I've installed FW 0.6.5. Starting a game you get a colony ship "prototype", unusable, not upgradable. You can only scrap it for cash. Is that on purpose? Cannot remember.
That's the latest, which had a few minor fixes and changes.
In FW you don't get a starting Colony Ship for many reasons (balance, gameplay, bug-avoiding) so I disabled it. This was one of the most intricate things to do so far with this mod because I had to touch ship-templates and such...
As of now, this ship only acts as a sensory platform so even a race which has bad sensors is still able to see their own system. I found it somehow justified to have this, esp. since starting sensors are nerfed in FW (makes exploring harder, and the research into ensors worthwhile..)
If you don't need it you can sell it - the AI will do so after a time, as well.
I see it's not a 100% neat solution because I cannot change some of the outlays or loading screen hints... and I value your feedback so I need to remember to integrate some hints or tooltips to do away with the initial confusion
But it was absolutely necessary for gameplay because in testgames the AI consistently broke his budget resulting in 0% production/research, and that is SOLELY because of the too fast aquisition of planets in the opening play.
Because of this you can also only have 1 starport initially.
The AI in FW doesn't run broke even on suicidal and has a much stronger overall gameplay, esp. when not abusing diplomacy etc. A typical game in FW also lasts longer and is more tactical esp. when techtrade is disabled under a sparse planet/star setup. Even with techtrade on its less of a risk of abusing because I've made alot of techs untradeable.
Also the Minors are much stronger and a valuable source of techs when befriended, or may get you a unique stolen tech when invaded. With lots of luck... and like this there are many small details hidden in this mod...