I don't know if there's a better place to post this but I didn't see any dedicated troubleshooting thread for the KV mods.
My issue is basically the opposite of what others reported, when I load a game I have a few techs that just get completed on their own. My global was set to 3 before starting the game on both occasions, tribal start with tech advance at 10, 30, 80 and 150, on the github B18 version.
Trying to play a slow game from neo with medieval times thrown in for a step between neo and industrial, needless to say, free research ruins the point of that challenge :p The ones that got completed didn't seem random so it might be mod related, I seem to remember them being related to Medieval Times and either a mod from the SD collection or RF collection.
As far as I know, fixing missing tech is easy in dev mode but you can't "unresearch" on demand due to the coding of the game, so, I'm stumped, would love to fix it though so let me know if there's anything I can do, send a log file or modlist or something.
EDIT: Loading also sets tech level to industrial, despite the added techs bumping me to 19/30 which should only put me on medieval.