Only issue with this theory is that they buildings are on the first turn before the Thalans could have built at the very least the Hyperoin Matrix.
The Thalans get the tech for all three of their projects as starting tech, so two of them could be built on the first turn (assuming they colonize a second planet on the first turn).
The player's turn comes LAST. This is only of major concern on the first turn, where you are seeing issues with one-off buildings being built before your turn even starts.
Every turn afterward, when you hit "turn", various things happen in sequence. Your ships on autopilot move, and any combat, colonization, etc. that movement causes is taken care of. Then, each AI civ takes its turn in sequence (not simultaneously).
After each AI has taken it's turn, your turn begins again. Income for the week is credited, then all building projects and ships under construction have their week's worth of production assigned. Then your research for the week is applied, then the game checks for culture flips. After this, you get the report on what happened, what got done, and are ready to give your orders for the turn.
In sequence, this is what happens during a "turn" and my reasoning for believing so:
1 - Income given, production calculated.
2 - Population growth added to colony
3 - Social building (I need further testing on these, it is possible 3-6 are in slightly different orders, but 4 will always follow 5).
4 - Ship building (possible that 2 and 3 are flipped, nearly impossible to check)
5 - Completed ships are created (this is treated differently from social projects. No matter what you do, you can only produce one ship per planet per turn. By rush buying you can complete two social projects per planet per turn).
6 - Research progress assigned (necessarily comes after social building, otherwise when you researched a tile upgrade you would see one week of progress on planets that had nothing else in the queue - e.g. one week of progress on terraforming would be complete)
7 - Game checks for influence flips (I've never officially checked whether this comes before or after #6, but I asume after - shouldn't be hard to check with the fixed MCC)
8 - The part of the turn you can give orders, build stuff, etc.
9 - Ship movement and all activities related to that (set a ship to colonize a planet you don't yet have the tech for, but will finish in "one turn". The ship will hit the planet, complain it can't colonize, then when the turn finishes processing you can colonize it. I've lost planets because of this - someone else gets there between the time my ship fails to colonize and the next oportunity I get to move that ship).
10 - End of your turn, each AI goes through same sequence of events.
*Sequence starts at #