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# Campaign.txt for SERENITY
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# Campaign length, in days, max is 25
7
# Strategic turns per day (valid range 1-6)
4
# Allied 'home' direction (friendly rear that way. 0 = N, 1 = NE, 2 = E, 3 = SE, 4 = S, 5 = SW, 6 = W, 7 = NW)
6
# Axis 'home' direction
2
# Historical weather for each day (0 = Clear, 1 = overcast, 2 = light overcast, 3 = storm, 4 = morning fog)
4,4,4,4,4,4,4
# Historical Axis score for each turn of each day, one line per day.
# "Score" is a precentage of victory for the Axis. Allied score = 100 - Axis score.
15,15,15,15,15
20,28,28,30,33
32,31,31,31,30
29,29,28,27,27
26,25,24,22,21
20,18,15,12,10
10,10,9,8,7
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# Support Missions
# (Max/Min air values are used to generate random # missions for random
#  weather games. Value will be linear between min and max.)
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# Allied mortar support for each day
2,4,4,4,4,5,5
# Allied artillery support max. for each day
0,2,2,2,2,2,2
# Allied historical air support for each day
4,4,2,2,2,2,2
# Allied historical air resupply for each day
0,0,0,0,0,0,0
# Allied air strike maximum for each weather type (0-4) for non-historical weather
10,2,6,2,2,2
# Allied air strike minimum for each weather type (0-4) for non-historical weather
2,0,1,0,0,0
# Allied air resupply maximum (Clear weather only)
2
# Allied air resupply minimum (Clear weather only)
1
# Axis mortar support for each day
1,3,3,3,4,4,4
# Axis artillery support for each day
0,1,1,2,2,3,3
# Axis historical air support for each day
1,1,1,1,0,0,0
# Axis historical air resupply for each day
0,0,0,0,0,0,0
# Axis air strike maximum for each weather type (0-4)
1,1,1,0,0,0
# Axis air strike minimum for each weather type (0-4)
0,0,0,0,0,0
# Axis air resupply maximum (Clear weather only)
0
# Axis air resupply minimum (Clear weather only)
0
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# Misc. options / features
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# Recycle Disbanded BGs (0 = Never come back, 1 = Return next day)
1
# Locked BGs (0 = unlocked, 1 = locked) Locked = player can not choose teams
0
# BGs retreat on rout (0 = disband on rout, 1 = retreat on rout)
1
# Number of days after arrival that Allied AB BGs are automatically in supply
0
# Number of days after arrival that Axis AB BGs are automatically in supply
0
# Allies surprised turn (cannot move on start if this turn is 1st turn of op/camp. -1 = None)
5
# Axis surprised turn (cannot move on start if this turn is 1st turn of op/camp. -1 = None)
-1
# Allies redirect % chance for each day (0 = units not redirected)
0,0,0,0,0,0,0
# Axis redirect % chance for each day (0 = units not redirected)
0,0,0,0,0,0,0
# Allied air recon sighting % chance (clear weather only)
50
# Axis air recon sighting % chance (clear weather only)
0
# Allied ground recon sighting % chance
10
# Axis ground recon sighting % chance
10
# Allied parachute drop days (0 or 1) AB BGs arriving on maps with no off-map exit get random setup area(s)
0,0,0,0,0,0,0
# Axis parachute drop says
0,0,0,0,0,0,0
#########################################################################
# Battle group 'base' battle plans:  Controls the default plan used by
# A given BG when opposed by a given enemy BG. Plans are:
# 0 = all out attack, 1 = limited attack, 2 = probing attack, 3 = defend, 4 = survive
# NOTE: The base plan will be refined based on commander aggression and
# situation, and may result in an actual battle plan +/-1 from base.
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# Allied Infantry BG vs Axis infantry, recon, armor, armored infantry, paratroop, and engineer BG
1,1,2,1,1,1
# Allied Recon BG vs Axis infantry, recon, armor, armored infantry, paratroop, and engineer BG
2,1,2,2,2,1
# Allied Armor BG vs Axis infantry, recon, armor, armored infantry, paratroop, and engineer BG
0,0,1,1,0,0
# Allied Armored Inf BG vs Axis infantry, recon, armor, armored infantry, paratroop, and engineer BG
0,0,1,1,0,0
# Allied Parachute Inf BG vs Axis infantry, recon, armor, armored infantry, paratroop, and engineer BG
1,1,2,1,1,1
# Allied Engineer Inf BG vs Axis infantry, recon, armor, armored infantry, paratroop, and engineer BG
2,2,3,3,2,1
# Axis Infantry BG vs Allied infantry, recon, armor, armored infantry, paratroop, and engineer BG
2,2,3,3,2,2
# Axis Recon BG vs Allied infantry, recon, armor, armored infantry, paratroop, and engineer BG
1,1,2,2,1,1
# Axis Armor BG vs Allied infantry, recon, armor, armored infantry, paratroop, and engineer BG
0,0,1,1,0,0
# Axis Armored Inf BG vs Allied infantry, recon, armor, armored infantry, paratroop, and engineer BG
0,0,1,1,0,0
# Axis Parachute Inf BG vs Allied infantry, recon, armor, armored infantry, paratroop, and engineer BG
2,2,3,3,2,2
# Axis Engineer Inf BG vs Allied infantry, recon, armor, armored infantry, paratroop, and engineer BG
2,2,3,3,2,2
# Auto-refresh FPs (ala stock CC4)
0
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# Ability to Rest BGs (0 or 1)
1
# Base cohesion cost for movement (0-512)
16
# Base cohesion cost for combat (0-512)
64
# Base fatigue cost for movement (0-512)
32
# Base fatigue cost for combat (0-512)
64
# Night turn? 0 or 1 (for yes or no), one entry per day
1,1,1,1,1,1,1,1,1,1
# NOTE: diff-base support will overwrite the old stuff further up in campaign.txt, but old lines still needed for backward compatibility
# Allied diff-based arty support per day (very weak ? strong = 5 lines)
1,1,2,2,2,2,2
1,2,3,3,3,3,3
2,4,4,4,4,4,4
3,3,6,6,6,6,6
4,4,8,8,8,8,8
# Allied diff-based naval support per day (very weak - strong = 5 lines)
1,1,2,2,2,2,2
1,2,3,3,3,3,3
2,4,4,4,4,4,4
3,3,6,6,6,6,6
4,4,8,8,8,8,8
# Allied diff-based air support per day (very weak - strong = 5 lines)
2,3,2,2,1,1,1
3,4,3,2,1,1,1
4,6,4,3,2,2,2
6,9,6,4,3,3,3
8,10,8,6,4,4,4
# Allied diff-based air re-supply per day (very weak - strong = 5 lines)
0,0,0,0,0,0,0
0,0,0,0,0,0,0
0,0,0,0,0,0,0
0,0,0,0,0,0,0
0,0,0,0,0,0,0
# Axis diff-based arty support per day (very weak - strong = 5 lines)
1,2,2,2,2,2,1
1,3,3,3,2,2,1
1,4,4,4,3,3,2
2,6,6,6,5,5,3
2,8,8,8,6,6,4
# Axis diff-based naval support per day (very weak - strong = 5 lines)
0,1,1,1,1,0,0
0,1,1,1,1,1,1
0,2,2,2,2,1,1
1,3,3,3,3,2,1
2,4,4,4,4,2,2
# Axis diff-based air support per day (very weak - strong = 5 lines)
1,1,0,0,0,0,0
1,1,1,0,0,0,0
1,1,1,1,0,0,0
2,2,1,1,1,0,0
2,2,2,2,1,1,1
# Axis diff-based air re-supply per day (very weak - strong = 5 lines)
0,0,0,0,0,0,0
0,0,0,0,0,0,0
0,0,0,0,0,0,0
0,0,0,0,0,0,0
0,0,0,0,0,0,0
# Auto-add/remove teams to/from FPs on team type change? (0 = NO, 1 = YES)
0
# BGs that start on a friendly depot map can only reform on maps linked to starting map by friendly depots
1
# Maximum distance from starting map a BG can look for a supply depot to reform on (-1 for unlimited)
6
#########################################################################
# Close Combat: Last Stand Arnhem New Data
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# Assault crossing available 1 = yes, 0 = no for Allies, Axis
0,0
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# Bridges - Count of bridges, followed by bridge data
# 
# For each bridge there is one bridge data line and one or more graphical data lines.
#
# bridge data:
#   map ID, type, state, blow side, timer, repair, VL0, VL1, VL2, graphic count, 16 damage tile indexes, 16 river line tile indexes
#
# TYPE is 1 (minor) or 2 (major).  TIME in 0.1 secs. REPAIR in turns. VLs are indexes into BTD VL list.  
# DAMAGE are map tiles destroyed. RIVER tiles form a line across the map, used to determine if bridge is needed for start moves.
#
# STATE is a combination of 1 or more flags (OR together): 1 = Undamaged, 2 = primed, 4 = repairing, 8 = repaired.
#
# graphic lines refer to where the graphical overlays in bridges.azp are displayed:
#   image index, damage X, Y, width, height, repair x, y, w, h, damage girder x, y, w, h, girder x, y, w, h
#########################################################################
3
16,0,1,-1,0,0,-1,-1,-1,2,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1
0,0,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,723,2781,285,435
1,0,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,2829,2586,369,222
29,0,1,-1,0,0,-1,-1,-1,1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1
2,0,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,375,3321,247,334
30,0,1,-1,0,0,-1,-1,-1,1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1
3,0,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,-1,1690,2816,434,560
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# Crossing Sites - first line is number of crossing connections
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0
# Force retreat on bridge demolition (1 = yes, 0 = no)
0
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# SERENITY changes
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# Strategic High Ground - count of entries on first line, followed by
# strategic map index, then 3 VL indexes, then x,y offset for image on strat
1
25,13,-1,-1,2002,598
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# END SERENITY changes
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