i'm against campaign changes because to my mind it results in two flawed games instead of one good game. when i look at the campaign stories for galciv 2, i can't help but think that there's no story there that could not have been told better and more easily by just incorporating it into the campaign as an optional extra mega event (ie, like an improved version of the dread lords event, but with multiple and more specific missions leading up to it and following on after).
similarly if you want a more story centric elemental, just give me a check box at the start of a sandbox game that forces me to play as relias on the elemental map, and gives me story related missions and events.
make the story of the game the one i write myself, rather than some derivative mini game. to me, the very existence of a campaign symbolises the biggest flaw in stardock's game design: the inability (or lack of desire) to propoerly integrate and harmonise game mechanics.
does oblivion have a story mode that's devolved from the sandbox game world? no, they're integrated into one. and rather beautifully so if i may add. i know they're very different games, but since they are both massively ambitious, stardock could imo learn an awful lot from them.
i love single player campaigns in rpgs, but i did not buy elemental to play an rpg. i have plenty of other games for that (and, hint, most of them have more than 4 stats per unit).
in response to the "no one buys games without campaigns" comment, personally i don't think most people who were excited about elemental were excited about playing a scripted, naff "go here, kill this" series of missions. you can get away with this stuff when adventuring is a mini game, but not when it's THE game. we were excited about an epic, fantasy strategy game that gave us some rpg elements for developing our sovs and dynasty. give us that.