I like spies too, for the aforementioned things, especially since i never build a spaceship and they provide a possibility to hinder AIs with theirs. But imho they are too weak, they come to late, and their actions costs TOO MUCH. I use them regularly as scout for my nukerush, in this case they are pretty good, nothing to complain. I did ressource-denial with them, and there begins the pain for me, in modern age most civs are able to rebuild destroyed improvement nearly every turn, so it gets really expensive. Example where i did this: Enemy AI alone on other continent, i had a slight lead pointwise, think it was around 1990. Much of his units not upgraded, afaik Ai will keep them this way and upgrade them all after 1-2 turns of war. So i decide to take him out and denial him the possibility to upgrade to accomplish this. Targets were: 1Offshoreplatform, 2 inlandoil, 1 Uranium, 1 Aluminium. I took one carriergroup on the offshoresource, destroyed one oil with gunships first turn(guarded it with sam/mech/armorstack), the other sources with 3 of my spies, so one spy was free to spot for nuketargets. The game continued in this way for ca. 15 turns, sabotage/he rebuilds same or next turn, repeat... One spy fails/get caught, lucky me i can nuke the source, some turns later, second spy fails, doh. All i achieved through the expenses(200-400 gpt, one idle carriergroup, 3 idle landunits, 2 death spies) seemed pretty much nothing when he upgraded all his units at once and subsequently battered my bridgehead and conquered his city back(the one i did not raze for airlift/forward base). Spies are too weak/expensive imho for everything else than scouting. And even for that your normally better of with a strong airforce, except(like in my example) when you cannot reach your targets.