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I found a potential bug or mod conflict.
For some weird reason, the AI likes to build this mod's version of Orbital Rings (aka the Kuat Rings) on colonized or barren planets, multiple times with no restrictions other than tech requirement and resource cost. The highest number of rings I saw done was 6 rings, all stacked on a single planet with different end stages.
So far I haven't noticed any performance issues yet, but it kinda breaks my immersion seeing a planet with 6 Kuat Rings. The only way to solve this issue so far is by deleting the kuat_shipyard txt file in this mods Megastructures folder.
As for the mod conflict that I mentioned, potentially it might be acting this way because I'm using a Star Wars Empire ship class mod (the one made by General Sev something) and NSC3 Season 1.
Love the mod, though, the extra systems are fantastic, as are the portraits!
@Force728 You can fix this by adding in an additional check to demolish the city districts after the game is started.
This also applies to modded worlds, like beshkyk, Axaum, Kuat etc, none of the districts show any jobs.