IMO there are some things thrown into this thread that are not really connected. Just to name some examples: Problem: Different languages have different word length thus the space needed differs, too, thus the spacing of the GUI elements are hard to set sainly. Solution: Use dynamically sized GUI elements and make font (and maybe icon) size a setting. Not a solution: Change the minimum screen resolution to make things fit for all languages. (This would be like moving into a bigger house because the table you bought didn't fit in your old one IMO) Problem: Gui elements are not distributed well on all resolutions. Solution: Let the user drag the GUI elements (mainly minimap, formation/stance widget, unit widget and build widget) where he wants them in a "GUI setting mode". Use dynamically sized GUI elements and make font (and maybe icon) size a setting. Not a solution: Make the GUI elements fit better on a higher, specific resolution and with it make the game unusable for lower resolution screens. (This would be like excluding 1/4th of earths human population from food supplies to slightly raise the standard of living for about the same amount of people IMO) Another solution would be to generally decrease the space needed, e.g.: Make formation/stance a button (showing the actual formation/stance) that, when clicked, opens a selection for the formation/stance. Something similar could be done with the build widget (Not so sure here, though).