What is required to limit the amount of draw calls in Unity?
There's quite a bit of information about this:


Static/dynamic batching: basically combining objects into one super-object
Atlas textures: combining textures into one large texture than only uses one material
Switch to a deferred renderer if you are using many lights



  From my understanding to render an object that contains exceptional amount of vertices, this would require a lot of draw calls.


The vertex amount doesn't directly determine the number of draw calls. There also isn't really a guide on how many draw calls is too much. The best thing to do is to profile your application and see where your performance problems come from.