Spies bollux the production of whatever building you put them on, you can't just plant them as information gatherers. The more spies, and the longer they remain unnullified raises your "espionage level" on that particular race, and increases the odds of stealing technology from them.
How I use spies:
- Once the early game is in full swing, I allocate at least a minimum
amount of credits to create spies. During the game I'll adjust the slider
depending on how well I'm doing economically.
- During the early and mid-game I spend them as I earn them. I pull up the galactic statistics chart and see who's got the worst economy/lowest treasury, thus make the best target (unless their technology is crap). The Drengin or Korath are usually good targets that don't nullify spies immediately.
- I usually keep a minimum of one spy unassigned, so I can peek at enemy planets, and have at least one for a quick counter-response if I get spied on.
- In the late game, when its just one opponent, I save up the spies until I have a good dozen or more. A turn or two prior to declaring war I then deploy them all, targeting either financial buildings, capitals, or farms (the last is a good ploy to use just prior to conquering a planet).
- My preferred targets are financial. The AI often builds tons of industrial, too many to hit, and besides, in doing so I'm likely freeing up credit for the AI to use to nullify said spy. Target their banks and make it even harder to nullify the spy, since that costs money. It doesn't matter how much industry they have, if I target their banks and manage to crash their economy, it should prevent or at least greatly hamper their efforts to counterspy me.
- If I'm doing that Cultural Insurrection thang, I'll often hit morale or cultural buildings if the planet has them.