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Aurore, yeah it's very overpowered. That much is obvious. I am working on some changes now and I will release a much less OP version soon. :)
As you said, now that you've made the spy training center, you should remove the spy.
I would recommend thinking about a specific purpose for the building to serve, and then designing its traits around that. Is it a science booster? Does it improve military training? Does it improve the productivity of the city it's built in, or does it provide an empire-wide benefit (that would definitely justify limiting the number you can build)?
As far as first buildings go, I think yours is pretty neat, and I wish you luck in the future.
I was thinking -
Remove:
1) The unit upgrade cost reduction.
2) Science from research agreements(Maybe, this one kinda makes sense to me, because maybe it helps when co-op researching stuff with another nation.)
3) The extra spy, since I've moved that to a spy training center building.
4)Either remove the great scientist slots or lower the amount of these buildings allowed to 3, or maybe both.
Unless you intentionally meant for the building to be very complicated, I would remove some of the effects, and buff the others to compensate.