I'm talking about the code and practices. I explained to you why this is not the case in real life by giving you a real example. You are claiming that you are a Software Engineer but it appears that you never worked on a project that is tightly time-bounded. Do what works - make it pretty later is always the main approach whether it's a military project or game. As long as the deadline is close and you are outnumbered, you don't care about patterns and go full-on waterfall most of the time.
I worked as SE for almost two decades in four countries (Turkey, Belgium, Canada and now Germany,) all projects I worked on were "time-bounded" just as
any engineering project is time-bounded by definition. If you cannot make the deadline, it is obvious that you failed your analysis stage; particularly if you are doing waterfall... Besides, which waterfall methodology is it without proper analysis, design, testing etc.? Lol...

Waterfall was abandoned because it was taking longer to produce software with it. I don't even understand how you can make the switch from any methodology to waterfall "at the last minute." Maybe you meant going full-on Extreme programming? Who knows at this point...
That's hardly a skill - foresee that TW won't be able to deliver a game within a year. I'm a Software Engineer but even non-engineers were able to guess that. It's not rocket science.
You earlier said, "Only reason why we are able to criticize TW is that we are able to see it's source code right now." If you read my linked message you will find that
I criticise the lack of engineering practices along with Testing and QA, long before I read any piece of code. This is still my whole point. So that message was obviously not just about some estimation.
Genius coding solutions have nothing to do with following engineering principles. For example, you can have a really robust and functional codebase that is not following Liskov substitution principle and greening all the test cases. You can also have something that fulfils the latter but then you have to spend more time on the project because designing and decision making also takes time.
No code that does not follow engineering principles is "genius." An abstract solution can be genius, but the code has to be principled.
Feel free to disagree but I'm not talking about the times of Teknokent - I'm not talking about 2010-to our date. Last 10-11 years, they were already popular and the game was selling quite good. I'm talking about the times when Armagan first decided to go for it. We are from the same University and I had chat with his thesis supervisor professor. Apart from other stuff, he said "He was quite clever and knew what he was doing. I told him that he shouldn't waste his time with games and should join to military simulation companies or should stay here and work with me on SIGGRAPH papers. But he wanted to make games and his business took off very rapidly" - so at that time, even "educated" people looked down upon Game development and dismissed the idea. Now you can think about how average joe thought about games back in those days. And even in Teknokent times, whether you envied or not, TW employees were getting less salary than what their peers were getting in other companies. I'm not tracking their salary or any salary bracket in Turkey anymore, but I'm pretty sure they are still not getting a fancy salary - compared to Ubisoft Montreal vs Montreal based company.
Ok, I do not totally disagree with you here. And the reason I never went into gaming industry is literally because their budgets and my expectations would never meet. I just feel that game development "seen as garbage" is a bit exaggerated; but I am ready to relent here, particularly because I suck at the social aspect of any discussion
Tbh, You are not in a position to advise me anything actually since you have no idea about my experience or whatsoever. Still, to explain what exactly is going on, I never said: "testing can be optional". Again, you falsely assumed that I said this.
You are keep saying what they should have and I'm telling you what they have right now and converting this to that is not possible in any near future. That ship is sailed long ago. Unless you are not aiming to become their consultant or whatever in the next game, I think there is no point in discussing this. You should go back to the topic and provide direct suggestions to TW about how they can make this game more moddable. But don't suggest things like "Architecture change" since you are not Ken and this is not a Barbie World. Be realistic and do your suggestions based on that. You may be saying "Why? I don't care about modding" then you can just drop it. No need to discuss further that.
I am criticising lack of SE principles at TW, and "testing and QA" is not just the majority of my criticism, it is also the phase of development that arguably takes the longest time to complete. So, when you defend TW approach by saying that principles can be avoided for a "black-box"(?) project to save time, you implicitly deem lack of testing and QA as acceptable within the context of this discussion. I wish you explicitly excluded testing from your argument; it would still be wrong but still...
From your messages thus far, it actually does look like I should be able to give you some advice in SE. But "whether I should" is, of course, a totally different matter. As to my intention here; I am merely trying to correct some mistakes made by one of my favourite gaming studios. I work in Germany not Turkey; and my rates are not compatible with the gaming industry (or any other company in Turkey.) So while I would love to work as consultant in gaming, the only realistic option for me is to create my own studio which is something I am already planning. That said, most autistic people with ADHD will tell you that our plans rarely see fruition... So we'll see
There are many reasons as to why
we should be discussing the mistakes that hindered TW from creating a better game. I understand that it is a bit late for Bannerlord, but I also know that it is possible to recover from past mistakes. I imagine TW refactored a lot of code, redesigned(?) and reimplemented various components. Employing engineering principles would have saved them all that lost time and effort.
Similarly; employing a principled SE methodology today might save TW from such failures in the future, both in Bannerlord and future projects.
Also, being from Turkey, I want nothing more than to see proper engineering done in my homeland. I have this naive hope that discussing these issues will not only benefit Bannerlord, but will have some positive impact on gaming industry in Turkey.