I'm just surprised that part of the modding isn't more flexable than that. I suppose we can alter the number of the building type required for each tech easily enough though?
Many parts of the game are not very flexible. And research is perhaps a bit less flexible than average, but no where near the least flexible.
You can set which tier the particular tech is (and you can place it anywhere on the tech tree, a tier 8 tech can be in the first column for example), and you can globally set how many research labs are needed to be able to research a given tier. But that's it. If you wanted to have just one race have very good research but need twice as many labs, you'd have better luck editting that race's research lab so that is takes twice as many logistical slots and costs twice as much. That's the kind of approach you need to take to modding. Same net effect, just perhaps not your first choice in implementing it.