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Just build 1 sabotage module, cloaked spy ship, with highest speed possible while maintaining 100% stealth, i.e. as much engines to get safe power/generators within cloaking module capacity. And, enough fuel to get to nearest alien planet. Be sure to NOT have a refueling treaty with that system. No need for round trip fuel range.
Then, go to that system, conduct illegal refuel, go somewhere to waste fuel, steal more gas, and continue on until at least 2 stars. Now, that ship's active spy missions will have higher chances.
With increased level, go and spy planet/station/ship/fighter. Get to 3 stars.
At that point, that ship can sabotage construction projects, destroy builidings/ships/stations/fighers, and kill armies. Get to 4 stars.
Wtih 4-5 stars, this super agent can lower morale and incite rebellions. Once the target planet revolts and turns into a "pirate" system, send in some policemen to restore order and let them join your empire. Or, just nuke them to oblivion and start a new colony of your own; no other races, including the original, will complain of you crushing a rebellion. Easy, peasy...
And, if the spy has been discovered (and, of course, the AI race won't tell you that they know, so that they can feed misformation to you), then, there is automatic failure for hard core missions.
As for tips, it seems there are more in-game description or hints on what to do with certain data or red numbers in patch 1.03c. You just got to have patience and hover your mouse over the number, icon, words, etc... until the pop-up appears. Besides the manual, the Dev has been active on this forum explaining many concepts and answering specific questions. Of course, the game has been out for a while, so the topics are old, and the thread would be several pages or months back.