I see. In my current game I play without that mod and research is much faster. I'm in the year 1100something and will be entering the Industrial Era rather soon. And as I still have difficulties to activate the Gradual Research Mod, I will have to play without it - unless you can give me a step-by-step help

QUOTE]
Yeah sure.
1) Open Civ 5
2) In the mods section enable CTP and Gradual Research (enabling Gradual Research now is not necessary but it provides an easy way to make sure you have done everything correct later).
3) Go to Gradual Research in your mod install directory (My Documents/ My Games/ Sid Meier's Civilization 5/ MODS/ Gradual Research.
4) Open Gradual Research (the MODINFO File).
5) Press Ctrl S to save the file. Alternatively, you can go to File ->Save. If it won't let you save, it is probably because you haven't done any changes to the file. If this is the case, just type a random character on the file and then delete said character. This should let you save the file.
6) Go back to Civ 5's mods section. If you enabled Gradual Research in step 2, it should now *not* be enabled. This is the sign that everything has been done correctly. Now, when you enable it, the changes will take hold.
/instructions
I think they made the mod system more trouble than it needs to be. But anyway, here you are. The key thing is to have CTP enabled when you go back to save the Gradual Research modinfo file. My guess is that saving it after CTP is enabled makes it use CTP's values as the standard, rather than Vanilla Civ.
found some where the files that control city state is
it is in CIV5GlobalDefines.xml
found by looking for "MINOR_CIV"(and more),"MINOR_Gold" and "CULTURE_BOMB_MINOR_FRIENDSHIP_CHANGE"
that i think is what control both cost to increase and decrease.
if you try delete that rows you should get original settings.
Great find! It might take a day or two but it will get changed back. The only problem now is deciding what values to make the gold gifts.
Does anyone know about a scaling system that can increase cost across eras, similar to Research Agreements?
Forgot to add that I put in flavors for all techs leading up to Modern. The AI plays much differently. For those who have looked at the notes I put out with this update, you will see that I constantly had more techs (by 10-20) than every other AI, even if they had more Science output than me. After changing things, I have died twice (YAY!!), and on the third game I am behind in techs, even at turn 200. The AI have more Science than before and I believe more infrastructure. They are also using the Social Tech Tree; I saw the Kong Miao go in the Classical Era, as opposed to early Renaissance. All in all it makes for a more competitive AI. Combined with this new patch, I suspect you all will have some very interesting games. If only we could get the AI to spend its money...
I'll release it all after getting the CSs back in order and lower the cost of techs, units, and buildings so people don't get bogged down in the eras. One thing I'm toying with is changing the ratio between techs/ buildings/units. So, even if techs will cost 6 turns on average, buildings will take 8-10 and units 6-8. I want the player to feel whenever they make a building instead of a unit and vice versa.