Any Shield or hull that could withstand particle collisions at those relative velocities would be impervious to most combat weapons from the start.
Depends on how big the particles are. Mass may not have as much of an effect as velocity on the collision energy, but there's a big difference between hitting a 0.1 kg object at 0.9c and hitting a 1 kg object at 0.9c. Regardless, if the vessels truly are moving at relativistic velocities in real space, they must have hulls, shields, or both which are capable of withstanding such impacts, or which can deflect particles away from the vessel's path before the particle becomes a threat to the vessel. Otherwise, relativistic travel velocities are incredibly risky, especially considering just how expensive the ships are to build.
Regardless, it isn't necessarily true that the ships are capable of moving at relativistic velocities; they certainly didn't appear to be moving at relativistic speeds in combat in GCII, though there are certainly reasons why vessels might not move at high fractions of c during combat.
If your ship sensor range is bigger than the nebula why would it stop seeing past it? Like I said this is not eye vision but more like Radar.In my opinion a nebula being like some sort of big land mountain is stupid.
It depends on how your sensors work. A sensor which operates on a line-of-sight principle could easily be unable to see past an obstruction, or at least have a blindspot even if it can diffract around a region. Regardless, a region that interferes with the sensors of vessels within the region should at the very least interfere with sensors looking into the region, unless the interference is along the lines of 'we have dirt on the lens again'.
It also depends on how the nebulae and ships represented on the game map translate to 3D space. Nebulae are incredibly huge compared to anything you can build in GCII and presumably in GCIII; if your vessel and the sensor target are on opposite sides of a nebula in 3D space, then you're looking at an incredibly long trip for the sensors to look 'around' the nebula rather than through it in most cases, even if whatever the sensors detect is capable of bending around obstructions, which would tend to suggest that there would be a blindspot behind the nebula if you're looking 'around' it rather than 'through' it.
Of course, there's also the likely possibility that the sensors work on the same principle as the drives, and somehow bend the space between the detector and the observed region, which would cover why sensors and drives are similarly affected by nebulae, but not why a ship which enters a nebula takes 2 moves per tile while sensors present on a ship outside the nebula detecting tiles on rays which enter or pass through a nebula appear to be unimpeded by the nebula. Basically, if the sensors operate on the same principle as the drives and are affected by being in nebulae in a manner identical to the manner in which a nebula affects a ship's drive, it is reasonable to assume that whatever form of radiation or whatever particle the sensors detect will see nebula tiles as 2 tiles rather than 1 tile for the purpose of sensor range.
Depends how your sensors work, electromagnetic sensors both visual and radar are useless across the sort of distances you are talking infact radar is worse as an active electromagnetic sensor it has to get there and back, so to see an object 1 light year away with powerful enough radar would take 2 years.
You'd need some sort of superliminal sensor technology to see in real time what was going on light years away anyway, it's a game so we ignore this practical problem.
We very clearly are not using any real-world sensors in the game, anyways, so I don't really why the time requirements on the radar is important. It's possible that real-world sensors might be used in combat, since that appears to take place at ranges where EM radiation detection methods could be practical, but it's rather unlikely that such is the case for general navigation given that our vessels' sensors can detect other vessels as soon as those vessels move into sensor range (or nearly so, since each turn is nominally 1 week long).
Electromagnetic sensors such as visual sensors would be useless. In fact you'd probably have to caculate and lay in a destination before hand and hope you didn't hit anything.
It depends on how you assume warp travel works. You appear to be assuming that travel in GCII/III has the vessels moving constantly, which is possible and reasonable. It is nevertheless possible that warp travel works by fixing the current position in space through some means or other, taking a short jump in a specified direction, and recalculating the current location, and then taking another jump, and so on. Given the information shown within the game, either of these methods of travel are supportable, and in the second case sensors which detect EM radiation are a potential navigational sensor, as you really only need to be able to identify a sufficient number of important stars and their apparent location relative to you, and an adequately powerful computer could then work out from that information where you currently are in the galaxy.
Regardless, the game clearly includes sensors whose operation depends on a detectable particle or form of radiation which propagates at a rate greater than the speed of light, or which propagates through something akin to Star Trek's subspace in a way that makes something light-years away detectable less than a week after the body enters sensor range. These sensors would additionally appear to be usable for warp travel, as there is no difference in the sensor range of a ship which has used up all of its moves this turn and an identical ship which hasn't moved at all this turn. Whether or not the resolution is fine enough for avoidance of high-velocity collisions with particles or debris is not really answerable with the information presented by either game, but indications are that either the ships have a sensor with the requisite range and resolution, or the hulls or navigational shields of the ships are sufficiently strong (either alone or in combination) to take no significant damage from any collisions which do occur, since there are no random events in GCII (and currently in GCIII) which cause damage to ships due to navigational mishaps.