I am think as a designer, it is just that all the things common about IO are internal workings and not game concepts or mechanics.
It's the same thing, you're just wording it in ways that are backend focused. "Can be freely scripted to have a wide variety of unique mechanics" is the same thing as "typically has bespoke mechanics."
Telling me that it is in the same group as Jihads, the HRE, or the Patriarchates implies that knowing that is it in the same group would be beneficial.
I think it can be. Frankly I think the claims that IOs are somehow a purely backend thing that will make no sense to group from the player perspective are ridiculous. Their uniqueness
is their commonality; they are buckets for unique mechanics and interactions I think that can be useful to explain to the player.
It shouldn't need to tell me that 'France' is a 'Country Name'
It shouldn't need to tell me that red is a 'Color'
It shouldn't need to tell me that a modifier is a 'Variable'
And you won't be told that "Holy Roman Empire" is an "International Organization Name." The game explains what objects and entities and mechanics are, it doesn't explain what words are.
Yes, when looking at the information for the country of France, there will be the three icons to indicate that it is a <Tier X> <land-based> <monacrhy>, each of those will be hoverable and provide an explanation. The name France on that page will not have a tooltip to indicate that it is a 'country name'.
Exactly. When we look at a country we see that it's a country and can read what countries are. And when we look at an IO we can see that it's an IO and read what IOs are. Sounds consistent and informative and clear.
Genuine, 100% serious question here. If you can provide a tooltip text for IO that provides useful information that wouldn’t be better explained by the specific IO, I’ll withdraw my objections.
I think that explaining that IOs are international and involve bespoke mechanics can be useful. It's not about explaining something better than the specific IO but teaching players what IOs are like so they know what to expect when they see them.
But I'm going to flip this on you - can you provide a reason for breaking their UI design standards in this one case that is based on an argument about UI design or game design and not just a personal dislike of this specific name?
I know I'm also arguing that it can be useful information, but I think people are approaching this backwards because of dislike for the name, which isn't a good argument for UI design. Fundamentally,
everything in Project Caesar is identified as the concept or mechanic it belongs to, and every such identification contains a tooltip. This even applies to things that are obvious to anyone with a modicum of common sense, like "building type" and "unit type" and "event option." The developers are not sitting their analyzing every concept and mechanic and trying to predict which might be useful to explain and which ones are less useful, they are simply giving
everything an explanation. If you are arguing to change those I think you need to come in with more relevant arguments than "this name doesn't fit well" and "this concept isn't that useful to describe generically."
That's the beauty of nested tooltips - us experienced players just have one extra word or phrase we can not really look at, which isn't problematic at all, and newcomers can read basic information about whatever they want whenever they want. Are there tooltips that few will ever read and even fewer will find useful? Probably. But that's fine, and designing the UI in this way means that no one has to try and predict what mechanics people will find confusing and what tooltips people will find useful, because everything is explained by default. Would someone ever be confused about what the HRE is and then have to look it up on the wiki and then be annoyed it wasn't mentioned in game? I don't know, none of us know, we're all guessing. But actually we don't have to guess, because it's named by default, because everything is.