Well, except for Establish Network. 
I'm trying to make the covert ops system suck less, and part of that is adding two new ops that do nothing other than increase intrigue. Problem is, it seems that adding them seriously screwed with every op save for Establish Network. From what I've read, this is reminiscent of the ID problems that occurred in Civ 5, but I've got no clue on how to go about cleaning-up the mess I've made.
The effect I'm seeing in-game is that all ops are greyed-out, but have their correct images. They all have no titles, say "Difficulty: Very Easy", LVL 0, and the tooltips are blank.
Here's the source for the relevant XML:
The reason I think this is ID-related is because the Establish Network op is the only one in the game's files that actually has an ID value for it (0). All the others have no values declared.
Neither database.log nor lua.log show any errors.
Edit: Adding <ID>1</ID> fixes the problem with the original covert ops not showing up, but the new additions don't show as a result. With that change the code looks like this:

I'm trying to make the covert ops system suck less, and part of that is adding two new ops that do nothing other than increase intrigue. Problem is, it seems that adding them seriously screwed with every op save for Establish Network. From what I've read, this is reminiscent of the ID problems that occurred in Civ 5, but I've got no clue on how to go about cleaning-up the mess I've made.
The effect I'm seeing in-game is that all ops are greyed-out, but have their correct images. They all have no titles, say "Difficulty: Very Easy", LVL 0, and the tooltips are blank.
Here's the source for the relevant XML:
Code:
<GameData>
<CovertOperations>
<Update>
<Where>
<Type>COVERT_OPERATION_SIPHON_ENERGY</Type>
</Where>
<Set>
<ScriptName>SiphonEnergyCovertOperationBCO</ScriptName>
<BaseTurns>10</BaseTurns>
<BaseIntrigue>10</BaseIntrigue>
</Set>
</Update>
<Update>
<Where>
<Type>COVERT_OPERATION_STEAL_RESEARCH</Type>
</Where>
<Set>
<ScriptName>StealResearchCovertOperationBCO</ScriptName>
<BaseTurns>10</BaseTurns>
<BaseIntrigue>10</BaseIntrigue>
</Set>
</Update>
<Update>
<Where>
<Type>COVERT_OPERATION_HACK_SATELLITES</Type>
</Where>
<Set>
<BaseDifficulty>50</BaseDifficulty>
<BaseIntrigue>20</BaseIntrigue>
</Set>
</Update>
<Row>
<Type>COVERT_OPERATION_OPS_PREPARATION</Type>
<ScriptName>OpsPreparationCovertOperationBCO</ScriptName>
<Description>TXT_KEY_COVERT_OPERATION_OPS_PREPARATION_DESCRIPTION</Description>
<PortraitIndex>0</PortraitIndex>
<IconAtlas>COVERT_OPS_ATLAS</IconAtlas>
<BaseTurns>12</BaseTurns>
<BaseDifficulty>30</BaseDifficulty>
<BaseIntrigue>25</BaseIntrigue>
<BaseRequiredIntrigueLevel>0</BaseRequiredIntrigueLevel>
</Row>
<Row>
<Type>COVERT_OPERATION_SPECIAL_OPS_PREPARATION</Type>
<ScriptName>SpecialOpsPreparationCovertOperationBCO</ScriptName>
<Description>TXT_KEY_COVERT_OPERATION_SPECIAL_OPS_PREPARATION_DESCRIPTION</Description>
<PortraitIndex>0</PortraitIndex>
<IconAtlas>COVERT_OPS_ATLAS</IconAtlas>
<BaseTurns>18</BaseTurns>
<BaseDifficulty>40</BaseDifficulty>
<BaseIntrigue>50</BaseIntrigue>
<BaseRequiredIntrigueLevel>3</BaseRequiredIntrigueLevel>
</Row>
</CovertOperations>
</GameData>
The reason I think this is ID-related is because the Establish Network op is the only one in the game's files that actually has an ID value for it (0). All the others have no values declared.
Neither database.log nor lua.log show any errors.
Edit: Adding <ID>1</ID> fixes the problem with the original covert ops not showing up, but the new additions don't show as a result. With that change the code looks like this:
Code:
...
<Row>
<ID>1</ID>
<Type>COVERT_OPERATION_OPS_PREPARATION</Type>
<ScriptName>OpsPreparationCovertOperationBCO</ScriptName>
<Description>TXT_KEY_COVERT_OPERATION_OPS_PREPARATION_DESCRIPTION</Description>
<PortraitIndex>0</PortraitIndex>
<IconAtlas>COVERT_OPS_ATLAS</IconAtlas>
<BaseTurns>12</BaseTurns>
<BaseDifficulty>30</BaseDifficulty>
<BaseIntrigue>25</BaseIntrigue>
<BaseRequiredIntrigueLevel>0</BaseRequiredIntrigueLevel>
</Row>