Looks like simple scripting stuff, I'll have a look.
Edit: The treasury fix is relatively easy but beats the 'there wasn't enough gold to go around' intentions of the mod. Open the ...\data\world\maps\campaign\imperial_campaign\campaign_script.txt file with Notepad and look for this entry and then go down two lines and delete the hash sign in front of the and IsFactionAIControlled line. Save, play a new game (not save game compatible).
Code:
; Rich AI faction
monitor_event PreFactionTurnStart not FactionType slave
;and IsFactionAIControlled
and Treasury > 85000
if I_CompareCounter turn_fid = 1
add_money egypt -10000
end_if
The turmoil fix is time consuming as it requires to manually adjust a fair number of values in the script - this and the treasury fix should be in the next release.
Example for turmoil entry, values above 6 need reducing:
Code:
monitor_event GeneralCaptureSettlement SettlementName Paris
and not FactionType france
add_settlement_turmoil Paris 8
end_monitored