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