On Emperor Edition has anyone else found the campaign is programmed to have simply ludicrous levels of corruption, 90% plus? The corruption cost for expanding territory means, absurdly, that with every new territory taken, the amount taken in tax goes down. Yes, new lands actually increase corruption faction-wide and deprive you of your income. With such crippling corruption in the provinces, you receive barely any of their income. Philosophy tech tree upgrades scarcely make a difference. Here are a few screenshots from a blitz Octavian campaign I've been playing (no mods) which started out with over 9000 income per turn thanks to extensive trade agreements and has dwindled to next to nothing. Have a close look at the corruption, and province incomes on the right. One town worth over 300 gives me 8 denarii per turn. Even when I pay for expensive economic buildings I make literally 10s of denarii from them. I even had one province with towns worth several hundred each give me 0 denarii per turn with tax turned on. It just became a public order penalty with no income.
This has got to be patched, because it's game-breaking on two levels. It counter-intuitively makes it more costly to have an empire than to be a small nation, disincentivising conquest and expansion, the point of the game. New provinces confer no short-term economic benefit. And it is simply not plausible on any level that an empire could or should lose in excess of 90%, or even 100% of revenue from an arbitrary factor not even included in expenditure. Who else has found this annoying/game hampering or thinks it should be fixed? Even if you can get round it in hundreds of turns of construction to make a sizeable amount of money eventually (i.e. a really boring unnecessary campaign fix to get round some stupid programming), penalties this high seem not only unfair but ridiculous.