Yes and no.
- If you set the research rate to 1%, in practice, the enemy will not have a lot of techs.
- If you are a modder and you want Castra to ignore certain techs or recipes, I have a flag for that, and I can add additional options like that.
- Yes, it is possible for me as the modder to prevent certain enemy research; that's actually part of how the "disable enemy artillery" works; it should be disabling them both at the research and placement level.
So, the problem becomes, what kinds of limits? Everyone has a different view. I am open to feedback; if there are a solid number of users saying "technologies X, Y and Z are unfun, please add an option to disable them" - I am open to discuss it.
A big part of what's "limiting" is that I want this fork to preserve the difficulty of the original mod for those who want that while still offering bug fixes and general ease of use improvements.
What research or how do you think research should be limited?