Every faction has something like this in the campaign script:
monitor_event FactionTurnStart FactionType f_rome
and IsFactionAIControlled
and Treasury < 3000
and I_NumberOfSettlements f_rome < 5
if I_TurnNumber > 64
terminate_monitor
end_if
console_command add_money f_rome, 3000
end_monitor
monitor_event SettlementTurnStart FactionType f_rome
and IsFactionAIControlled
and Treasury < -9999
console_command add_money f_rome, 13000
end_monitor
During the first 64 turns the small factions use the extra money to build a gigantic army, whose upkeep drives the treasury below -9999.
Then, each turn, they use the gift of 13000 to buy more units.
This would explain why, after 64 turns, all the small factions have multiple stacks sitting outside the capital and all factions except the Seleucids are bankrupt.
The king's purse now goes away once a faction grows, but the code above continues to provide an extra 13K per turn.
Perhaps what is needed is a more extreme version of this:
monitor_event FactionTurnStart FactionType f_rome
and IsFactionAIControlled
and Treasury < -3500
if not I_FactionBesieged f_rome
destroy_units f_rome, mercenary_unit
end_if
end_monitor
Setting the available units to zero in the original capital when debt relief occurs is one possibility.
What would Europe be like if the IMF adopted the same policies as EBII:
"What, you spent all your money on jet fighters? No problem, here's a few billion more euros. Enjoy."



