Not an issue on the same level of importance as most of what's been posted or worked on so far, but the balance for the original release campaigns feels somewhat broken with Intrigue's release (my wife and I attempted to replay from the start of the story when Intrigue hit and ended up holding off until it could hopefully be reworked). The combination of the production wheel of yore with the tax slider from Intrigue and none of the mechanics (that we got to) from Crusade feels like a
Stormshaper
The expansion release messed with the campaigns (at least the Rise of the Xendar), just like Crusade did, as well. Cities costing resources, the production wheel (shudder) present but at the same time as the tax slider (which allows you to have full manufacturing production and a zero tax rate (since it only effects wealth production) for a massive approval boost at no cost). At least the buildings and the tech trees aren't as gobsnarled as they were for Crusade's release, which hopef
There should be two 'Aid' items down at the bottom of the list (unlocked with the default tech you begin the mission with). You may need to scroll down if you haven't pruned the list by building many of the special 'one per galaxy' buildings across your planets. If for some reason those aren't there, another workaround is to destroy a building on Ambassador and rebuild it to get around the inability to end turn. I finished that mission a couple of days ago on the most recent patch (wi
This was fixed in a recent hotpatch, and the campaigns (at least the ones I've played so far) are functional in both the 2.2 patch and the 2.21 opt-in. Happy hunting ;)
A huge thanks from my wife and myself as well ;) Once we're off work today, it'll be time to settle in and campaign our brains out.
I can confirm as well that the GC3 campaigns, as of 2.2, are still completely broken. It's a bit disappointing that so far, the campaigns have gone from wonky and a little broken at Crusade's release, to totally buggered in 2.13, and then to have no notes or communication regarding possible fixes in that span. For me, part of the difficulty stems from getting a bit too hyped up reading Brad's dev journals in the months leading up to Crusade's release, and then fast forwarding to
Another potential thought on the possibility of recovering administrators from decommissioned/destroyed ships/starbases: Rather then a flat 10 or 20 turn 'recovery period' for disbanded administrator projects, what if administrators effectively went on vacation after their project was ended, to the tune of 10 or 20% (subject to balancing) of the time their project had been operational? Ex: starbase Joe's Durantium Store has been in operation for 100 turns, but the empire's stock