I like the addition of alley ownership which came with patch 1.1, but they don't serve much purpose other than giving a small (but steady) income and roguery experience when we defend them. I will suggest 1 small changes to make them much more functional, and better for the core gameplay loop.
1) When we own an alley in a town, we should be able to sneak in to that town 100% of the time.
2)This is the big one; we should be able to store/garrison as many units as we can rather than a max number of 10. Only the first 10 should be exempt from wages, and the rest should be paid normally or a discounted wage. This would give the alleys a "hideout" functionality. But that's not all, similar to how garrisoned troops increase a town's security, stored/garrisoned troops in an alley should give a malus to security (at a greater rate than regular soldiers if they're bandit troops). This would cause towns to rebel if there's sufficient "criminals", thus making it easier to take over.
Gang leaders with negative relationshipinto the player in player-owned towns should also passively amass troops with a limit in order to rebel, which would give the player something additional to do in peacetime in thenform of garrisoning extra troops (thus higher daily wages) or routine cleanups by the player (but this "criminal build up" should not happen in AI owned towns as this would result in all towns frequently rebelling).
1) When we own an alley in a town, we should be able to sneak in to that town 100% of the time.
2)This is the big one; we should be able to store/garrison as many units as we can rather than a max number of 10. Only the first 10 should be exempt from wages, and the rest should be paid normally or a discounted wage. This would give the alleys a "hideout" functionality. But that's not all, similar to how garrisoned troops increase a town's security, stored/garrisoned troops in an alley should give a malus to security (at a greater rate than regular soldiers if they're bandit troops). This would cause towns to rebel if there's sufficient "criminals", thus making it easier to take over.
Gang leaders with negative relationshipinto the player in player-owned towns should also passively amass troops with a limit in order to rebel, which would give the player something additional to do in peacetime in thenform of garrisoning extra troops (thus higher daily wages) or routine cleanups by the player (but this "criminal build up" should not happen in AI owned towns as this would result in all towns frequently rebelling).