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2. Yes, you can recruit an entire settlement by using different recruiters to circumvent the negative opinion mallus. Some people that's close relative to its leader won't leave "normally" though.
3. The whole settlement won't go away if you nab one of its people, unless that guy is the last remaining guy in that community.
I restart/refresh the map until I get a somewhat decent center map area, ideally a flat open space near a creek so that I don't have to build a well right away and I can see enemies coming from all directions, plus a flat space is just a nicer aesthetic to build on generally, bonus if there's a forest nearby for hunting wildlife/chopping wood.
My build always starts with a small basic camp, with a tent or shack, a campfire, a well, a toilet, and a ideally a wire fence around it (you can shoot enemies through the fence with arrows). I will then just build adjoining areas to that camp once I get more crafting materials, generally cabins and barns for storage, crafting buildings, and another barn with a small farm and another well for convenience. I then work on building more wire fences around that and will stick a basic watchtower in the outermost corners. Note that the buildings will act as obstacles so you don't have to build the whole fence all at once. As I advance, i build a perimeter fence with watchtowers, the purpose of this is to keep looters out of range for throwing Molotov cocktails at my barns/farms/animals/people. The extra building space near the edge of the perimeter is useful for farmland, kilns, mines, but I keep my storage buildings with valuables closer to the center and camp area (which has the most traffic due to the campfires and therefore the most amount of people to defend it), though I don't think looters really try to damage buildings, it always seems like their molotovs are just aimed at me.
You will find settlements with communities of looters that you can kill but it will take some building resources to renovate/claim ownership of existing structures, you can just take ownership of the gates to start though. If you leave the settlement untouched, there's a good chance a random refugee/raider group will claim it and start a new small community.