Business House Rules

Rules Stuff
My hand at adapting the rules found here for my current campaign.
Business Centers Changes

Unlike the rules in the PDF centers do not give you all the buildings in a single hex. You only control the buildings you build/rent. Centers give you the ability to build/rent a building in the hex it was built. Without a center or a trade route connected to a center in a hex, you are unable to buy/rent any buildings in the hex.
Instead of centers only being represented by a guildhall, you have the option to declare any of the buildings on the center list a center when you build/rent it. When you use the building as a center you do not gain the advantages for it being a service shop or special facility. You gain +2 to economy checks if you build and own the center and do not gain it if you are renting it.

Trade Routes
Trade route, Land [Only built by business] (requires road or canal on hex. grassland 4 bp, hills, forest and mountain 6 bp, swamp 8bp) A trade route is a safe, sanctioned passage that a business can use to ship goods much further than it normally could.
Company buildings connected by trade route gain the benefits of all connected center facilities as well as considered meting all prerequisites for owning all the connected buildings.
+1/2 Economy, +1 Stability

Trade route, water[Only built by business] (4bp water hex, fleet)
A trade route is a safe, sanctioned passage that a business can use to ship goods much further than it normally could.
Company buildings connected by trade route gain the benefits of all connected center facilities as well as considered meting all prerequisites for owning all the connected buildings.

Starting Buildings and Research
*When you start your company choose 1 center,2 center facilities, 2 service facilities, 2 shop facilities, and 2 special facilities from the lists these are the buildings you may construct. You can research additional buildings/center facilities by paying 1-3 bp/month until the cost is paid then add it to your list of things to construct. You can stop and start this research any time picking up where you left off. You may also attempt to research buildings or center facilities that are not on the list by spending 2 bps to see if it is a possibility. If it is you will also be informed what list it is on (if any). After that you may research and construct it as normal.

Benefits of Buildings
For kingdoms the limit for buildings is 1 type of building/city district (houses and tenements have no limit/district). As Businessmen your limit is 3 buildings of 1 type per district. Kingdom buildings and buildings owned by other businessmen count against this limit. The kingdom still only gets the benefits as if there was only one building of each kind for each district no matter how many there actually are. This limit includes the buildings influence on the base value of the city.
Some buildings give a reduction for constructing other buildings. For example the guildhall halves cost of Pier, Stable, and Tradesman in same city. Reductions do not stack you use whichever is better. Reductions apply for everyone including other businesses and the kingdom.
Limitations such as one per city, or one per kingdom still apply to businesses.

Unrest
When you construct buildings that generate unrest like tenements and black markets it only applies to the kingdom in which you construct it.

Magic Item Economy
There a limited number of magic items that can be sold each month. This is determined by the size of the kingdom and the kingdom’s current trade agreements.If there is more items to sell than the kingdom is able the kingdom’s Magister has final say on which magical items are sold.
You may also attempt a magic item if it’s cost is less than the base value of the city it is in. Doing so does not count against the number of magic items the kingdom can sell for the month. Each city can purchase it’s gp value worth of magic items from each company each month.

Base magic item profits: 2minor; 8 moderate; 15 major for each magic item of that type sold

modifiers|Minor Items|Moderate Items|Major Items

No Taxes|0|0|0
Light Taxes|0|-1|-2
Medium Taxes|0|-2|-3
Heavy Taxes|-1|-3|-5
Overwhelming Taxes|-1|-5|-10
[/table] The taxes taken from your magic item sales are given to the kingdom in which the item was sold.

Unlike kingdom scale magic item selling, your items need not meet the 4K gold piece minimum to be able to generate you build points.

Renting to other Players
If for some reason you wish to rent a building you own to someone else you follow these steps.
First Negotiate a price and how long a period you are renting the building. Those with more expensive buildings often ask for a number of build points at this phase
Second The owner of the building removes all benefits of the building from his business statistics and instead adds 1/10(rounded down) of the rented building’s cost as build points each month. If the building cost less than 10 bp to build instead he divides by 5 (min 1) and adds it to economy checks. When you stop renting out the building you loose the economy bonus and regain all of the buildings regular attributes. The renter of the building uses the normal rules for renting buildings found in the PDF only ignores the costs half the original build points part.

Buildings listed by category
Centers

Center Facilities

Service Facilities

Shop Facilities

Special Facilities

Hex Facilities

Vanity Facilities

Business House Rules

Kingmaker (skype) aquateenflayer