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If you select one of the other starting scenarios, you will start out with a different starting group composition that is not cavemen.
If you started tribal, that's their default technological level. There are mods that allow your tech level to rise as you research things, but it isn't vanilla behavior.
Since tribals start with 5 colonists instead of the default 3, you can easily arrange for 1 (POSSIBLY even 2) colonists to be full-time researchers and have an additional 1-2 chip in whenever they're not doing their main job. With a clean, well-lit research area, and the addition of another full-time researcher in the future (finding a raider with at least 1 flame usually isn't too hard) you can pretty much burn through research projects.
Also, if you have ideology, you can manually increase your research speed, basically removing the tribal penalty entirely. Or, if you feel that's too cheesy, you can roll transhumanists for the researcher specialist as well, which really shines with the tribe's potential for multiple researchers.
You dont need a mod. Just pick Crash Landed instead of Lost Tribe at the start.
You will start further down the tech tree, with less research penalty, and with some things (like power) already researched.
Yeah. I mean, it's supposed to balance out other advantages from the neolithic start. There's disagreement over whether it's worth it. Some even think it's not ENOUGH of a drawback.
Dude, quit being a judgmental ♥♥♥♥♥♥♥.
Technically the dude has a point. It only takes "hours" if youre playing on speed 1 and trying to go directly into a 10,000+ tech or dont have a dedicated researcher and want things done "fast".
I think OPs issue might be game knowledge issue rather than one that can be solved with mods, though.