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Willem
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Canada
Dec 2001 time: 00:21
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There's a bunch of things you can do in the editor:
First, in "General Settings", you can increase the maximum/minimum turns to research a tech.
In "Civilization Advances", you can increase the beaker costs of all the techs in the game. Myself, I've added 5 to each of the Ancient Era techs. I'll probably have to increase the Middle Ages as well.
In "Governments", you can set the rate caps so you, or the AI, can't devote all your incomes to research. Keep in mind that this setting affects all rates in the game, so it will also cap your tax and luxury spending as well. Or you can also increase the overall cost of a unit so that less money will be available for research.
In "Difficulty Levels", you can adjust the AI to AI trading in the game. I haven't used that yet so I don't know exactly how it works. I suspect that the lower you set it, the less they trade with each other.
In "Improvements", you can make it so that Libraries etc. can't be built in every city. If you use the "Must be near water" or the "Must be near a river" flags, you can restrict which cities can build one. Myself I've made Universities only available in cities near water, and Research Labs only in cities near a river. BTW, the near water bit refers only to fresh water, not coastal cities.
I'm sure there's something else I can come up with, but that should be enough to keep you busy for awhile. 
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sabrewolf

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turicum, helvetistan
Jun 2002 time: 06:21
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thanks for all the replies.
willem, most of your ideas just slow down technology all together. and to put up tech-costs in the ancient age also makes it slower for everyone... but tech-trading will still be going on... just a little slower (but then.. i'm behind even more )
until now, i just put tax rates to 90% (or 80%, if luxuries needed) and buy the techs.... until i've built a fair amount of marketplaces and libraries. after education, i usually start to take over the tech-race-lead.
my trick: go along one branch and let the AI get the other ones. while all AIs go for feudalism, chivalry and engineering, i'm hurrying to the really valuable ones: monotheism (sistine's chapel), education (universities) banking (money --> tech-slider can now go higher), economics (adam smith) and democracy. if there's an opponent bugging me, i might buy feudalism (pikemen) and maybe even go early into offense (knights at chivalry)... but keep 'em happy with trade (per turn) and bribes and they don't attack too often 
firaxis: can you add a tech-option "allows tech-trading"? (like map-trading, and communications-trading)
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