Agree on controlling multiple alleys in a town, though I think if you have a "monopoly" on all the alleys you should really be under constant attack.I absolutely love the new additions made in patch 1.1, especially the addition of taking over backstreets and it's defense event, but I would like to offer some suggestions to make the feature even better:
- We should be able to control more than 1 alley in the same town, and if we control all, we no longer should have to worry about them being taken over. It would also feel incredible being able to control a town's production and mafia without even owning it for roleplay purposes
I think the income is fine, problem is I don't think gangs scale to Prosperity.- An alley's income should be tied to more than just the 2% of a town's prosperity, things like security and our companion's roguery skill should also affect the income
Yes, but if you have 3 alleys in one Kingdom you are going to be gaining +1.5 Crime Rating a day, so that would be +0.5 a day.- The daily crime from owning alleys should be increased, its current criminal rating generation is too low to make a difference; a hideout gives +0.5 crime rating per day, while crime naturally decreases by 1 every day. An alternate proposal would be to add a floor value to the crime rating based on the number of alleys we own in the same faction (something like 15 crime rating minimum for each backstreet as an example)
Not a bad idea.- If the town's loyalty is low enough and we own a backstreet, we should be able to incite rebellion; if we're succesful in fighting a handful of town guards in the town centre, the town loyalty should become 0 (like in fourberie mod)
Eh I don't think making Companions effectively Notables is good idea. What happens when you remove them or add them back to your Party? Or would it be permanent and why would you really want to do that?- If we own a back alley, our assigned companion should become a new (gang leader) notable for the town, and they should give us the regular quests given by gang leaders.
Distinguished Troops mod is your buddy.I hate that you have to leave a companion everywhere. With all the things that require leaving a companion here and sending one there, you're left with no companions to actually be your companions
I think, that the gangs in the game are already too big. Sometimes, there are about 7 or even 9 thugs guarding an alley, and I can't imagine how is this possible to take over such an alley without having a hord of children or companions (given that some of them are already controlling some alley, so they won't participate in a fight). I'm sure there will be people who say "Hey, I can easily beat 9/20/9000 people solo without losing a single HP", but I'm definitely not one of those.Higher Prosperity Town > Harder to take over (big gangs)
Simple solution - that really doesn't 'break' the games balance. They are already way more expensive than regular troops (+buying equipment) to counterbalance their near-immortality and added skills/perks/benefits.Distinguished Troops mod is your buddy.
If not... well there has to be a significant tradeoff. Otherwise you are just gonna put people everywhere.
Will the wages/upkeep/upgrade costs of troop units be relooked at or is TW content where they are currently?The alley strength is dependent on their owners power score.
That's what Distinguished Service (the mod) does.Or just remove the cap as tied to clan tier. I should be allowed to hire 20 companions if I choose, try and maintain 20 separate parties without bankrupting, have them all sit in a town to dominate that arena/reward/stash, or create a companion only party.
na disagree most time Dey got pitch forks polarm that rare back da mount and not all nobles have large party’s but mix that up with some highwayman boom u got pikemen and skirmisher cavalrylooters are mostly useless to have in a party (except if we want fodder for medicine exp) due to not being able to upgrade
Don't like the limits as they are but this is a fair thing with the current system so you can either be focused all-in for alleys, or balanced ratio mixing it up with caravans, governors, or roaming parties, or stronger role party units; which I think is what TW was going for. Before all that consideration goes out the window once you have kids (unlimited companions).The bottleneck is that unless the plan is to use all companions to hold onto territory, or use a mod to give more companions, there are still limits.