This was today’s update on the Epic store. Is it possible you accidentally changed a setting in windows itself that affects game fonts? Otherwise I’d uninstall the game, and deleteevery thing from //Documents/My games//OldWorld except the save folder. Also go to:

C:/Users/“You”/AppData/LocalLow/ and delete the MohawkGames folder.

Done! Problem removed.

And then reinstall. Duh I forgot to put that in there. The hope was maybe a setting for botjed and this would fix it back to default.

Oh I understood! I just chose to elide your solution to permanently resolve my frustrations!

I noticed tool tip text shrunk. But I either adapted to it or the text returned to its previous size, as I haven’t squinted and gone “wtf” in the last couple days.

I reinstalled Old World to check out the tooltip situation and yep, still tiny for me. I did find the setting in options to change tooltip scaling and that did… nothing. I tried it several times.

My current theory is that my tooltip display is locked to the lowest tooltip scaling setting regardless of what I do in options.

I supposed that might have something to do with a corrupted config file. What’s the way to try cleaining that up, again? I noticed that the reinstalled game did still have all my old options saved which means there’s a config file somewhere, quite possibly the culprit…

Possibly here:

%appdata%\..\LocalLow\MohawkGames\OldWorld

Yeah I tried deleting those files but did not help.

Did you delete everything from? //Documents/My games//OldWorld

Yes I did. Do I need to uninstall / reinstall after that?

I tried clearing out the Old World folders from both My Games and from Users and then uninstalling/reinstalling and no improvement. The big tell to me is I can go into options and change the “tooltip scaling” setting and it has no effect. Max, min, in the middle, it all displays as tiny tiny tooltip text. Changing that setting has no effect.

And the thing is, for several weeks, the tooltips were notably larger, and I never touched that setting. I didn’t touch it before this problem occurred either. Basically there was a patch and BOOM my tooltips are too small for my aging eyes to read without a great deal of trouble. (And yes, this is definitely not my eyes and is also definitely just this game; I can read other text and other tooltips in other games just fine.)

Bah. I was going to give this game another chance but…

A long shot, but is the file holding the config data that includes tool tip options read-only, or in a read-only folder/path?

Long shot but have you tried changing Windows DPI scaling? Or playing with the settings on the .exe itself via File Explorer? Might be worth a shot just to see if it gets something unstuck.

I haven’t tried messing with my main Windows settings b/c this problem is isolated to Old World - my text in other apps/games/tooltips is all fine and normal and I don’t want to enlarge that to stupid levels. Actually I don’t want to change my general text settings at all; everything is working well. As to the settings in the .exe, well again the problem is not ALL Old World text but very specifically the tooltips. Old World menu text is fine. I’m pretty well convinced the issue is that my “tooltip scaling” setting in Old World - Options - Accessibility is locked to minimum, especially b/c when I change that setting, nothing happens. I can scroll the bar, save the options, etc. But it has no effect. I have no idea how to fix that. Also, this was all triggered by a patch. As far as I can tell, I did nothing at all to provoke this mess.

I was thinking more of a step in troubleshooting (does it change it at all?) with the odd chance something gets unstuck if you change and then change back. I wonder if anyone on the Discord has experienced that problem as well.

I 100% hear you but I fear unintended consequences…

I should mention this week’s patch has apparently resolved this issue. I fired the game up last night to see if maybe I could play it for a bit before the eyestrain got to me and Lo and Behold: the tooltips were back the way they were prior to the patch a few weeks ago. I still can’t affect the size of the tooltips from within the game (the accessibility option for tooltip size does nothing) but they are back to a readable size.

I made no changes whatsoever to anything having to do with Old World between the last time I tested this and yesterday so it must have been a patch (which release on Thursday IIRC).

So now I’m back to the love/hate relationship I have with this game. And, by word of explanation as to why I haven’t posted more comprehensive thoughts as I had earlier indicated, that is because both my love and my hate run too deep. I am severely conflicted on this game; some truly great stuff and some stuff that I just loathe. My current views are so schizophrenic as to be nearly incoherent. Perhaps I will eventually get to a point where I can discuss this reasonably.

I feel you, brother, I feel you.

At some point while you’re processing your opinion, I hope you’ll spend some time with the 4X’s you loved before Old World. I had mistakenly thought Old World was going to be a game about which I was conflicted, but that I could just move on from it and accept that it has some flaws, like any other game, but it will always have its place in the 4X pantheon among the best of them.

Instead, I feel there are enough “quiet revolutions” in Old World’s design that it’s going to be one of those dividing lines, like Civilization IV before it. lt’s going to color my experience with every strategy game I play from here on out. In a weird way, I feel like I’ve been infected by the designers’ vision, and I’m more keenly aware of the problems they tried to solve and the ways they wanted to tweak the experience of playing a strategy game. I feel now like I’m looking at other strategy games with new insights, and they’re consistently pulling me back to Old World.

Thanks, Obama Soren!

-Tom

Actually during the tooltip downtown I did go back and give Civ IV a whirl and you are 100% correct. Soren changed things in a way such that Civ IV is not quite the same anymore.

Old World really does redefine the genre. Unfortunately, it has baggage as well.

To begin sorting out my thoughts on the bigger picture, there are many elements of Old World’s design that are brilliant, with the resource systems, character systems, and event systems all being excellent, and probably the best idea being that some choices provide “qualitative” options as opposed to simple “quantitative” bonuses (for example, certain things unlocking hurry options, or buy tiles options or various other functionalities). So those are all big advances.

The weaknesses IMO, fall into 3 big categories and are all IMO somewhat subjective: all 3 of the things I mention are going to be impact different players differently depending on their preferences, and also for some players, how their brain works.

The 3 categories are:

The Chick Parabola, already discussed at length. For those players who care a lot about an interactive competition with the AI as opposed to treating the AI like a Black Box as @Strollen mentioned, this is a big problem. Even if you don’t care about that as much, this issue does make balancing the game and finding the right level of AI challenge hard: the AI needs so much help to get going that it’s hard to find a sweet spot. For me this is only a moderate level problem but a severe problem for folks like Tom.

The Black Hole of Min/Maxery also known as Attractive Nuisance for OCD or ADHD folks. This game has a shitload of small to medium to large bonuses, which require a really stupendous amount of effort to maximize. A game breaking, headache-inducing, groans of frustration and disgust level of effort for some of us. Many folks say “oh just don’t worry about MAXIMIZING stuff.” But that’s just not how my brain works. Just as Tom will say in regard to AI “Why have a system in the game that the AI cannot use well?” I will say “Why have a system in the game that’s not enjoyable or interesting for the player to min/max?” If you don’t want the players to min/max don’t create the systems that offer that. Full stop. If you want to introduce the systems, don’t make them a hellscape of micromanagment and unforseeable “Oh Shit I put that thing in the wrong place now my city is RUINED!!!”. Some of us have brains wired that way. This game kept kicking me in the cerebral equivalent of the sensitive spot in that regard. Fewer bonuses that did more (for example, big bonuses for mines on hills good, little bonuses for adjacency bad) would be vastly better. For others this may not be a big deal, but for me, it just fucking kills me in almost every game of Old World I play. At some point, I end up looking at my civ and saying “what a piece of non-optimal crap” and just quitting without finishing. That may be on me, but it’s pretty deeply rooted.

And third, If You Require Too Many Steps to Effectuate a Decision, the Decision is No Longer Interesting. Soren has talked about how his keystone philosophy is the Sid Meier concept of giving the player interesting decisions to make, with which I wholeheartedly agree. And much of Old World does in fact accomplish that, in spades, and in new ways that redefine the genre. Those decisions that give the player new functionality or qualitative changes to gameplay, for example, are GREAT. But IMO Soren went too far and broke things down too much and added too much and just generally went over the line Bruce articulated 20 years ago in his “Detail vs. Realism” article on the old Game Domain website. Except in this case it’s not the detail of refueling the WWII fighter planes that gums up the works but the detail of just having to make too fucking many decisions, needing to click too many boxes, being forced to do way too many steps, to effectuate a big decision in this game. If you force the player to make too many little decisions to implement a Big Decision, that’s not longer interesting. I’m a strong believer in “deep but elegant” gameplay, of which Civ IV was a masterpiece (albeit dated and flawed by modern standards). Old World delivers the depth. Oh boy, does it deliver the depth. It makes other heavy duty strat games look like shallow losers by comparison. But Old World is not elegant. Whatever the opposite of “elegant” in this context (the mathematical concept of “elegance”) is, Old World is that.

That may sound overall negative but honestly my views are more mixed than that. There’s truly great stuff in there, genre-redefining stuff, addictive stuff, awesome stuff. But man, there’s some pain in the design as well, especially for my preferences and for my brain.