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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?

relations

1 stored edges
synergy

Opinion modifiers

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

backlinks

computed from other records

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