How large a squad may become
Squad size depends on the leader's intelligence – five values define how many members each level allows.
What does this setting do?
In SCUM squad size is not a fixed number but a reward for the leader. What counts is their intelligence attribute: a leader at level 1 commands two people by default, at level 5 it is ten.
Mind what is being counted: the number means the members besides the leader. At level 5 eleven players sit in the squad, not ten. If you have a hard cap in mind, enter one less than you actually want to see.
The leader always decides, not the strongest member. If they raise their intelligence the squad grows with them; if they hand leadership to someone with less intelligence the server lowers the cap – existing members are not kicked, but nobody new joins until there is room again.
The five values do not have to ascend, but they should. Give every level the same number and you strip intelligence of one of its most visible benefits – the attribute then barely pays off for leaders.
All values at a glance
| Intelligence level | Maximum members |
|---|---|
| Intelligence 1 | 2 |
| Intelligence 2 | 4 |
| Intelligence 3 | 6 |
| Intelligence 4 | 8 |
| Intelligence 5 | 10 |
Which value suits my server?
Generous: 4 / 6 / 8 / 10 / 12. On a building server people want to build together, not run into a limit.
Defaults 2 / 4 / 6 / 8 / 10. They keep large squads expensive without locking out small groups.
Tight: 1 / 2 / 3 / 4 / 5. Small teams, more solo players, noticeably more tension on the map.
What to watch out for
The value states the members <i>besides</i> the leader. For a squad of six, enter 5.
Lower the cap and oversized squads stay as they are. They simply cannot recruit until they drop below the new limit. If you really want them smaller, announce it and let the groups split up themselves.
Ten against two decides a fight more reliably than doubled weapon damage. If you are thinking about balance, start here rather than with the multipliers.