~ Ketzer's Guide On Mass Recruitment ~
Greetings.
Yes, you supposed rightly: This is a guide to raising E:TW's men per unit numbers!
And all without a "real" mod!
So, I'll get straight to business now without further ado:
For Windows XP: Open C:\Documents and Settings\YOUR USERNAME\Application Data\The Creative Assembly\Empire\scripts\preferences.empire_script.txt
For Windows Vista: Quoted from this post:
Open preferences.empire_script.txtOriginally Posted by Snapshot
Two lines in that file have to be cared for. They are also the only lines in it that contain the term "unit", so pressing Ctrl+F (when using Notepad) should do the trick for easily finding them.
The first line to care for is this one (though the latter one inside the file):
Make sure the value is '3' in your file, too. In this guide I provide numbers based on the 160 men per line infantry unit, which is the number of men the "(Not so) Ultra" setting gives you.Code:gfx_unit_scale 3; # gfx_unit_scale <int>, Set unit scale. 0 - lowest, 3 - ultra #
Now, the line that does the very trick looks like this and can be found among the first few lines in the file:
All you have to do now is to divide the number of men you want by 160, and you have the value with which you have to replace the '1'.Code:campaign_unit_multiplier 1; # campaign_unit_multiplier <float>, Set default unit multiplier for campaign #
IMPORTANT: Not all numbers work! For one, I've only tested one decimal place (one position after decimal point).
All numbers up to '4' work except for:
- 1.1
- 1.3
- 1.4
- 2
I have tested every single number up to 4, above that only some nice looking ones.
For your convenience, here's a list of numbers that look good on standard line infantry (the vanilla number of men on "Ultra" being 160, as mentioned):
- 1.5 = 240 men
- 2.5 = 400
- 3.5 = 560
- 4 = 640
- 5 = 800
- 7.5 = 1200 men
For the case that you'd like to test further numbers, there's an easy way to tell if they don't work without even having to load a campaign: The intro movies don't play! Only The Almighty Cosmologist knows why...
Note, however:
- For using this with campaign games, a new game will have to be started, or weird things will happen.
- After changing whichever options in the respective in-game menu, the multiplier you use will be undone, so, after each use of the in-game options menu you'll have to edit your changes into the preference file again.
When you have found the settings optimal for you (both performance tweaks and unit sizes), I'd recommend you set your pref. file to read-only (right-click it, see it's properties).
- The multiplier also affects ancillaries in campaign games. With high values, the number of ancillaries of ministers can hit the top as soon as during the first turn. Same with generals/admirals after a single battle.
- Don't forget that buildings have a maximum number of people they can hold! A large portion of a unit may position itself outside, and it won't always be in front of the entrance.
- You may also try a lower unit scale setting (Thanks Nonopust for the idea and testing it) for better fine tuning. Remember that the multiplier isn't called that without a reason.
But beware: There may be other multiplier values that do not work than those I've listed above! The numbers not working that I've listed above are for the "ultra" unit scale setting!
~ Have fun with the carnage! ~
Regards,
~ Euer hochergebener Ketzerfreund. ~
...I'll finally get back at playing a bit now.


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