Oberlus wrote: ↑Fri Dec 10, 2021 5:21 pmWhile working on the policies, If I really think I need to unlock a policy when more than one tech/policy is researched/adopted, can policies be unlocked within FOCS effects, the same that techs can be given to empires?
There should be effects like UnlockBuildingType, UnlockShipPart, UnlockShipHull, and UnlockPolicy, that work like GiveEmpireTech. Trith and Sly species have effects that unlock policies, for example.
Using these won't auto-populate the "unlocked by " and "unlocks" lines in the pedia, though, so are not preferred to the unlock direct scripting.
And another thing: should policies not be unlocked by other policies?
When it makes sense, policies can unlock polices. Doing this, particularly also as prerequisites, was intended to model a series of societal changes that depend on previous similar changes, and to make the policies a bit of a progression that are somewhat self-contained, rather than always depending on other content being acquired, like techs or buildings or species or specials.
I think "adopt policy A that is prerequisite of policy B, turn, adopt policy B and de-adopt policy A" is the same as "adopt policy A to unlock policy B, turn, adopt policy B and de-adopt policy A", so it makes sense.
The difference is that a prereq needs to be adopted when a later policy is to be adopted, vs. an unlock that can have been adopted at any time prior. The prereqs mechanism is a bit nicer for modelling the progression aspect, but perhaps that's not worth the extra complexity / confusion it brings...