But I almost never reload, but I see it all the time.
What I described above is the only thing like this that I've heard of. That doesn't mean that some other bug, about which I don't know, possibly rev dependent, hasn't been introduced somewhere along the line. All I can speak to is what I've experienced myself.
I was just hoping that there was a way to build as many ships as my spending/manufacturing capacity could afford. After all, if a colony is capable of 2,000+ bc per turn, why can't it build more than one 195 bc ship per turn?
Essentially you can, at least if what you're talking about is a colonies income production as opposed to its military production.
Income production is essentially global in that income produced anywhere is available to you to spend on any planet. So if you consider your planet that can produce an excess 2000 bc's of income that planet could support the building of a ship in it's own shipyard and also the building of a ship in another planets shipyard that might not have the excess income to otherwise do so.
However if you're talking about actual military production of a planet being 2000 MP's per turn (as opposed to 2000 BC's per turn of income) then that's another story. In that case if you were to build a 200 MP scout then you would have totally wasted 1800 MP's of production but not only that you still would have had to pay the 2000 BC's that those 2000 MP's of planetary production actually cost (minus half of whatever portion of that production was bonus production but that's just a detail).
There has long been a desire to have the ability to be able to either use the excess military production as described above by being able to build more than one ship at a time (after all it is the shipyard of an entire planet, it should be able to work on more than just a single scout at a time) or at the very least not charge someone the entire 2000 BC cost of using 2000 MP's of production to produce a ship that requires only 200 MP's of production.
I want to make sure that I've made the distinction between rush buying a ship or a building versus the cost of producing that same ship or building.
Basically the terms are used fairly interchangeably and so it's not always obvious what someone means. Even in the Ship Yard if you create a ship consisting of just a cargo hull then it lists the ship cost as 55 BC. Technically a cargo hull does not cost 55 BC, it really costs 55 MP's of military production however in normal operation it costs 55 BC's to use 55 MP's of military production so on that basis they are interchangeable. However in order to be able to actually produce such a ship in a single turn a planet must first have at least 55 MP's worth of factories on the planet.
Rush buying is different. It doesn't use any of the factory capacity of the planet instead it simply "throws money at the problem" to get the ship/building produced in single turn regardless of how little the planet could produce on it's own. To do this obviously should cost more than the cost of normal production.
The cargo hull example I used requires 55MP's of production which costs 55 BC's but if instead you rush buy the ship it actually costs 492 BC's instead of 55 BC's but requires no factories to do so. Hopefully this makes the distinction clear.
I forget the exact Rush Buy formula which I'm sure Sole Soul or Iztok could easily supply if either happens to stumble on this post.
The point is that even though what you're seeing may be a different issue than what I initially described it is in all likelihood some combination of Rush Buying along with normal production that is allowing the AI to "produce" more than one ship per planet per turn. It's highly doubtful that the AI is actually able to do this using only "normal" production. And although you can't do exactly the same thing you could do the equivalent by producing a ship at one planet in the normal method and "producing" a ship at another planet, perhaps one without much industry, by Rush Buying the ship.
The point is that Rush Buying involves extra inefficiencies over and above those of normal production and it's extremely doubtful that the AI could produce two ships on one planet in one turn without incurring those same inefficiencies that the human player would have to incur to do something similar.