The main two factors are the map sizes and the cost factor. The cost factor is a function of the level of difficulty. Minor adjustments are used such has how many civs you know that know the tech being researched. At the start you may not know any civs that know the tech you are researching. The larger the map the higher the tech cost. The higher the level the higher the cost.
Std maps factor is 240 and emp CF is 8. Note that as the difficulty level goes up the cf actually goes down, but raises the cost. Regent cf is 10, while sid is 4.
Research Cost = [MM * [10*COST * (1 - N/[CL*1.75])]/(CF * 10)] - Research done so far
MM map size, N number of civs on diplo screen that know the tech, CL = number of civs left in the game,
COST = technology cost as on the civilization advances tab in the editor,
CF = AI cost factor(as on the difficulty tab in the editor).
So like jarred said, the tech now cost more at emp than you were use to paying and the beakers you can generate at the start are too low to make an impact. Note that at the start you cannot drop below 20% and research, unless you have a scientist running.