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If you want to fight the baron, you will be grateful to have as many retinues as possible. Retinues based in a different region might also have a shorter distance to walk to destroy bandit camps, and can react more quickly to raiders invading your outer settlements.
Not really a problem. I have never taken the trade perks, and my trading works fine:
https://steamcommunity.com/sharedfiles/filedetails/?id=3262218208
Oh yea, very good point! The policy that increases deer breeding is particularly useful for settlements with poor soil fertility... makes it possible to get a lot more meat from animals by employing multiple hunters camps:
https://steamcommunity.com/sharedfiles/filedetails/?id=3262234539
I was looking into this because I felt the same way you did but then ran into an issue. It's not always possible to do all of the crafting trades in your main town/city because armor, for instance, requires development techs unlocked and they may not be ideal.
So in those cases you would need to build up the armor chain on another town which means upgrading to at least level 3. At that point you start to get a penalty on order. Given that and the additional benefit of more retinue, this would be a case for additional manors.
Then of course there's unlocking a policy, which you'll def need if it's a hunting/fishing ground. It seems to me that ultimately you will want one in each town.
I have no idea why you would NOT build one manor in each region.
1. You can get tax in the region to make money without combat.
2. You get a retinue that you can expand for self defense (if you choose to expand them),
3. You can tithe excess food for Influence in every Manor (1 per region). The more you have, the faster you can gain non-combat influence.
4. Policies (as Captain#Crunch already pointed out in the thread).
I personally like to play with little combat .. that means ways to make cash and influence without fighting become very important to my particular play style.