Slow and steady economic growth is impossible in a game where conquering and slaughtering an entire city automatically integrates its economic output into your war machine. The solution to this requires only 5 minutes of your time.


First, modify the always-present governor's house building to massively increase corruption by default


Code:
				law_bonus bonus -10 requires is_player
				happiness_bonus bonus 10 requires is_player

This has no effect on public order, and doesn't cause small factions to lose that much money. However, the massively increased corruption will be noticeable when you just conquer a faraway settlement. It will probably even lose you money given how much you have to garrison it. As a result, it forces the player to take action


Code:
building admin
{
    classification trade
    icon trade
    levels admin_one admin_two admin_three admin_four
    {
        admin_one requires is_player 
        {
            capability
            {                
			law_bonus bonus 6
			happiness_bonus bonus -7
			}
            construction  10
            cost  4000
            settlement_min town
            upgrades
            {
			admin_two
            }
        }
		admin_two requires is_player 
        {
            capability
            {                
			law_bonus bonus 12
			happiness_bonus bonus -14
			}
            construction  10
            cost  8000
            settlement_min town
            upgrades
            {
			admin_three
            }
        }
		admin_three requires is_player 
        {
            capability
            {                
			law_bonus bonus 18
			happiness_bonus bonus -21
			}
            construction  10
            cost  16000
            settlement_min town
            upgrades
            {
			admin_four
            }
        }
		admin_four requires is_player 
        {
            capability
            {                
			law_bonus bonus 24
			happiness_bonus bonus -28
			}
            construction  10
            cost  24000
            settlement_min town
            upgrades
            {
            }
        }
    }
    plugins
    {
    }
}

Code:

{admin_one}	Bare Taxation Oversight
{admin_one_desc}
For factions that historically urbanized earlier than the rest, a modicum of administration to combat corruption. The locals do not appreciate the more efficient taxation though
\n\n For factions that historically urbanized later than the rest, a small degree of oversight in the tribute collection process
{admin_one_desc_short}
A modicum of administration to combat corruption. The locals do not appreciate the more efficient taxation though


{admin_two}	Modest Taxation Reliability
{admin_two_desc}
For factions that historically urbanized earlier than the rest, some dedicated offices for officials to combat corruption. The locals do not appreciate the more efficient taxation though
\n\n For factions that historically urbanized later than the rest, a more organized tribute collection process
{admin_two_desc_short}
Dedicated officials to combat corruption. The locals do not appreciate the more efficient taxation though


{admin_three}	Substantial Taxation Efficiency
{admin_three_desc}
For factions that historically urbanized earlier than the rest, many impressive government institutions to combat corruption. The locals do not appreciate the more efficient taxation though
\n\n For factions that historically urbanized later than the rest, a highly efficient tribute collection process enforced by trusted nobles
{admin_three_desc_short}
Impressive oversight to combat corruption. The locals do not appreciate the more efficient taxation though


{admin_four}	Intensive Taxation Extraction
{admin_four_desc}
For factions that historically urbanized earlier than the rest, a elite cadre of highly trained bureaucrats and excellent organizational efficiency to combat corruption. The locals do not appreciate the more efficient taxation though
\n\n For factions that historically urbanized later than the rest, an excellent tribute collection process carefully audited at all levels by reliable officials
{admin_four_desc_short}
Excellent organizational efficiency to combat corruption. The locals do not appreciate the more efficient taxation though

This "admin" building is carefully balanced to make it take time for the player to make a newly conquered region profitable. No longer can a Roman player with its capital at Rome conquer Antiochea and instantly rake in thousands of money per turn. Instead, it will take 30-40 turns of slow integration. Of course, it's up to the discretion of the modder to balance the costs and time.


Some of you may realize that this makes larger factions much more financially ruined at the start. The solution is to grant each faction a "treasury" in their capital at the start.


Code:
;;; Roman
				taxable_income_bonus bonus 80 requires factions { seleucid, }  and hidden_resource SW  and hidden_resource B  and hidden_resource y1  and hidden_resource y2  and hidden_resource y4  and hidden_resource n8
				
				;;; Seleucid 
				taxable_income_bonus bonus 80 requires factions { romans_julii, }  and hidden_resource EA and hidden_resource C and hidden_resource y1 and hidden_resource n2 and hidden_resource n4 and hidden_resource y8
				taxable_income_bonus bonus 80 requires factions { romans_julii, }  and hidden_resource EA and hidden_resource C and hidden_resource n1 and hidden_resource y2 and hidden_resource y4 and hidden_resource n8 and resource elephants


				;;; Ptolemaic 
				taxable_income_bonus bonus 80 requires factions { numidia, }  and hidden_resource EA and hidden_resource E and hidden_resource y1 and hidden_resource n2 and hidden_resource n4 and hidden_resource n8
				taxable_income_bonus bonus 80 requires factions { numidia, }  and hidden_resource SW and hidden_resource A and hidden_resource y1 and hidden_resource y2 and hidden_resource y4 and hidden_resource y8 and resource grain
				
				;;; Baktria
				taxable_income_bonus bonus 80 requires factions { romans_brutii, }  and hidden_resource EA and hidden_resource D and hidden_resource n1 and hidden_resource n2 and hidden_resource n4 and hidden_resource y8
				
				;;; Makedonian 
				taxable_income_bonus bonus 80 requires factions { macedon, }  and hidden_resource SW and hidden_resource C and hidden_resource n1 and hidden_resource n2 and hidden_resource n4 and hidden_resource y8
				
				;;; KH  
				taxable_income_bonus bonus 80 requires factions { greek_cities, }  and hidden_resource SW and hidden_resource C and hidden_resource y1 and hidden_resource y2 and hidden_resource n4 and hidden_resource y8
				taxable_income_bonus bonus 80 requires factions { greek_cities, }  and hidden_resource NW and hidden_resource D and hidden_resource n1 and hidden_resource n2 and hidden_resource n4 and hidden_resource n8 and resource grain
				taxable_income_bonus bonus 80 requires factions { greek_cities, }  and hidden_resource SW and hidden_resource B and hidden_resource y1 and hidden_resource n2 and hidden_resource y4 and hidden_resource y8 and resource grain
				taxable_income_bonus bonus 80 requires factions { greek_cities, }  and hidden_resource SW and hidden_resource D and hidden_resource n1 and hidden_resource y2 and hidden_resource y4 and hidden_resource n8 and resource grain


				;;; Epeirote 
				taxable_income_bonus bonus 80 requires factions { thrace, }  and hidden_resource SW and hidden_resource C and hidden_resource y1 and hidden_resource y2 and hidden_resource y4 and hidden_resource y8
				taxable_income_bonus bonus 80 requires factions { thrace, }  and hidden_resource SW and hidden_resource B and hidden_resource y1 and hidden_resource y2 and hidden_resource n4 and hidden_resource y8
				
				;;; Pontic 
				taxable_income_bonus bonus 80 requires factions { carthage, }  and hidden_resource SW and hidden_resource D and hidden_resource y1 and hidden_resource y2 and hidden_resource y4 and hidden_resource y8
				
				;;; Hayadan
				taxable_income_bonus bonus 80 requires factions { romans_scipii, }  and hidden_resource EA and hidden_resource C and hidden_resource y1 and hidden_resource n2 and hidden_resource n4 and hidden_resource n8
				
				;;; Pahlava
				taxable_income_bonus bonus 80 requires factions { parthia, }  and hidden_resource EA and hidden_resource A and hidden_resource n1 and hidden_resource y2 and hidden_resource n4 and hidden_resource y8
				
				;;; Saka
				taxable_income_bonus bonus 80 requires factions { pontus, }  and hidden_resource EA and hidden_resource B and hidden_resource y1 and hidden_resource y2 and hidden_resource n4 and hidden_resource  n8
				
				;;; Sauromatae
				taxable_income_bonus bonus 80 requires factions { armenia, }  and hidden_resource EA and hidden_resource  A and hidden_resource  n1 and hidden_resource  y2 and hidden_resource  n4 and hidden_resource  n8
				
				;;; Carthaginian 
				taxable_income_bonus bonus 80 requires factions { egypt, }  and hidden_resource SW and hidden_resource A and hidden_resource n1 and hidden_resource y2 and hidden_resource y4 and hidden_resource n8
				
				;;; Arverni
				taxable_income_bonus bonus 80 requires factions { scythia, }  and hidden_resource NW and hidden_resource A and hidden_resource y1 and hidden_resource n2 and hidden_resource n4 and hidden_resource n8
				taxable_income_bonus bonus 80 requires factions { scythia, }  and hidden_resource SW and hidden_resource C and hidden_resource y1 and hidden_resource y2 and hidden_resource n4 and hidden_resource n8 and resource wine and resource timber
				taxable_income_bonus bonus 80 requires factions { scythia, }  and hidden_resource SW and hidden_resource  B and hidden_resource y1 and hidden_resource  n2 and hidden_resource  n4 and hidden_resource  n8 and resource grain
				
				;;; Aedui
				taxable_income_bonus bonus 80 requires factions { gauls, }  and hidden_resource NW and hidden_resource  B and hidden_resource  n1 and hidden_resource  y2 and hidden_resource  y4 and hidden_resource  y8
				taxable_income_bonus bonus 80 requires factions { gauls, }  and hidden_resource NW and hidden_resource  C and hidden_resource  y1 and hidden_resource  y2 and hidden_resource  y4 and hidden_resource  n8 and resource textiles and resource furs
				taxable_income_bonus bonus 80 requires factions { gauls, }  and hidden_resource SW and hidden_resource  C and hidden_resource  n1 and hidden_resource  y2 and hidden_resource  y4 and hidden_resource  n8 and resource marble and resource timber
				
				;;; Getai
				taxable_income_bonus bonus 80 requires factions { dacia, }  and hidden_resource NW and hidden_resource D and hidden_resource n1 and hidden_resource n2 and hidden_resource y4 and hidden_resource y8
				
				;;; Sweboz
				taxable_income_bonus bonus 80 requires factions { germans, }  and hidden_resource NW and hidden_resource C and hidden_resource n1 and hidden_resource n2 and hidden_resource y4 and hidden_resource y8
				
				;;; Casse
				taxable_income_bonus bonus 80 requires factions { britons, }  and hidden_resource NW and hidden_resource B and hidden_resource n1 and hidden_resource n2 and hidden_resource n4 and hidden_resource y8
				
				;;; Lusitani
				taxable_income_bonus bonus 80 requires factions { spain, }  and hidden_resource NW and hidden_resource A and hidden_resource n1 and hidden_resource n2 and hidden_resource n4 and hidden_resource y8
				
				;;; Saba
				taxable_income_bonus bonus 80 requires factions { saba, }  and hidden_resource EA and hidden_resource E and hidden_resource n1 and hidden_resource y2 and hidden_resource n4 and hidden_resource y8

Use either hidden resource checks in the governor's house building, or even a treasury building placed at the player's historical capital by the script at the start of the campaign, to give the player a much-needed baseline to rely on.


The end result is that the player's economy by default is good enough for survival, but to truly expand and thrive, the player must conquer and integrate new regions one by one. Blitzing is no longer necessary, and slow gameplay is enjoyable and even rewarded