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https://www.nexusmods.com/mountandblade2bannerlord/mods/5627?tab=description
https://www.taleworlds.com/en/Games/Bannerlord/Blog/89
Settlement projects can be constructed in both castles and towns, with villages receiving bonuses from the castle or town they are connected to. With the massive increase in settlements that we have in Bannerlord, we felt that having to micromanage settlements all the way down to the village level would, over time (as your territory grows), become overbearing and tiresome to manage.
It might be a lame reasoning, depending on your overall view of this cancelled feature (or TW in general), but the did make a note as to why villages weren't being pursued for settlement construction.
See? Finding a link to back up a claim isn't hard when it exists. :)
If you can't back up your argument, that's fine. So far, you've only said one thing that devs supposedly abandoned, and I provided the information to show you were wrong.
Wonder how players would feel if they end up be the "Lord" over 20 or so villages, and end up have to micro manage every one of them. tbh I think TW did a good choice from shifting focus to fight and battles and not "bob the builder" -)
From the same dev blog:
Overall, we feel that settlement projects are a great way for players to tailor their fiefs to perform specific functions within the kingdom. Settlements deep within your territory might be better suited to producing food or bolstering your finances, whereas a castle bordering a hostile faction might be better suited to becoming a military stronghold from which to protect your lands and project your strength.
I don't think they did this well. If you build your castle to be an impregnable fortress so you can focus on building prosperity/infrastructure for your towns, what does the AI do? They just ignore the castle and go for the weaker city.
I could pull some ideas from my Handy Colon Carrying Case, but I am disappointed TW did just enough to make fief management be a thing without giving it much (if any) depth.