The authenticity of game mechanics in historically themed video games affects player immersion and experience, yet research on unit movement speed models adapted from reality remains scarce. This study designs and implements a unit movement model for a medieval-themed strategy game, in which unit speed is affected by load (armor and weapons), transportation, ground slope, and surface type, based on estimation formulas adapted from real-world biomechanics studies. The model is implemented in C\# on the Unity game engine using a data-oriented design paradigm for efficient parallel computation. Terrain effects are precomputed into a grid map so that lookups during simulation run in $O(1)$ complexity. Performance testing shows the model simulates up to 4.096 units at an average frame time of 13,8 ms (above 60 FPS), while a user perspective test with 30 respondents shows increased authenticity (3,12 to 4,43) and immersion (3,27 to 4,21) scores without a significant decrease in enjoyment. These results indicate that a reality-estimation-based movement model can be implemented efficiently while balancing authenticity and fun.
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