The backstories of GalCiv are great, they imbue this game with spirit, and some consider the roleplayign aspects of this game the #1 reason to play it. I guess esp. modders & AAR writers can sing a song about this...
Sometimes things doesn't add up well, but couldn't that be said from any movie/series on TV todays, if one takes himself the time to look into it?
Nevertheless, I have nothing against constructive criticism, and hopefully folks with such sharp look will join the beta in GalCiv3. 
BTW I think the Yor (being droids) speak like this: 1101011100011... (in 256 bit)
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I fully agree the AI knows everything of whatever on the map. I say this not to bother people, but because I believe it is actual truth, and I have witnessed that many many times, even though I haven't looked for it. My "guts" tell me...
It would have been surprised me if it was different. I mean, "the AI" is nothing but some logical sub-routines in the hard-coded side of the game, and to differ/seclude these two things will be hard to do. Now I'm not saying that this couldn't be done, no, no, but it simply would require much more programming to do so - esp. when you have a full setup of StockAI/Minor races, and the programming would have to hold different infos for each of them on each turn. It is much easier to do it like this, say, here is the map containing all info's, now RaceA play out your pattern with it, and next race etc etc.
In fact, there are many indices available directly in the game that will "hint" at this. For example, the statistical curves in the "Timeline" section, or what you can see on the Minimap. You will get to know how big the AI's Military is, how and where his production is, his pop, almost everything that is important in this game - without ever encountering him. And the AI plays by this rule, too - if you have a high MilRating he will actually treat you nice (and not declare war) although the possibility could be there that he has so far only encountered one single planet from you (somewhere in the outer rim of your empire) and by this can't know that you have massive fleets sitting at your core worlds.
Or you want to know what he's doing on a planet, but you don't have a spy ready or an espionage level. Ok --> search on planet-list *bingo*. See? The game doesn't differ its info, and the devs didn't cover up the holes too well. The game is full of these examples, which I don't mind as I tend to see/use them for my advantage.
But what is bitter if devs/CEO make comments to updates like "The AI has to scout now before he can colonize"...well, well.... yes, the AI will built alot of scouts (esp. AI 11) but he's not using them to scout out anything. He will burn his money rushbuying them, then sending 5 to one direction, and the other 5 to the other direction, and they follow each one another with the distance of one turn, in a straight line. I've played 100+ games in which I could see that behaviour, because I always buy every scout/miner the AI will ever built.
That is NOT scouting. Scouting is clearing the FOW, going zig-zag, sending only ONE ship in a direction, and sending the next parallel to the previous course. Actually, an AI could compute such routes much more better and efficient that a human ever could, but do we witness that?
BTW on AI-behaviour, personally I like "Thalan" the most, as he will not "burn" his money on things he doesn't really need
like the others, and thus will still have most (of *my*) money on first contact.
2nd BTW
"Aggression" is actually separated.
3rd BTW
Jim, if you abandon a colony it becomes an uncolonizable PQ0. This was different in GalCiv1 where you could leave a planet and colonize it again, and each time the planet will gain +2 PQ.
4th BTW
Scanian, if it becomes too easy you might want to play for score then, there, the AI's are your friends, and you'll be in love with their weaknesses. But you'll have to face a new REAL enemy: Time.
Have fun!

