Hm... I hadn't actually given much thought to updating this for 0.95, but... some of the reasons for it to exist are still around.
It's not going to be quite as simple as a straight port, though; the interactions with free port status, for example, are entirely unneeded now that bribing expeditions has a story point cost.
Then again, if you're using AI cores extensively, that's going to attract hegemony inspectors, who also now need story point bribes, so maybe just keeping the positive traits and discarding the drawbacks would be okay?
...I'll think about it.
Edit: Having now thought about it, here are my conclusions:
1: There's currently a bug where AI & item use does not contribute to pather interest. I'll update this mod for 0.9.5 once that's been fixed.
2: It'll still swap the shield generator to a flat ground defense bonus (values may not remain quite the same - I'll have to double-check what makes sense now that colonies are limited to size 3-6.)
3: The partial mitigation of the meteor impacts condition will be unchanged.
4: The accessibility penalty and growth penalty will be removed.
5: Pather Interest defense values will be adjusted - in what direction remains to be seen. If installable items trend towards having high pather interest generation, then I may increase the base no-AI-core protection level. Or I might leave that as-is and put a decent chunk of pather interest protection into the story-point upgrade option? I'll see what feels right to me.
6: I may also add some level of import demand to the industry; if I do it'll likely be a small amount of heavy machinery and supplies, and a larger amount of volatiles or fuel (though, uh, not up to the insane 10 demand on certain vanilla items), with the goal of making it so you don't just default to getting the shield's full benefit without investing in some level of supporting infrastructure.