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Steal tech gives you a random tech that you can research. There are some modifiers for tech costs (techs that take longer to research than the steal tech process are less likely to be stolen) and you get a *1.5 multiplier on techs that yield affinity of the dominant tech that the defending player has. That means you should steal from players that have the affinity that you want to have a better chance - but in the end it's supposed to be random. It's counter-balanced by the fact that you get a whole tech each time, while steal science - which is the option that you should use if you want to guarantee to get something useful - gives a lot less progress.
This is a good way to get outer ring techs (like Nanotechnology for Nanopastures) far earlier in the game than you ought to.
As for the spying, I hate the affinity being tied to what you research, especially as purity (my fave affinity) has for the most part inferior/worthless techs associated with it. I generally just stick to stealing science points now. And shamelessly savescum worm skeletons. Why not beat one silly mechanic by exploiting another.
As for the stealing tech, and affinity tech in general, I still don't see why the randomness can lead to me sometimes flipping me to the opposite of my intended affinity path. But that's still a small thing. As for affinity and affinity techs I also agree because sometimes it's just annoying grabbing leaf techs for your affinity. I wish it was a bit more organic.
http://postimg.org/image/erge8b8m1/
I obviously performed horribly and also completely ignored tile improvements in the bottom cities (mainly because I rushed through the turns), but still - turn 123, Health problems solved. All Health I have comes from the Buildings that are available in Ring 1 (+their quests - you should always choose the Health-Option in Building Quests) and the Health-Virtues in Prosperity.
If you want to go taller or a lot wider than that (this strategy could easily handle 2 more cities without any changes), then you still have Biowells to give you "infinite amounts of happiness"- and at this point I could unlock Transgenics in 9 turns, giving me access to an additional 3 happiness per city (via Gene Smelter) and the Promethean which cuts the unhealthiness of the population of one city completely - if I built it in size 12 megan that would be 9 additional health.
The reason for that is simple: You have a TON of stuff to do in the early game and spending ~9-10 turns on building an extra settler for a city that will then drop your health even lower early on and and force you to either losing a lot of production and growth or focusing on health-buildings earlier than you'd want to build them - all of this will further delay the things that you really want to be working on in the early part of the game. No matter what you choose, the whole development "per city" will be staggered by a lot, making each additional city that you try to squeeze in even more painful.