Couple of snags with A.I.: with their zero movement, they have to be built where you want them but right now it means they're not actually allowed to join a colony or change profession. Or am I just doing it wrong?
The other thing is that purchasing an AI on Earth is incredibly cheap (1350, I think it was) so as long as they can bought and loaded into a ship and dropped appropriately into a colony, it doesn't make much sense to build them yourself on anything but an inland colony. You could remove them from the purchase list, but I think even if you found a way around the profession problem, you could still shuttle them from place to place in ships... unless they, say, took 7+ cargo spaces or something uncarryable?
The other thing is that purchasing an AI on Earth is incredibly cheap (1350, I think it was) so as long as they can bought and loaded into a ship and dropped appropriately into a colony, it doesn't make much sense to build them yourself on anything but an inland colony. You could remove them from the purchase list, but I think even if you found a way around the profession problem, you could still shuttle them from place to place in ships... unless they, say, took 7+ cargo spaces or something uncarryable?
I guess their movement should be changed to 1, I liked having them stationary and reliant on ship transport but it's better to allow manufacturing of them.
I'm hoping to work on developing a new & improved version of this mod in the coming year; I have lots of graphics collected, but would love to have some help with it, so anyone interested please feel free to PM me or post here.

I can do most of the graphics, sound, text and XML coding myself if needed
but probably can't accomplish it all on my lonesome.. to really make it good I would need at least a little help from a C++ programmer
. This got over 6000 downloads on weplayciv, I hope someone who liked it will someday see this & be interested to help develop it further 



Anyway, if I make a new version it should probably be built from the ground up on an improved DLL base like M:C or RaR/RaRE, which could hopefully resolve a lot of the remaining issues and improve performance & overall modding flexibility. I did set up a sourceforge for planning an eventual version 2, & anyone can feel free to join if you want.