causal-tooltips mechanic sourced
Causal breakdown tooltips
Hovering a derived value shows the named modifiers that produce it, and terms inside the tooltip can be hovered in turn.
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?
relations
1 stored edgesOpinion modifiers
Itemized modifiers are only legible when tooltips decompose them (Paradox titles).
backlinks
computed from other recordsclaims
2 with sourcesVictoria 3 uses a nested tooltip system in which highlighted terms inside a tooltip open further tooltips, a system introduced by Crusader Kings III.
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.