Mods,
detech (all of them)
Increase all techs that use green science to 10x cost. So if something cost 50 sets of green and red science packets, now it costs 500 of them
increase all techs that use blue science to 100x cost. So if something cost 100 sets of blue, green and red science packets, now it costs 10000 of them
change the alien orbs to give 100 science instead of 10
Assuming you wont want to wait forever for research you will need to build huge factories. A factory that needs to pump out huge amount of science becomes alot more complex. Small simple factory designs that you only need one of in a normal game tend to not be scale-able, combined with probable space problems should make it interesting.
Thinking of using this resource set up

Very low amount of resources should also force a large logistic network to get the resources needed. Debating on if i should go good or very good on resource richness for iron/copper. VeryGood Rarely seems to run out in the past, but iv also never needed 100x science.
Enemy bases set to low only because with dytech warfare i feel like its going to be very hard to expand early/mid game with low tech.
Whats everyone's thoughts?
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On a different note, is there any easy way to scale science cost? Or do i need to go though and manually change each one, which i assume will be a pain when there like 10 dytech mods.