http://paizo.com/threads/rzs2kqjx?Kingdom-Building
"Anything counts as adjacent; left, right, above, below, diagonal, or even across streets.
But you can't "double duty" a house. Once it's used as a prerequisite for another building, it can't serve as a prerequisite for a second building."
Is there a limit on the number of districts you can have in a city?
Not really. A GM can certainly limit the number of districts a party puts in a single city if he wants, but multiple districts would be the only way you'd ever be able to model a really BIG city, after all. A city the size of Westcrown would take, IIRC, nearly 30 city grid districts.
Of course, your kingdom needs to be able to AFFORD all of those districts!
I read somewhere that some rules for hiring low-level adventurers to take care of problems around the nation were cut for space. Any chance we might see those rules here?
Sure! During the event phase, you can...
Hiring Adventurers: By hiring adventurers, the PCs can effectively purchase one time bonuses to any Economy, Loyalty, or Stability checks made as a result of a kingdom event. A group of low-level adventurers (level 1–2) grants a +2 bonus on the check but costs 4 BP. A group of mid-level adventurers (level 3–5) grants a +5 bonus on the check but costs 8 BP. A group of high-level adventurers (level 6 or higher, but never higher than the PCs’ Average Party Level) grants a +10 bonus on the check but costs 16 BP.
2) exotic craftman don't have an economy bonus, isn't it a typo ?
Yup; typo. Exotic craftsman should grant: 1 minor item, +1 Economy, +1 Stability.
If you have a magic item slot open, and roll a 3rd level potion for the random item. It is worth 750 gp. In the Income Phase, it says that items that cost greater than 4000 gp can be attempted to be sold off.
As written, there isn't anything to cover selling items of a lesser value - other than the PCs buying it up to open the slot.
Ah. Yes. Items that cost less than 4,000 can't be sold off. It's just too cheap to really have much of an impact on your national economy to make a difference; it'd be like the US government selling a single TV to try to make a dent in the deficit. Doesn't really help. Only selling items that are worth 4,000 gp or more can help bolster your kingdom's treasury.
If you have a low-cost magic item that's "clogging" a magic item slot, and you want to get rid of it but no PC wants to buy it, you can "sell" it during the Income phase by making the Economy check; if you're successful, the kingdom's treasury doesn't increase but you do open up the item slot.
Of course, if you prefer to just ignore the 4,000 gp limit, that's fine too. The system can bear that kind of hand-waving, I suspect. ;-)
*Glances at bottom of page*
Page 1 of 980.
980?! Good greif! I'm just going to go with the stuff I've found so far and leave it at that. Jeez. And yes, I'm going to hand-wave "minor magic item" will always be a non-specific item worth at least 4k. I don't need the hassle of rolling specific items any more than players need the hassle of selling off minor items with no benefit.
Also, Tim found this handy little chart:
https://kamedon-kingmaker.obsi.../wikis/building-tree
This message was last edited by the GM at 21:37, Wed 26 Feb 2014.