I'm seeing some issues in the latest version of the rolling beta, primarily AI nations frequently just doesn't build resource district despite having unemployed pops and loads of minerals. In a fresh observer game at about 30 years in many empires have several colonies with only ship shelter, a stronghold and no districts.
Edit: Found the issue, it's in district weighting: Mining and generator districts won't build if food surplus is less than 9, but farming districts won't be build unless food stockpile is less than 500. This means that if an AI nation has less that 9 food surplus but more than 500 in stockpile they won't build any resource districts whatsoever.
@Glavius
Edit 2: More stuff:
*Had an empire at war with all fleets stuck at the capital with move order to unknown system, figure that that could be a bug in your forced move order script.
*Seems like the old "AI spam assault armies but instantly deletes them on completion" bug is still around too.
* After 50 years I had a few empires that stopped upgrading colony ships to capitals. Still built rare resource synthesizers though. After a few years they did upgrade them all though.
* Consumer goods shortages everywhere. Seems like AI builds strongholds and monuments on all colonies in spite of having -150 CG per month. When more building slots unlock they build rare resource plants instead of CG factories.
A small side suggestion: If an AI empire has a good resource income and is positive in the relevant special resource, it should upgrade alloy/CG factories in spite of there being a few open jobs. It seems like they're currently just way too passive about expanding their industries.
In the same spirit, if they're way positive in a special resource they should scrap synthetic plants.