one dataset · paper, tables, graph, wiki
simgrammar the grammar of simulation

definition

Any displayed derived value (mood, stability, price, income, work speed, battle strength) can be hovered to list its contributing terms, each with a label, source, sign, and magnitude, usually as base plus additive modifiers times multiplicative modifiers. Terms that are themselves derived or that name a game concept can be hovered again, opening a nested tooltip. The mechanic owns no simulation state but requires the simulation to compute values as explicit lists of labeled modifiers rather than opaque formulas. Update rule: on hover, read the modifier list for the value, sort and render it, and attach hover targets to sub-terms. Canonical forms: Paradox grand strategy (Europa Universalis IV, Stellaris), Crusader Kings III, which introduced nested tooltips on highlighted terms that Victoria 3 adopted, Victoria 3 tooltips breaking down battle calculations, RimWorld info-card stat breakdowns (skill and capacity factors behind work speed), and Civilization yield breakdowns.

player experience

The player can interrogate any number until the lever appears. Opaque systems become debuggable: why is stability falling, which modifier expires next, what would fix it. Players who enjoy optimization dig through several levels; others glance at the top line.

design levers

  • recursion depth: one level of breakdown versus nested tooltips on every term
  • whether tooltips can be pinned or locked so the player can move into them
  • which modifiers are hidden from the breakdown, if any
  • presentation of additive versus multiplicative terms, ordering, and rounding
  • whether each modifier shows its remaining duration
  • glossary links from terms to concept explanations

failure modes

  • Late-game modifier stacks grow into walls of numbers that no longer explain anything.
  • Rounded or partial terms that do not sum to the displayed value erode trust in the whole interface.
  • Values with clamps, caps, or nonlinear interactions are presented as simple sums and mislead.
  • Hover-dependent design moves essential information off the main screen and works poorly with controllers and touch.

dynamics

  • Full transparency speeds up optimization and exploit discovery, pushing play toward spreadsheet min-maxing.
  • Because each new effect appears in breakdowns automatically, modifier architectures are easy for modders to extend legibly.
  • Players learn the simulation's causal graph by walking tooltips, which lowers the need for external wikis.

open questions

  • When values come from a learned simulator instead of modifier lists, can attribution methods produce breakdowns players trust?
  • Do counterfactual tooltips (what single change would flip this outcome) teach faster than additive breakdowns?

appears in

the paper, 3 sections · 1 chapter · 4 episodes
paper

4. A grammar of simulation games

linked in this section of the paper

paper
paper

5. The structure of the design space

linked in this section of the paper

paper
paper

6. Five ceilings

linked in this section of the paper

paper
glossary

Glossary of mechanics

listed under information & legibility, with its summary

book
ch 9

Chapter 9. Vacant lots

linked from the text

book
ep 4

Why deep systems are hard to read

on screen at 6:17 choosing a point

episode
ep 5

The five ceilings

on screen at 3:47 what a player can follow

episode
ep 7

Where AI lands

on screen at 2:20 explanation by hand

episode
ep 10

What breaks

on screen at 2:54 opaque replacements

episode

relations

1 stored edges
synergy

Opinion modifiers

Itemized modifiers are only legible when tooltips decompose them (Paradox titles).

claims

2 with sources
c01medium

Victoria 3 uses a nested tooltip system in which highlighted terms inside a tooltip open further tooltips, a system introduced by Crusader Kings III.

src-pcgamesn-2022-victoria-3-nested-tooltips

c02high

Victoria 3 UX work repositioned tooltips so players can move into a nested tooltip without opening another, and added military tooltips that break down battle calculations.

src-paradox-2023-victoria-3-dev-diary-74

sources

2
Henrik (Paradox UX designer) (2023). Victoria 3 Dev Diary #74 - UX Improvements. Paradox Interactive forums

provenance

runs in log/runs
2026-10-24
created2026-10-24-taxonomy-m6taxonomy