// Notes for custom campaign designers:
// Each "chunk" after the global chunk represents one stage of the campaign, with one battle. It may or may not allow for a choice of strategic options.
// Available strategic choice pairings are:
// CHOICE1 0, CHOICE2 -1 : Open battle. NOTE: The first battle MUST be this.
// CHOICE1 1, CHOICE2 2 : Pursue or not.
// CHOICE1 3, CHOICE2 4 : Advance through Wooded territory (protect baggage scenario) or Advance through mountains (mountain tribes assist enemy)
// CHOICE1 5, CHOICE2 6 : Enemy allied army has invaded. Fight them with rear echelon troops or fight them with your own allies (if any) [if no allies available force march field army back to fight them].
// CHOICE1 7, CHOICE2 8 : Another enemy army has invaded. Fight them with rear echelon troops or force march field army back to fight them.
// CHOICE1 9, CHOICE2 10 : Call in reinforcements from your allies, or wait for reinforcements from home.
// CHOICE1 11, CHOICE2 12 : The enemy are trying to join up with their allies. Fight their allies, or fight the main enemy army.
// CHOICE1 13, CHOICE2 -1 : Own reinforcements battle. 
// CHOICE1 14, CHOICE2 -1 : Enemy reinforcements battle.
// **** NOTE *****: Other combinations will NOT work correctly.
//
// MAP TYPE: 
// 0 = Mediterranean Agricultural, 1 = Mediterranean Hilly, 2 = Mediterranean Woody, 3 = Mediterranean Mountainous
// 4 = North European Agricultural, 5 = North European Hilly, 6 = North European Woody, 7 =  North European Mountainous
// 8 = Middle Eastern Agricultural, 9 = Middle Eastern Hilly, 10 = Middle Eastern Woody, 11 = Middle Eastern Mountainous
// 12 = Steppe
// 13 = Desert
// 14 = Tropical
//
// BATTLE SIZE: 0 = very small, 1 = small, 2 = medium, 3 = large, 4 = very large
// Note that SIZE has no effect on the battle size for the following strategic choice pairs: 1+2, 5+6, 7+8. These use the SIZE from the previous battle.

// STRENGTHMULTIPLIER in the global chunk sets the default force multiplier for reported unit strengths. STRENGTHMULTIPLIER  in a battle chunk temporarily replaced the default strength Multiplier.
// (It will revert back for the next battle unless set again).

// ARMYLIST0 in the global chunk sets the side 0 default army list. ARMYLIST0 in a battle chunk temporarily replaces the default side 0 army list. (It will revert back for next battle unless set again).
// ARMYLIST1 in the global chunk sets the side 1 default army list. ARMYLIST1 in a battle chunk temporarily replaces the default side 1 army list. (It will revert back for next battle unless set again).

// REVERSEBANNERS in the global chunk tells the system to swap the usual side0 and side1 banner colours, and the unit textures accordingly. 
// This is needed for consistency in campaigns where some of the non-civil war battles are fought against Romans or Spartans.

// HERO n in the global chunk gives the name index of the player's eponymous general, who lives a charmed life.

// MAPX0, MAPY0 to MAPX3, MAPY3 in the global chunk specify up to 4 positions to place map markers on the Ptolemy map. The values are the pixel locations in the EpicMap_Ptolemy.dds image.

// GENERAL0 in a battle chunk replaces the existing side 0 CinC. 
// The first value after the tag is the index of the IDS_GENERAL string belongin to that general - this needs to be in the campaign text1.txt.
// The second value after the tag is the quality of the general. 0 = Troop commmander, 1 = Field Commander, 2 = Great Commander
// GENERAL1 does the same for side 1 C-in-C.

// ALLIES0 - ally list to be used if side0 has allies.
// ALLIES1 - ally list to be used is side1 has allies. 
// Note: Some allied troops will be included in the main AI army if any ally list is specified in a battle, and the strategic choice is 0, 2, 9, 10, 13 or 14.

// ALLYGENERAL0 in a battle chunk is used as Side0 CinC if allied army fights instead of main army
// ALLYGENERAL1 in a battle chunk is used as Side1 CinC if allied army fights instead of main army

// RETIREGENERAL in a battle chunk retires the side 0 general with that name index.
// Side 1 generals will automatically be retired after each battle, as the side 1 army is rebuilt from scratch. Therefore if the same general is to be used again, he will need to be re-added using a GENERAL1 tag.

// RESET0 tag in a battle chunk means that the existing side0 army will be wiped and raised again from scratch. It should NOT be used for strategic choices 1+2, 5+6, 7+8, 9+10
// Note: This will also delete existing generals, so C-in-C will need to be re-added.

// NOCOAST in a battle chunk prevents the random map generator from generating coastal maps.

// Global chunk:
STRENGTHMULTIPLIER 100 // Default percent multiplier for reported unit strengths
ARMYLIST0 SPARTACUS // Side 0 default army list
ARMYLIST1 LR_ROMAN  // Side 1 default army list
HERO 1 // HERO n in the global chunk gives the name index of the player's eponymous general, who lives a charmed life.
MAPX0 528
MAPY0 504

[MOUNT_VESUVIUS]
INTRO IDS_MPS_MOUNT_VESUVIUS
CHOICE1 0
CHOICE2 -1
MAPTYPE 3
SIZE 4
GENERAL0 1 2
GENERAL1 2 2
ARMYLIST0 SPARTACUS
ARMYLIST1 MR_ROMAN
NOCOAST

[PICENUM]
INTRO IDS_MPS_PICENUM
CHOICE1 0
CHOICE2 -1
MAPTYPE 1
SIZE 4
GENERAL0 1 2
GENERAL1 3 2
ARMYLIST0 SPARTACUS
ARMYLIST1 MMR_ROMAN
NOCOAST

[MUTINA]
INTRO IDS_MPS_MUTINA
CHOICE1 0
CHOICE2 -1
MAPTYPE 2
SIZE 4
GENERAL0 1 2
GENERAL1 4 2
ARMYLIST0 SPARTACUS
ARMYLIST1 LMR_ROMAN
NOCOAST

[SENERCHIA]
INTRO IDS_MPS_SENERCHIA
CHOICE1 14
CHOICE2 -1
MAPTYPE 0
SIZE 4
GENERAL0 1 2
GENERAL1 5 2
ARMYLIST0 SPARTACUS
ARMYLIST1 LR_ROMAN
NOCOAST

//We will need to complete the relevant chunks for the other 6 battles in our campaign. My second chunk will look like this:



//You will see that I have upped the STRENGTHMULTIPLIER to 400 for this battle.

//As this battle is not connected to the first in any way, and is a well known battle, I have used the Choice1 and Choice2 code again to give an open battle.

//I have used the RESET0 code because this is separated from the first battle by 5 years and I doubt that any units in the first battle would have been present in the second.

//New GENERAL codes have been entered for the C in Cs in this battle. For Vercellae, Marius was the C in C, so Sulla will be taking a back seat for this one!

//ARMYLIST1 E_GERMAN_FOOT has been used to give the early German army appropriate to this battle.

//The third battle chunk looks like this:



//Here I have given a different strategic choice, 3 and 4. This gives the Advance through Wooded territory (protect baggage scenario) or Advance through mountains (mountain tribes assist enemy) option.

//Marius was C in C in the last battle, but Sulla is commanding in this one, so I have used the RETIREGENERAL 3 code to remove Marius, combined with GENERAL0 1 2 to add Sulla back in.

//Here is the fourth battle chunk:



//I have RESET the Roman army again, as I doubt that any units in the this battle would have been present in the Tigranes scenario.

//The fifth battle looks like this:



//Here I have given a different strategic choice, 7 and 8. Archelaus had been reinforced by another large army Pontic army which had landed at Chalcis. So the 7 and 8 choice gives the player the option of fighting this force with rear echelon forces, or force marching with the field army to meet them.

//The sixth and seventh chunks look like this:







