MTW Unit Size
There are 5 unit size options in Medieval: Small, Default, Medium, Large, and Huge. The most obvious impact of this choice is the size of battles, since there is a 16 unit limit on the battlefield per side at any given time. The larger unit sizes can become more difficult to move and coordinate on the field.
Unit Sizes
Men Per Unit | |||||
Unit Size Option | Bodyguard Units | Cavalry | Infantry/Missiles | Spearmen/Pikemen | Specials |
Small | 20 | 20 | 30 | 50 | 12 |
Default | 20 | 40 | 60 | 100 | 12 |
Medium | 20 | 53 | 80 | 133 | 12 |
Large | 20 | 66 | 100 | 166 | 12 |
Huge | 20 | 80 | 120 | 200 | 12 |
The sizes for the Default option determined from the unit_prod file from column 8 (Number of men in unit). Most units will be sized according to their category, but there are some exceptions. Some units (bodyguards, ships, artillery, agents) do not scale with the unit size option, this is denoted by column 21 (Is this units base size scalable) in the unit_prod file.
Unit Costs
Both the purchase price and upkeep cost of a unit are based on the number of men in the unit. So the actual costs of one scalable unit in Huge versus two units in Default are the same.
Huge Sizes
Selecting the Huge Unit option not only generates huge units, but it also will change the recruiting time of units. Any unit that scales will also have their recruitment time doubled. Units that take 1 turn to build will now take 2 turns, units that take 2 turns (like Varangian Guards) to build will take 4. This adds to the strategic thinking required when planning moves. Retraining existing units will still only take 1 turn though.
TBD - need numbers on 12 man special units, verify bodyguards at the higher sizes