Twenty families and a village. Set up the country and the enemy, then raise a settlement, an army, and take their village.
The same seed, style and size give the same country again.
Independent villages between you; each pays whoever holds it and watches the country round about.
The most people either side may have — villagers, soldiers and recruits together — however much housing they raise. A lower cap means smaller armies and a faster game on a modest machine.
Farms need fertile land; lumber camps a wood; mines and the foundry a seam in the hills. Resource works may stand any distance from the village.
The field manual has the Conquest keys and the finer rules.