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usually there are multiple conquered fiefs to defend. if you just patrol around your new fiefs you should be good. go insife if army approaches to reqconquer. if your party is beefy enough they will head to another fiefdom. worked at least for me.
you can give back fiefs in kingdom menue for a new vote without your clan.
end of story.
The fief needs to have time to build up its prosperity, so if it's on the front line in war, it's going to be difficult.
I am not sure I would rely on militia alone to defend a city though. So set up a decent garrison and when the time comes, participate with your (hopefully) elite party in the siege and just massacre attackers that way.
Governors Handle Issues: The quests that various notables give you will be completed by your governor, so you don't have to babysit. You can customize which quests they do, if they fail, costs, and more in the MCM.
Kingdom Politics Expanded: This makes the AI much more open to more policies. You can actually get Forgiveness of Debts and other policies enacted, and lords will support them. You'll even see other factions put in (and remove) these policies as needed.
There are mods that also change the culture of a fief to whoever owns it. I've seen some that are instant and others that take time. It helps by getting rid of the -3 Loyalty debuff. If other factions capture your fiefs, the culture will shift to them. Overall, it really cuts down on rebellions, so if you're trying to snag some as an independent, it's more difficult.