Here is my idea of balanced spying.
Here the main features.
0) Spys operation require SNPs ("Spying Network Points").
1) Spys have levels. (from 1 to 5).Spys auto-upgrade after spending some SNPs.
2) Spys could be build. Their cost is constant. The cost is 2 times more for each level. Spying Technology enables you to build spy of a certain level directly (instead of training them).
3) Spys can be placed on any habitable tile on a planet.They are invisible to everybody except their owner.If you place your spy on the same tules as the planet owner spy, your spy dies.If the planet owner places his spy on your spy, he has to pay a certain amount and your spy is removed(cost depends on the amount of SNP your spy have).
4) Placing a spy on a planet cost money.
5) Once a spy is placed on a planet it start producing "Spying Network Points" or SNP. Basically it start developping a spy network on a planet it is put. if the spy leaves, the network is lost.
6) The spys automatically produce SNP each turn.1 SNP cost 1 gold. Level determine the nb and the maximum amount of SNPs which can be held on a planet. More spies on a planet will increase the SNP regeneration and Maximum amount.
7) Having a certain level of your SPNs on your planet increases Moral.
8) Each turn you Spy Nework Maintenance (like 5% of your total spy network points).
9) Moving your spy from one tile to another cost you all SNPs.
The advantage of higher level spys is that they can spens and earn much more SNPs then the lower one, thus you need fewer of them on the planet.
Here are some possible spy operations. All spy operations cost SNPs. The results are listed from 1) lowest possible to 5) Highest possible. Automaitc means you can use your spy to spend SNPs each turn. Any automatic require an activation cost, followed by turn based cost.
Both offensive and defensive operations.
1) Detect enemy spy. Can put to automatic (ie automatically remove SNPs each turn). The detection probabiliy depends on the size of SNPs, and the nuber of agents on the planet. The result can vary from 1) Signaling that an enemy spy was detected to 5)All enemy spys were detected and eliminated.
2) Eliminate enemy spy. One shot. You basicaly pay a certain SPN then click on a tile.
The difference in the amount of SNPs would determine the result. The result can range from 1) Remove some SNPs to 5) Kill the enemy spy.
3) Increase influence. Can be made automatic. Gives X influance points per SNP spend for the colony each turn.
Offensive spy operations.
3) Steal money. Can be made automatic. Steals money each turn (only once per planet per turn). The amount is X times the SNP cost up to a certain % of colony money production.
4) Steal Technology. Can be automatic. Give a % of chances to steal the technology. The probability of succeeding depends on all the spys doing technology stealing on all the planets. Note that there is a limit a spy can spend on technology stealing, which is defined by the maximimum amount of science produced on the planet.
I will post game balance issues and basic formulas if people show interest.