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I often end up putting a rally point down when I want an area taken by my ally and hope the right one goes for it. To ensure they take it, I often put an army nearby to ensure they win the battle.
The decision was made then to remove it starting with Shogun 2. ToB is hardly the only TW game to not have the mechanic: Shogun 2, FotS, Rome 2, HatG, CiG, ED, Attila, and AoC all do not have a region trading mechanic.
The original/classic TW design or system never really lent itself to the mechanic. It came into force with RTW, and was very exploitable and wonky from day one.
The reason it can be seen as more viable in something like Troy, is because Troy follows on the TW3K formula, i.e. it fundamentally breaks with the classical TW design. 3K and Troy are both "Romance of Three Kingdoms" esque, character-driven games with battles and strategic army use grafted on. These games are fundamentally different from pre-WH TW, and even significantly different in design from the TW WHs in several ways.
That said, this is all in theory; in practice the mechanic is still potentially very problematic anyway, as this thread in the Troy forums attests:
https://forums.totalwar.com/discussion/273882/heres-why-region-trading-doesnt-work
As the thread above illustrates, other mechanics such as the liberate-region/resurrect function were removed or eschewed. It's pretty straightforward to see that such decisions would be made, so as not to mess up the character-driven design. The point being, region-trading comes with other compromises, if it is to mesh with the other design elements.
When it comes to Thrones of Brittiania, this game (ToB) is very much built on the classic, pre-WH, TW formula. Diplomacy mechanics that came to fruition within that formula, such as "liberate" or "annex," have a proven track record (over multiple titles) of effectively meshing with the other gears within the formula, and are in the game. The lack of a region-trading function makes sense because it, by contrast, has a track record of being wonky within the formula.
The most awesome in depth explanation that I don't understand, thanks.
I'll summarise for you: The developers had to make choices. This one was seen as more trouble than it's worth, and so it didn't make the game.