Alteration to taxation edict and selling shops' items during the income phase


Kingmaker


I've read horror stories here about the kingdom building rules being broken wide open once the PCs start selling magic items from shops during the income phase. Most folks suggest eliminating the option of selling store items for Build Points, but I'd kind of like to leave it in, albeit weakened. Here's my proposed fix - it incorporates a few ideas I've seen kicking around the internet.

1) Change the taxation edict:
No taxes give +0 Economy, +1 Loyalty
Light taxes give +1 Economy, -1 Loyalty
Normal taxes give +2 Economy, -2 Loyalty, and 3% sales tax.
Heavy taxes give +1 Economy, -4 Loyalty, +1 Unrest/month, and 6% sales tax.
Overwhelming taxes give -1 Stability, -1 Economy, -6 Loyalty, +2 Unrest/month, and 10% sales tax.

2) Change the income phase:
Step 1 - Sell Valuable Items: If your Taxation Level edict is high enough, you can attempt to sell magic items currently held by your cities through your city’s markets to bolster your kingdom’s Treasury. You can make one Economy check (DC is 10 + the gp value of the item divided by 1,000) per city district during each Income phase. A failed check indicates the item doesn't sell. Success indicates that the item sells and you can collect the magic item sales tax on it. Multiply the item's market value by the sales tax percentage indicated by your Taxation Level edict. Increase your kingdom’s treasury by 1 BP for every full 4,000 gp in value of the total collected taxes. If you are going to make deposits of your own wealth in Step 2, you may carry the gp value generated in this step forward before calculating BP generated.

Step 1 - Deposits: You can add funds to a kingdom’s treasury by donating coins, gems, jewelry, weapons, armor, magic items, and other valuables you find while adventuring. For every full 4,000 gp in value of the deposit, increase your kingdom’s BP by 1. Items that individually cost 4,000 gp or less can be deposited without a check.

Items that individually cost more than 4,000 gp must make a successful Economy check to be deposited. You can attempt to make one such check per item over 4,000 gp per turn. The DC of this check is 10 + the gp value of the item divided by 1,000. For example, selling a pair of goggles of night – which have a market price of 12,000 gp – would require a DC 22 Economy check [10 + (12,000/1,000) = 22]. Successfully selling the goggles of night would increase your kingdom’s BP by 3.


ive never seen the problem.
the stuff sold in the shops isnt the parties personal cash, and if they try to pillage to many BPs into cash it causes a lot of unrest

i get the feeling a lot of folk read/interpret the rules not quite right


no its the private economy, that invests in further buildings and other stuff needed by the community.

Funny thing, all you ever want is 2 houses and a magic shop in each citydisrict. Then spam those citydistricts to fill ever more hexes.

With 200 citydistricts the 33% payoff on investments is without further limits and it takes less than 6 years to cover the entirety of golarion and all the rest of the planets in magic shop citydistrics.

Yup. The wealthgrowth is truly that infinite ;)
Did some quick math and i dont think you can fit 7 million hexes on the planet :D (some 3 billion km2, or roughly 20 times the total surface area on earth..)

That original magic shop owner must be all over himself with glee at the thought of earning gazillions of gp every day..


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Our GM for Kingmaker has extensively retooled the Kingdom Building rules, including the following:

Magic item sales may never lead to more BP gained in a month than the total BP gained from all other sources combined--there has to be money flowing out there to buy all those items, after all. That immediately fixes the "cover 20 Golarions with magic shops" problem.

There are still plenty of ways to get money, though in her retool--taxation gives a few extra BP, and so do Economy rolls (divide by a lower number than 5 if you have more taxation). Trade agreements with other nations can bring in additional income, as can connecting hexes with rare resources to cities, and other things (depending on the religion of your High Priest, you can get some boons, etc). Maybe some day she'll post it all up on the boards (Perhaps favorite or reply to this post as encouragement if you'd like to see it).

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