Er...this happens part of the time (possibly ~50%) with Civ Graveyard anomalies regardless of whether you have Creativity or not.
Its a great eco-tactic though. When you get that report from your explorers "We're approaching an apparent Civ Graveyard" (i.e. you cursor over the anomaly your surveyor is approaching), your research establishment briefly turns its attention to some of the deep mysteries of...physics, whatever...and requests that the explorers look for pertinent technological clues (i.e. you change your Research target to the most time-expensive tech on the list for one turn). If you are moderately lucky, boom you get 25% off that tech, many turns of research, whenever you choose to come back to it. then you switch focus back to whatever tech it is you need right now. If you are rigorous about whatching out for these Civ Graveyard oportunities, you can carve a couple of hundred turns off your eventual research timeline.
(simple version: 25% off of 40 research turns for a tech you haven't started yet is a better long-term deal than 25% off the 4 turns you have remaining on the current research tech.)
drrider
drrider, I always used to use this tactic. However, I've noticed that it doesn't work in the latest DA 1.6 betas. Are you using those? Is it working for you? Maybe I've just been extremely unlucky in the last few geames, but it seems to me that when you switch what you're researching just before hitting a Civ Graveyard, you consistantly DON'T get the bonus, whereas you almost always do if you don't switch just before hitting it. I might be totally wrong, but I suspect that this "exploit" (though I wouldn't personally call it that -- it's just smart!) might have been weakened.
I'm playing beta 4 right now, as I won't be upgrading to 5 until I finish a big game. I'd be interested in hearing if anyone who has played betas 4 and/or 5 thinks differently about this.