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In the Very Hard Gothi campaign in ED I completed the other day, I ended with over 1,000,000 in reserve and nearly 40,000 income per turn even with high corruption values and very high-quality armies.
90 percent corruption, but still good income in my capital province
http://steamcommunity.com/sharedfiles/filedetails/?id=1235283140
Not even high taxes
http://steamcommunity.com/sharedfiles/filedetails/?id=1235283184
So? I just said that the in-game number seems high when thinking about it outside of the game. Don't, because it's not important. Only dealing with it in the game is important.
There ya go. That sounds like a good way to deal with it. Good luck with the rest of your campaign!
Generally speaking 2 or 3 city province with iron are the best. Make as many as your empire size demands it, do not over do it, since they're food/money drainers. (even if you do not tax, you're wasting a space that could be generating food or money, and it's adding to your empire size, without contributing to your overall structure.)
All other settlements MUST be 100% focused on either food generating or money making.
Some times you could make a money generating with a very good food cost efficiency, aka a hybrid money making with food producing building chains. (You could build some temporary culture conversion and advanced outposts, but that's temporary.)
Just to give you an example, I've made a chain in Rome province that could net me 17k per turn, without adressing tecnology boost, dynitaries/agents, generals, resources boost income boost.
However it eaten about 80 food.
While that I made another set up that generated only 8k, but with a MUCH lower food consumption. When I divided the amount of money generated by the amount of food consumed, the 8k chain was actually more efficient. (I still did go for the first one, just because it's Rome and we don't care about spenses.)
Last but not least, when you're calculating your public order, you should get a flat -20 for the very high taxation, since you should be taxing very high mainly as the game progresses.
Then you should add your faction bonuses to public order, character bonus (if you have), tecnology bonuses and the passives that comes from resources. For instance in Augustus campaign there's 6 resources nearby that could generate up to +4 public order factionwide, for a total of 24 public order. After all this is calculated, then you add your building public bonuses. Obviouslys your goal is to have a positive public order in the end of the chain.
Just mentioning it, because you could have a much higher more public order demanding chain if you plan correctly/ thus a more specialized chain on generating money and food preservation.