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Panjandrum
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Aug 24, 2007
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Description of problem
"allow = { }" blocks in inventions control visibility

What game version are you running?
2.0.1

What platform are you playing on?
Steam

Please select any/all DLC you have enabled.
Hellenistic world flavor pack, Epirus flavor pack, Magna Graecia Content Pack, Epirus Content Pack

Do you have mods enabled?
No

Please explain your issue is in as much detail as possible.
Common to many features of many games in the Paradox ecosystem is the concept of the "potential = { }" and "allow = { }" scripting blocks. These blocks are found in contexts where some content item has separate conditions for "visibility" (whether the content item appears to the player) and for "interactability" (whether the player can interact with the content item). Decisions, for example.

The convention, without exception across the Paradox stable so far as I am aware, is that the "potential = { }" block controls item visibility, and the "allow = { }" block controls item interactability. Imperator has certainly adhered to this condition in the context of its decisions.

(Sorry for explaining your game to you here, but I felt the need to define terms and establish background)

*However*, the invention system has broken with this convention- it is using "allow = { }" blocks to control visibility and "potential = { }" blocks to control interactability.

I am not actually certain if this is a bug in the strictest sense. The "allow = { }" blocks in the invention files are currently being used to hide special culture-specific inventions when the player's country is not of the appropriate culture group. It is arguable that this is the intended behaviour- hiding the inventions to prevent (further) cluttering the invention UI- but, a) there are some signs in the script that someone intended the culture conditions to be visible to the player- they've bothered to furnish them with custom tooltips, which will never be displayed in game- and b) this behaviour is causing UX issues:

• Many players are unaware there even are culture-specific inventions in the game.
• Even if they are aware, there is no indication which inventions are culture-specific, or to which cultures.
• Almost *no-one* knows that it is possible to access these inventions if you integrate a culture of the applicable groups- I had to go into the scripting files, see this, and test it in game to discover it.
• If the player *does* integrate a culture that enables them to access more inventions, there is no indication that they have unlocked these inventions, or why, or which ones they have unlocked. It is entirely possible to unlock inventions, see them in the invention tree, fail to realise that a half a dozen extra inventions have suddenly appeared in the UI, and then unintegrate the culture- losing access to those inventions. I personally have done this, twice.

I am also concerned, though I have not tested this, that it might be possible for a player to unlock an invention, purchase it, unintegrate the culture and then lose the effect of the invention, without noticing or being refunded the invention point.

Further, even if all of this is intended and will not be fixed, the invention script should follow pan-Paradox convention in the naming of these blocks- if only to prevent confusion among modders (and, presumably, content devs more familiar with other Paradox games).

I'm going to upload your own files because the forum won't let me hit submit without an attachment.

Steps to reproduce the issue.
Read the script files and cross-reference the visibility behaviour of the inventions in-game with the conditions there.

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  • inventions.zip
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