Thanks a million for the feedback.
Initially, I had considered a similar solution: letting the player know right away everything they could purchase. However, since this is an idle game without rebirth that has a definitive goal (essentially a “finale”), I opted for a different design choice, and the various parts of the game unlock at specific influence thresholds to give the player an experience slightly different from most incremental games.
I don’t know if it’s a good choice, as is always the case when you try to propose something different in a well-established genre, but I wanted to give it a shot anyway ^^