The whole concept of Difficulty settings is that the higher you go, the more challenging things become, right? One would think that by using a lower Difficulty settings, it would be _easier_ to accomplish the various tasks. More money rolling in, weaker opponents on the battlefield, stealing tech happens faster with lower chances of losing spies, etc.
Measuring the strengths and weaknesses of a game assumes a certain amount of consistency, no matter what Difficulty setting is used. But from what people have been saying here, the Espionage mechanics are VERY different between lower Difficulty settings than it is for higher Difficulty settings. Oddly, as it has been described, it's _easier_ to steal tech at the higher setting! That's directly opposite from what intuition suggests.
Stealing tech really only rests on ONE aspect, ultimately: Is there something there to be stolen? One tech or twenty techs, same challenge, modified by offensive capability and defenses in place.
What makes the tech-stealing mechanism pathetic is that it's even possible to _have_ 100+ Intelligence Gathering periods, at ANY Difficulty setting. Anything, at any setting that involves more than _ten_ turns is excessive (in my opinion). Just how much Intelligence needs to be gathered to make a grab? At 100+ turns, the spy could have gone to college, learned the subject, and done the research himself, and had 50 turns to spare! If the idea is to make the task easier or harder, than adjust the chance of success/failure accordingly. Which, as it currently stands, is _still_ an additional factor after that excruciating waiting period.