Buildings to boost production to churn out high tech starships in great number are widely available in Galactic Civilizations 2. Alas, it would appear that the huge brain drain of the research centres has hitherho precluded the acquiring of military experience or post-grad training in anything but combat, none of the boffins of 10 distinct star nations being bright enough to come up with the idea of training excercises, after-action reports, or any number of other interesting ideas intended to improve the officer corps and drill the men after commissioning.
That could be remedied by the introduction of fleet academies, planetary structures increasing the XP of ships either in orbit around the planet hosting an academy or, more practically, increasing the XP of ships in the same sector as the academy, this requiring less micromanagement as well as increasing an academy-world's importance as sort of a sector military HQ, allowing one to bump the price tag considerably (this should be one of the most expensive buildings to build and to maintain)
Example - assume a "Command and Control" tech line of three steps (giving, for flavour, +10 weapons/defense as well as allowing buildings), or tag unto existing techs:
[C&C 1] Academy (improvement), +1xp/turn to friendly ships in sector up to a maximum level 5
[C&C 2] Naval Academy (improvement, upgrade of Academy), +2xp/turn to friendly ships in sector up to a maximum level 8
[C&C 3] Fleet Academy (improvement, upgrade of Fleet Academy), +3xp/turn to friendly ships in sector up to a maximum level 12
[C&C 3] Omega Academy (super project), +6xp/turn to friendly ships in sector up to a maximum level 12
[C&C 3] Galactic Academy (galactic achievement), counts as a Fleet Academy in each sector
Effects not cumulative - only the best within a sector applies at any one time.
Now, that would be neat.