Figured you guys need an update as to what we're currently doing, since we've been quiet on here for the past couple of weeks. We've been working on the mod every day, however; our slack channel is never quiet

We just didn't think hearing about very incremental changes to obscure back-end stuff would be particularly exciting for anyone.
I have Energico chained to a PC in a small room somewhere endlessly rehashing the AI, over and over again, so that we actually have something that can play the game. He's seeing a great deal of success so far, including better tech choices, better building placement, faster AI colonization, better policy choices, and we've managed to teach it to use outposts again. We're still working on it, particularly teaching it to follow the research curve more effectively. Players should be find a significantly more challenging and entertaining experience on that side.
I, meanwhile, have been struggling to get to grips with how the hell mandates work, which is frustratingly opaque but is the final piece in the faction/leader/pops puzzle. In addition, I'm consolidating updates to a lot of the mods we have absorbed into Relativity, so expect to see many more of CaptainX3's new ship classes being brought in, and some updates to the Civ trade module.
We're also looking at just plain dumping Nutrients and making food a global resource instead, since it no longer speeds up POP growth and so we might as well dump the proxy. This should again help the AI out a lot, and get rid of the problem of having AI empires which fail to grow due to abandoning their farm or what have you.
On top of this, the tech tree is being refined and made more tree-like, so that there's central tech lines which act as 'milestones' to unlock the branches; this should make it easier not only to direct the AI as to which techs to go for, but also make it easier for the player to receive relevant technologies at different parts of the game. We've trying to strike a balance here so that there's still a lot of freedom in the order you pick technologies, but not so much that the random tech listing makes it hard for the player to find what he wants, when he wants it.
Now, because of the troubles we've been having with Mandates, and getting the AI to do as we wish, we've postponed 1.0 until after Heinlen is out. That way, I can consolidate Paradoxes changes into the mod at the same time so that when we go live on Steam, we have everything up and working.