Quote Originally Posted by Redmeth
I think I understand your approach, interesting but the late game money seem too much.
Think about you're playing against a faction in the late game and you beat their troops you raid some towns, blockade their ports and you still can't bankrupt them or make a dent in their treasury and they just keep coming at you with fresh troops and mercs and by then their empire will be pretty big so you just can't siege all their cities. Even if you limit the merc availability there's still gonna be some available.
Try and put yourself in the place of a player fighting them not just looking at the way the factions expand and army compositions.
Too bad there's no and Treasury < ArmyUpkeep-10000 or something similar, damn it why so few variables....
There are 2 things to have in mind with this approach:

1. The other factions must be accordingly balanced. For instance, Baktria must also have lots of money in order to survive from the Parthians, but on the other hand, the Seleucids will have their finances heavily cut because I really want them to be overrun by the Parthians. But since I can't let the Parthians take the place of the Seleucids, I'll have to give also lots of money to the Romans and remove from Greeks, Maks, Epeiros and Carthaginians, so they will be crushed by the Romans. The difficult part will be to let Armenia get enough money to survive both the Romans and the Seleucids.

2. The values still require a lot of testing, specially for Romans and Parthia (the latest big players in the game). If I realise that they can produce more than 200K Mnai each turn, even after paying their upkeep, then I'll put another cap like:

Code:
monitor_event FactionTurnStart FactionType parthia
and Treasury > 300000
and I_TurnNumber > 388
console_command add_money parthia, -200000
end_monitor
and solve that matter. The objective is to give that faction the amount of money necessary to allow it to grow from whatever size to the desired (and hopefully, the historical) size.