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For later in the game you can unlock some privileges that halve this exclusivity penalty and make it easier for you to focus on multiple estates.
However, I do not see any value added for the game with this mechanic.
we get how it works, we don't get why this mechanic is in the game to begin with, what is the point of this mechanic. if its only to somewhat force replays of the game, this is the wrong way to go.
Secondly to make it harder to unlock everything though still making it possible to do so if you go the right way about it. It adds a layer of progression and management of which estates you will choose and in what order etc. That will be further developed with the reworks for the other two estates and their unique buildings like the new clergy monastery and its mechanics. (The whole process takes about 20-30 hours by my estimate to unlock everything in the game if you know exactly what you are doing)
What real world experience do you have living as a peasant, clergy, or noble? Very interested to hear about these time travel adventures. What it comes down to is that in history, the masons (laborers), clergy, and nobles were always in a power struggle one way or another, so of course there would be penalties to trying to work with everyone when they don't want to work with each other to begin with. The mechanic makes sense from a historical point of view.
You can build markets without getting any labour splendour.
You can build a keep without getting any kingdom splendour.
You can build a church without getting any clergy splendour.
Hell, you can even build a monastery without getting any clergy splendour, just not the chapel function.
Goods/Food or "higher tier" markets (goods, luxury stalls) are not locked under any estate but in the common path for you to unlock regardless of which estate you focus on.
There are missions that once completed will give you influence with an estate while reducing your influence with another, but that is influence. Rating is decided based on splendour and that is gained only by building as the word implies splendour has to be reflected on something substantiated in the village.
As you can, I have no idea why you would start tearing things down. By simply progressing with one of the estates you can unlock the 50% penalty reduction privileges for the other two estates, afterwards it is simply a matter of building a slightly larger monument for the other estates to balance the rest of the scales.
I'm sure there's a perfect, or least better way to do it, but it requires a balance that feels overly restrictive. In my current playthrough, I ended up building a second fortified keep that I didn't really want in order to access military fort splendor, lest I have to build even more later, and took it down when I needed to gain fortified village from labor. I guess the only right answer was to do that first. That also required a bunch of banners on my great hall, that I later took down to get clergy out of the negative. Sure, I could have built a bunch more rustic halls and bell towers that I didn't have resources, room, or a use for, but it's faster and easier to build a few, and also take down banners. I guess I built one or two things I should have held off on. I probably wouldn't comment on the matter, but I keep reading that the need to demolish buildings is against the developers' intentions, and yet it seems central to my strategy. My village will survive.