Im thinking of making a mod where I go in and change all the values for research for each tree. Granted, this will take a bit of time and effort( was easier in GC 2 thats for sure) but its about the only way I think will really slow down research. Ive changed all the values for the buildings in game(for everyone) and still research just flies by. Changing the research rate in Pacing above 1 isnt that great either...yes it slows it down, but only until you build enough that you flood over it. So, that leaves me with going into each tech tree and changing the values there.
What Im wondering is...how much upkeep will this prolly take? Basically, when they put out new patches...will I have to go into each tech tree and see if there was a change or will the game error out if they changed something, but I didnt? Also, is there a quick way to find a difference between the new tech tree(from SD's update) vs mine in Notepadd ++? Im not sure on what values I will do, though im thinking of doubling the cost, because in GC 2 I liked that rate...really slowed it down making each tech special...which is my way of playing and im sure, not the majority's. Still, im looking for a bit of advice on that, because Ive never done something as big as this will end up being. I wish there was a simplier way of adding X amount onto the existing tech cost, but I dont see that. Ive tried to figure out how to make a global event happen at the beginning of each game that would increase the amount of the techs(or even decrease generation, but im thinking that would be the same as changing Pacingdefs) cost, but couldnt figure it out. So, im headed this way.
Any tips, suggestions, or constructive ideas are very welcome!