Paradox Interactive Design Sprint

Helping players change laws in a strategy game

Role
Solo UX designer · UX researcher
Brief
Paradox design sprint, for a hypothetical game
Tools
Figma; Gemini and Layer.ai for placeholder art
Timeline
1 week
Goal

Show players the consequences of a decision before they commit, so every change of law is an informed one.

The Laws and Ethics screen on a laptop
Overview

A grand strategy game is a web of systems: laws, resources and people all pull on each other.

In this one-week sprint for Paradox, I worked on the legal system of a hypothetical medieval fantasy game: how players take in complex information, and how they see one decision ripple into the rest of the game.

First, what is a grand strategy game?

You rule a realm, and every law you set ripples outward

You look down on a world map as the ruler. Your realm has laws, and for each one you choose a stance. How you run that legal system raises or lowers the realm’s resources, and changes how its people feel.

You are the rulerof a realm on a world map
Your realm has lawsCivil, Guild and Magic
You pick a stanceone of four, on each law
The realm reactsresources shift, people respond
Magical PowerHappinessTreasuryPopulationEach group’s opinion
Try it · how one law moves the realm

One law, four stances, four different realms

Take Necromantic Privileges. Each stance pushes Magical Power and Happiness in its own direction. Watch them cycle, or tap a stance to take over.

Necromantic Privileges
Magical Power
−25
Happiness
+15
Cycling through the stances · tap one to take over

Necromantic Privileges

Forbidden · ready to enact
Costs to enact: 250 influence · 100 prestige
Requirements
  • ✓ Ruler is Devout or Just, or Priests’ opinion +75
Modifiers
  • +15 Happiness
  • −25 Magical Power a month
  • +10 Priests’ opinion
  • −10 Sorcerers’ opinion
  • −50 Necromancers’ opinion
  • Unique: Unlocks Dragons
The practice of necromancy is strictly outlawed.

Forbidden and Restricted use the sprint’s tooltip values; Allowed and Promoted are placeholders, as all game content was.

The problem

The information exists, but it’s scattered across screens

Colour schemes, icons, visual hierarchies and walls of text each carry part of the answer, spread over several screens.

The job: make it digestible, and fit what matters into a single tooltip, so players can help their population thrive.

The legal system I designed for

3 categories, up to 5 laws each, 60 possible choices

Every stance brings its own costs, requirements and effects on resources and people.

Laws and Ethics
Magic
  • Arcane Academy Endowment
  • Necromantic PrivilegesForbiddenRestrictedAllowedPromoted
  • Leyline Sanctification
  • Mystical Beast Preservation
  • Elemental Conduit Act
Guild
  • Royal Charter of Merchants
  • Master Craftsman Accreditation
  • Alchemist’s Guild Monopoly
  • Artisan Protection Decree
  • Engineer’s Guild Innovation
Civil
  • Land Tenure Reform
  • Royal Edict of Justice
  • Public Granaries Act
  • Vagrant and Beggar Tax
  • Feudal Muster Decree
3 categories×up to 5 laws×4 stances=60 possible choices
The challenge

Everything a player needs is buried in tooltips

Costs, requirements and consequences are read in small pop-ups, one at a time, before a click.

“I need to constantly go back and forth to check which law decision is affecting which set of people.” A die-hard player I interviewed

Research · talking to players

I spoke to 3 die-hard fans of the genre

Before designing a legal system, I had to learn how it works from the people who live in these games.

  • 4+ years of grand strategy and 4X games
  • 3+ hour sessions, hundreds of hours per game
  • Learned from each other and from similar games, not from tutorials
“How does the legal system work, and how does it affect every other part of the game?”
What players told me

Information overwhelm for new players is insane

Walls of text everywhere drive newcomers away.

Even for veterans, finding information is a maze

First you need to know what to look for, then where to find it.

Consequences stay hidden until a law is in force

Effects show only as + and − numbers in colour codes, with no visual cue.

Insight

Analysing the biggest pain points from the interviews

What players told me

The legal system is an information dump, learned from other players rather than taught, and a law’s effects only show up as + and − text. Laws and the people they affect live on different screens.

So I set 3 design requirements

Use transitions to communicate information. Deliver in sequence, revealing more as players dive deeper. Separate visually wherever possible.

Benchmark · games the players recommended

Players learn this genre by playing similar games, so I studied the ones they named

Each one handles the same kind of information in a different way.

Endless Space 2 · made by a rival studio. Laws, stats and the senate split share one screen.
Endless Space 2 · made by a rival studio. Laws, stats and the senate split share one screen.
Endless Space 2 · its tooltip states, each with its own information hierarchy.
Endless Space 2 · its tooltip states, each with its own information hierarchy.
Victoria 2 · Paradox’s own predecessor, with a different political and judicial system, passing on information in a different format.
Victoria 2 · Paradox’s own predecessor, with a different political and judicial system, passing on information in a different format.
Crusader Kings 2 · Paradox again, but a different genre. Laws are picked like tabs, and its tooltips carry different information again.
Crusader Kings 2 · Paradox again, but a different genre. Laws are picked like tabs, and its tooltips carry different information again.
What I found

Tooltips are the most critical element

Players hover before they click

Status indicators are everywhere

Tooltips need breaking into smaller pieces

Stage 1 · Surfacing

Finding a place to access the laws

Before designing the laws screen, I needed to know where players would open it from. I zoned the main screen so each part sits where players of the genre expect it.

The map stays in view
Ruler’s infocollapses to a strip
Game eventsand priority notifications
Attributes and resourcesalways seen first
Map controls
Date and time controls
Main tabsCouncil, Institution, Warfare, Laws, Religion, Journal
Main screen zones · Laws sits among the main tabs on the right edge

Then I made a high-fidelity mock of it, to see it in context.

High-fidelity mock · the Laws button, one click from the mapLaws
High-fidelity mock · the Laws button, one click from the map
Stage 2 · The laws screen

Just the laws, nothing else

Victoria 3 shows every law, icon and number at once. I kept the first view to three categories and the stance set on each law, with no population data. The side panel stays hidden to reduce the load on new players.

Victoria 3
Every law, icon and number in one view
Every law, icon and number in one view
My laws screen
Three categories, and the stance set on each law
Three categories, and the stance set on each law
Status at a glance

Before a decision, each law shows where it stands

Necromantic PrivilegesNo laws
No stance yetA green arrow: ready to pick.
Land Tenure ReformLiberalized
Stance in forceThe row names the stance that’s active.
Arcane Academy EndowmentFully Funded8
On a timerThe clock counts the turns left before it can change without a penalty.
Royal Charter of MerchantsEnforced
LockedNo other stance is available or unlocked yet.
Side panel

More detail, only for players who want it

Engaged players can open the side panel for the realm’s population and the net effects of current laws. It stays hidden behind a tab, one step deeper.

Side panel open · realm distribution and net effects of current lawsSide panel open · realm distribution and net effects of current laws
Population, as a picture

A pie chart for people, new to the genre

The games I studied show population as bars. Here, it’s a circle.

The inner circle is the primary split: Commonfolk, Sorcerers and Specialists. Click it and an outer ring opens with each group’s factions, such as the Cobblers, Masons and Thieves guilds. Hover a faction to see its loyalty and what changes it.

The outer ring opens, hover a faction for its details
The outer ring opens, hover a faction for its details
Tooltips

Tooltips are the backbone of this game

Every decision gets made in a tooltip, so I treated them as a system: fixed colours, fixed classes of information and a fixed reading order.

#3C8A55

Green

Positives

#A63A32

Red

Negatives

#5B4373

Purple

Law titles

#4A8BA3

Teal

Stance titles

#6B4423

Brown

Guild decrees

#1A1F6B

Navy

Unique effects

#7A706C

Grey-brown

Flavour text

#3A3A3D

Dark grey

Default or neutral

8 tooltips, one structure
Law · before selection
Law · before selection
Stance · requirements met
Stance · requirements met
Stance · requirements missing
Stance · requirements missing
Stance · after selection
Stance · after selection
Pie chart · primary split
Pie chart · primary split
Pie chart · secondary split
Pie chart · secondary split
Pie chart · secondary, expanded
Pie chart · secondary, expanded
Resource or attribute
Resource or attribute
Reading order

Each tooltip reads top to bottom, in the order a player’s questions come up

Stance tooltip
  1. Title, current status, base info
  2. Costs to enact the stance
  3. Requirements to be met
  4. Modifiers and effects, sorted into their own categories
  5. Flavour text, kept at the bottom for invested players
Final design

Changing a law, from first click to a realm that updates

One journey: choosing a stance on a law, with tooltips on hover helping the player decide.

Prototype · not every state is covered; the flow below is the accurate version
Clickable prototype

Try it: change a law yourself

Click and hover right on the screen. The gold pulse shows where to go next.

Main screen · click the Laws icon on the right edge
The full flow · Necromantic Privileges

The player opens the laws, taps a law with no stance, hovers each stance to read its tooltip, comes back to Forbidden, picks it, and hovers it once more. Then it starts again.

Main screen · the player clicks LawsLaws screen · the side panel starts hiddenSide panel openHovering Necromantic Privileges · no stance yetClicking it opens the four stancesHovering Forbidden · costs, requirements and effectsHovering Restricted · missing requirements in redBack to ForbiddenForbidden selectedHovering Forbidden · now active, with time remaining
01 Main screen · the player clicks Laws
Special interaction

Resources glow before you commit

While the player hovers a stance, the attributes it would raise glow green and the ones it would lower glow red.

Hovering Forbidden on the laws screen
Hovering Forbidden on the laws screen
Resource bar · neutral, green glow and red glow
Resource bar · neutral, green glow and red glow
Expandable tooltips

Fold away what isn’t critical

Minor effects, locked benefits and sometimes the flavour text fold into a collapsible section, to cut the information overwhelm.

Collapsed · minor information tucked away
Collapsed · minor information tucked away
Expanded
Expanded
Reflection

In a complex system, the first job is to become fluent in it

Talking to expert players taught me more than any screen could. Most of the week went into decoding the game: what a tooltip holds, how stances behave, and how its systems pull on each other.

What I’d explore next

Live indicators everywhere

Real-time visual cues on resources across the game, not just on stance hover.

Test the pie and the panel

With both new and veteran players.

Removing a stance

The flow I left out of scope.

Thank you for reading!

Let’s make something clear.

Wish to see beyond UX?

Check out my art and architecture work on Behance ↗