV*2+GPv+PWB/10 of all F
and HM regions and cities). |
|
Religious |
Converts a Leader.
Missionary Actions and Raise/Lower Religious Strength Actions undertaken by
the primary nation receive a bonus in the secondary. |
|
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. |
|
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. |
|
Primate/Order
Relations |
Allows one nation
to transfer Primate/Order Influence to a second nation. |
|
Grain |
Allows one nation
to give up a percentage of its grain every turn to the other. |
|
Increased Claim |
If an NPN, the receiving
nation received an increase of one to its control level. Permanent increase. |
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 Favoured
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. |
|
Enhanced |
Armies of both
nations acting in tandem receive a special Battle Assistance effect. Must have chosen
Military |
|
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. |
|
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. |
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.