Thanks.
So espionage points are rated as highly as culture points then? (Artist specialist produce 1 beaker and 4 culture). That seems a little off - especially since espionage is totalled over the entire civilization similar to science. I suspect it may be scaled back later on. A specialist that's as good as a riverside town both before and after representation/free speech/printing press makes the work of growing a cottage seem not all that worth while.
Ummm. I might just clarify a few things here first:
basic background stuff (you'll probably already know this):
-the cost of missions is relative to the total EP's accumulated for each civ. So if civ 'a' has a total of 500 EP's towards civ 'b' and civ 'b' has 250 EP's towards civ 'a', then civ 'a's missions (including passive missions!) are cheaper to do (and for passive missions, easier to achieve).
-during war (or anytime really), you might want to do quite a bit of espionage work. This costs EP's (diminishing the total you had), which will increase the cost of passive missions (and the 'active' missions) to that rival civ and also possbily reduce the passive intelligence level you had (unless of course they're spending their EP's allocated to you too, which then creates this see-saw (sp?) effect of costs and passive intel.
-this effectively creates a pull in both directions (actually three directions if you count multiple rivals): more EP's make missions cheaper (both passive and 'active'), spending EP's make missions more expensive plus you risk loosing your passive benefits, and if you spend a lot of EP's over a short period of time, you'll need to replenish them by focusing your EP rate towards that particular rival. This then allows the other rivals catch up to you (or pull away if they're already ahead of you), which puts pressure on you there too.
Now, with all that being said, the infiltration ability (which gives a whole heap of EP's) only gives those EP's to a particular rival. It doesn't mean that you just get 4000 EP's to distribute where you want, just to that rival you choose. Effectively, I found it useful if you want to conduct a lot of espionage missions on a particular rival. Also, giving yourself +4000 EP's early in the game will also make your espionage missions really cheap while also giving you pretty much total intelligence over that civ (in early game though, things get more expensive as the game goes on).
Anyway, I hope that puts a clearer light on where the EP bonus comes from. I think it works really well personally. Espionage missions are quite expensive.
As for specialists producing +4 EP's: It's actually hard to acquire EP's via specialists early in the game. The couthouse is needed and that produces +2 EP's plus gives you 1 spy slot (for a total of 6 EP's). The next (I believe) is the Jail, so you'll be working with 1 spy specialist per city for quite a while. That's why I think they give more. It looks pretty balanced. Actually it's really interesting and imo rather inventive. It's a nicely designed system
edit: It's actually +3000 EP's! I thought there was something wrong there because when I played, I got 3000ish EP's.