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Nope.
With towns you can dump a load of food in the market, with castles you have to manually control the size and quality of your garrison to not overload the villages attached to it (you'll want to do that anyway, you can easily bankrupt yourself with a few large garrisons).
Settlements additionally have economic and justice policies. You can encourage mercantilism and don't charge tariffs on trade, which will bring in more caravans. Slave trade can be taxed by the ruler. I don't know if AI plays by the same rules, but it seems to do just fine financially.
BTW, slavery laws mostly affect imperial settlements and if you take over imperial town as Battania, for example, you can do cultural conversion and get rid of slavery. Slow going though, 24 years in and I am not even half way through. Slavery negatively affects prosperity, but you can use state owned slaves for infrastructure projects.
Food which the next party coming through the village might buy?
The importance is the heart growth of the villages. Bigger that is, the bigger is their supply to the bound castle/town. If they get raided that will hurt a lot.
2) if your fief dont have enough food, change your tier 2 or 3 garrison with your best T5 soldiers. they eat all the same.
3) use buildings or kingdom polices for higher militia in all fiefs.
they dont want money or food.
If you want to depend on militia you need to make sure you got a good loyality rating though. Eventhough castles can't rebel, not necessary the militia will do much if they not loyal.
but enough that the melitia will do his job for meatshield.
loyality (and security) have influence on everything in a fief.
every player will lern sooner or later, how to improve this both >50 to avoid his fief to be worthless. (and 50 is not good, at least you dont get drawbacks)