It is my problem. Go capture my colony and see what happens. Maybe I have a hidden army myself or maybe just every of my colony can be captured back in 3 turns thanks to nearby armies or smart orbit sectors location.
Are you suggesting me to lose cosmite mini-game just because one of 12 players selected syndicate race? You build a 30 energy unit with upkeep 4 and park it on on energy resource with 15 income, or just steal 5 cosmite per turn and I must spend another 5 cosmite and 4 energy upkeep on an useless unit? And then spend my precious time on patrolling every sector every turn? No, thanks, I hate such games.
You seem to miss my point so I will repeat it again here, using some analogy. Imagine that total energy income is not displayed in the top left corner and you have to calculate it yourself every turn, by going to colonies overview screen, manually calculating their income total, then going into units overview screen, manually calculating their upkeep total and finally comparing them to find your total income. That's what we currently have in regards to detecting hidden units. It is already possible to find that some resource is being stolen and then by checking every colony (and comparing to income from previous turn) to find which colony is causing the problem. Why isn't it automated???
Or let me ask you another thing. Why garrisons have been added to planetfal in the first place? To protect vs some single bats capturing cities? I have a level 1 energy sector (with +5 energy income) and hidden scout cannot steal it because of garrison, same with 1 size colony which gives +5 energy but has a garrison too. But if I have an energy special location which gives exactly same +5 energy, suddenly the scout is able to disable it without even letting me, the owner of that thing, be notified. That's kind of bug and should be fixed IMHO.
Sorry, this is irrelevant to the discussion.