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First priority is clans that have no fief, they will pretty much every time come up for votes till they get one.
Then its basically the factors aflicted mentioned with the proximity factor being pretty important.
Afaik there are two more factors at play, one is the military power your clan brings to the kingdom, so many strong parties give some more voting weigth and there is also a certain bonus if you took part in conquering the fief.
The proximity thing works if there is at least ONE fief closeby, so if your two powerfull clans just got a single castle in the area they didn't have fiefs because they had enough voting weight from other factors, going onwards they'll get the proximity factor from that.
with clan lvl 4-5 you get maybe 3 fiefs.
and max clan lvl 6 you get 5+ fiefs, if your faction is strong enough.
and you dont need any fiefs... influence, money, more troops... you get all of that enough without any fiefs. (but again, you will always have 1+ fiefs)
Honestly, there isn't such an easy system in place, last game I gathered up 3 towns and 4 castles while being a lvl 4 clan vassal, just by being the only one in real proximity and taking those fiefs.
Like, those clans are doing a lot of work don't get me wrong, it's just kinda frustrating from a perspective of wanting to see my clan prosper. It just feels embarrassing to be the king and have so much less political weight than other clans.
Ofc it will somewhat piss off the clan you took it from.
It's by far the easiest to secure your towns in the independent phase, and be content with what you got.
Definitely my plan in my current play-through is to stick with a kingdom until I have 3 cities and a few castles, then become independent, found my own kingdom, and only hand out the castles to clans I intend to recruit.
Then later try revoking them or something to create more cohesive blobs of vassal clans.
First instance the clan got all fiefs up for vote then defected.
In the second instance I had to circumvent the votes (after they had their fill) costing a lot of influence and even then it was just the same 3-4 lords. So my final empire had some clans with around 8-10 fiefs, others with 1-2 and some somewhere in between.
https://steamcommunity.com/app/261550/discussions/0/4910566145636720439/?tscn=1597597559
There could have been changes since then, but at least you can see the intent TW had for the mechanic.
Note: The most common issue for players, IMO, has been having tons of monies in inventory thanks to Blacksmithing/cheats/econ/whatevs, and missing out on the bonus. For new clans coming into your kingdom, they likely just don't have the resources that the mechanics think they should have, so they get candidacy and you don't. /shrug :)