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'til I learned "packet loss" was caused by "servers"....
/sigh
https://en.wikipedia.org/wiki/Packet_loss
The first, most common culprit, is going to be troubles along the route between your computer and the destination (server). You absolutely must check this from your end before ascribing a "cause." And, it's not terribly difficult to get at least a reasonably accurate diagnosis you can then act on.
It's possible, entirely possible, that the network servicing those multiplayer servers is being hammered and attempting to throttle in order to compensate. (Or is just plain freaking out because it's overloaded) That's possible. It's also possible if TW is paying some random guy to host their multiplayer servers out of his garage... Or, if they've just decided to save some money or.. something. But, while possible, the most likely cause for "packet loss" isn't going to be a professionally managed provider.
A server can, as well, just be a low-budget piece of junk never designed to handle or process that much data... in a garage.
But -
The first thing you must check is your own environment. That's where you have the most control and the most capability of diagnosing problems AND fixing them. Check your own computer, it's connection to your local network, that connection to your modem, then that connection to the destination server.
If you don't know the destination server, you can likely find it by looking at the connections your computer is making when you start the Bannerlord multiplayer service. You'll see several connections being made and the local programs and services that are making them.
To do all this, you need to use two programs or so, all included with Windows 10.
https://www.howtogeek.com/235101/10-ways-to-open-the-command-prompt-in-windows-10/ (to open a command prompt, which you'll need to do for the below)
https://en.wikipedia.org/wiki/Netstat#Windows (To see what connections are being made and what is making them. Also, not shown, use the "?" to get a list of available swtiches to use with netstat)
https://support.microsoft.com/en-us/help/314868/how-to-use-tracert-to-troubleshoot-tcp-ip-problems-in-windows
You need to first check your connection from your computer to your network router, then to your network's modem. Many home networks have a combined network/modem. If so, you just need to know that internal IP. It's generally a standard manufacturer-specific network IP, which you can find here: https://www.softwaretestinghelp.com/default-router-ip-address-list/
Or, do this: https://www.computerworld.com/article/2474776/network-security-find-the-ip-address-of-your-home-router.html
Once that connection checks out with no errors or loss indicated by traceroute, then you start expanding by checking the IP address of the Bannerlord Multiplayer servers (which you'll have seen Bannerlord trying to connect to using netstat).
Nodes along this route may show that they did not respond, yet the route check continued to its destination. This is not uncommon and does not mean that node is the problem. It's simply an easy way for a node to prevent having to respond to ping requests and to avoid ddos attacks. You may see that when the route reaches a main network domain before continuing on into sub domains of that hosting network. Don't be worried in that case. You're looking for obvious signs of trouble.
You CAN get your internet provider involved. You are paying them to manage your connection and to provide technical services. Your connection quality is THEIR responsibility at a certain point and they should be able to easily tell you where the problem lies.
If you don't feel like doing the above, then call your ISP and get them involved. Get them to tell you where the problem lies with your "packet loss" issue.
Note: Far too many people take offense when someone makes a suggestion regarding their own equipment or connection with suggestions that these things may be sub-optimal... I'm not criticizing you as a person when I suggest you need to first examine your own environment and your connection to Bannerlord MP servers. It could, for instance, be entirely the fault of your ISP or some node outside of either's responsibility that could be causing the problem.