First of all, I'd like to express my thanks to Stardock for making this awesomely addictive game, and for continually adding new content. GalCiv II easily offers the most replayability of any game that I've played. That said, I'm afraid I've found a strange gameplay bug that I'm pretty sure hasn't come up on the forums (I did run into it in v1.0.X as well, but couldn't figure out how to reproduce it until v1.1 came out).
Summary: I was building a xeno lab from scratch on one of my planets, with 1 turn remaining to finish building it with normal social production. If I then trade for the 'Research Centers' tech (or research that tech) during that same turn, upon going back to that planet, I find a completed research center in place of the xeno lab that was under construction (instead of the research center under construction that should be there.
If this was all there is to it, then it could be simply classified as an exploit. However, the instant research center produced produces zero research. In effect, the planet tile in question becomes useless - there is zero change in the amount of research that the planet produces, even if you demolish the instantly created research center. And what's worse, if you then build a different type of structure on that tile, then you get the benefits of that structure (e.g. increased income from a market center), but the amount of research your planet produces decreases.
I've also seen this problem with basic factories and regular factories (in place of xeno labs and research centers). My first hypothesis was that the amount of social production being used to complete the more primitive structure in 1 turn was enough to cover the cost of upgrading the next-generation structure in the same turn, but that doesn't seem to be the case (going by the structure costs). Anyway, I don't think the above explanation is too intuitive, so I'll illustrate exactly how this bug comes up with the help of a few pictures below:
Here's a screenshot of my colony of Russom II. I have a factory and a basic factory pounding out social production hammers, ready to complete that xeno lab in 1 turn. The 4 research flasks produced come from the basic colony structure.
I decide to talk to my friendly (for now!) neighbours, the Torians. We reach an agreeable trade, I close the deal, and I now have research centers.
I check back on Russom II, and find a completed research center in place of the xeno lab I was about to finish building (and now the upgrade of my basic factory is at the front of the queue). However, notice that Russom II is still producing only 4 research flasks.
After decommisioning the faulty research center, there is no change in planetary production. (In fact, if I try buying a new research center on that same tile on a future turn, there is still no change in research!)
If I instead build an adv. market center on that tile (either by upgrading the buggy research center, or decommisioning it and then building the adv. market center from scratch), the colony's income does rise from 15 bc to 18 bc, but the research produced by the colony goes to zero!
I know that sometimes research times, build times, etc. take a while to update, but I also did click a few turns ahead to make sure that the decrease in research was real (and not simply a 'display not updating right away' issue). Note that the bug doesn't happen if I purchase the xeno lab before trading for the research centers technology - in that case, the 'upgrade xeno lab to research center' build order is correctly added to the back of the queue.
Anyway, I guess the only workaround for this bug is to make sure you're not on the verge of completing certain primitive structures when you are about to research or trade for the technology that upgrades those structures. I do have a saved game that I used to reproduce the above sequence of events, if that would help. Apologies for the lengthiness of this post, and keep up the great work, Stardock!