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Cheers!
I tried if it works and found that the patch 1.6 didn't change anything impacting the mod.
as when i turn this mod of the other one works fine and it only chances the nr of traits you can take when you make a new empire/species
NDefines.NGameplay.TECH_COST_MULT_NUM_COLONIES = -0.002;
NDefines.NGameplay.TECH_COST_MULT_NUM_POPS = 0;
So it shouldnt affect traits :)
The event at a modifier is a very good idea but i dont know how to create sth like that :/
A good idea but you forget that at 0.01% you need (only) 1000 population to get 100% faster research. At that point it is not possible to balance it at all.
With the Planets it would take very very long to reach that 100% (500 planets).
The problem with that would be, that Flame_TiJ would need to overwrite all technology files, which would make this incompatible with a whole lot of mods.