# Faction Campaign - Knight (placeholder content, to be fleshed out)
#
# One campaign per file. Format:
#   [campaign]
#     id    = <stable id, used to store progress>
#     name  = <display name>
#     race  = knight|barbarian|sorceress|warlock|wizard|necromancer
#     weeks = <weeks of Well growth for the given fixed army>   (default 10)
#
#   [level]   (repeat, in order; the player's fixed army is the same every level)
#     name    = <display name>
#     story   = <one-line story text>
#     enemy   = id:count, ...   (up to 5 stacks; must be STRONGER on paper than the army)
#     enemyhero = <hero name or id>   (optional; a boss commander leading the enemy stacks -
#                                      used on the final level, e.g. "enemyhero = Sandro")
#     enemyspells = <spell name or id>, ...  (optional; turns that enemy commander into a real
#                                      battle-mage - it gets a spellbook of these combat spells,
#                                      Expert Wisdom, and the magic primaries below. Needs an
#                                      'enemyhero'. This is what makes buying the Sphere of
#                                      Negation in the loadout a live choice on a level.)
#     enemymagic = <power>:<knowledge>   (optional; the caster's spell power and spell points -
#                                      knowledge x 10. Defaults to 8:8 when spells are authored.)
#     enemyartifact = <name or id>, ...  (optional; artifacts handed to that enemy commander -
#                                      needs an 'enemyhero' to carry them. Note the Sphere of
#                                      Negation silences ALL combat spellcasting on BOTH sides;
#                                      on such a level the loadout withholds the spell rows, the
#                                      Magic Book and its own Sphere row.)
#     terrain = grass|snow|swamp|lava|desert|dirt|wasteland|beach|water
#     objective = <rule>   (optional win condition; default is destroy the whole enemy army)
#                          annihilate                 - destroy every enemy stack (default)
#                          survive:<rounds>           - outlast N rounds; you win if still alive
#                          swift:<rounds>              - destroy all enemies within N rounds
#                          protect:<monsterId>         - win and keep YOUR stack of that unit alive
#                          killstack:<monsterId>       - win the instant that ENEMY stack is destroyed
#     siege   = attack|defend[:race]   (optional castle battle - EXACTLY ONE per campaign.
#                          The castle is FULLY UPGRADED (best walls, moat, both turrets, max mage
#                          guild feeding the towers) and the attacking side's hero fights with
#                          Advanced Ballistics. 'attack' storms the enemy-held castle; 'defend'
#                          holds your own against the enemy - a defend level needs an enemyhero
#                          to man the catapult. The optional race picks the castle's faction;
#                          it defaults to this campaign's own race.)
#
# The player fields (Knight, 10 weeks): 100 Ranger, 70 Veteran Pikeman, 60 Master Swordsman,
# 50 Champion, 40 Crusader. Every enemy below is authored to out-strength that army; wins
# come from manual tactics. Monster ids: see files/challenges/ladder.txt or FH2_DUMP_UNITS=1.

[campaign]
id = knight
name = The Knight's Path
race = knight
weeks = 10

# Story arc (Knight): raiders burn your lord's realm. You ride out, learn they were armed by
# an outside hand, push through the mountains, then cross into a cursed land where the dead
# walk. The hand behind it all is a VAMPIRE LORD necromancer, and the final battles are
# against his undead brood - a swarm of vampires and vampire lords whose thirst heals every
# wound they deal. Difficulty rises steadily each level; stack sizes
# vary, and later levels field fast flyers and shooters to punish a static battle line.

[level]
name = Bandit Ambush
story = Raiders are burning the border villages of your lord's realm. Ride out and break them before they reach the keep.
enemy = 58:300, 58:300, 58:550, 59:160, 59:160
objective = swift:8
terrain = grass

[level]
name = The Raider Camp
story = These were no common bandits - their steel was new and their purses full. Storm their camp and find who paid them.
enemy = 12:657, 12:657, 12:1314, 13:607, 15:362
terrain = dirt

[level]
name = The Troll Bridge
story = The trail out of the camp climbs into the mountains, where war trolls hold the last bridge and rain stones from the far bank. Whatever is arming your enemies waits beyond.
enemy = 18:100, 18:100, 19:200, 20:100, 20:100
objective = killstack:19
terrain = swamp

[level]
name = Cursed Barrow
story = Beyond the bridge the dead walk. A necromancer has raised the ancient barrows - here is the hand behind the invasion. The graves did not rise on their own. The dead whisper one name - Sandro.
enemy = 48:1000, 48:1000, 49:800, 51:300, 55:150
terrain = snow

[level]
name = Brood of the Night
story = The necromancer is no mortal man - he is an ancient vampire lord, and his elder brood guards the road to his citadel. Beware their thirst: they flit over your shieldwall and every wound they deal heals them whole.
enemy = 48:506, 48:506, 53:331, 54:92, 56:74
objective = protect:11
terrain = snow

[level]
name = The Vampire Lord
story = The vampire lord Sandro waits behind the full walls of his black citadel with his eldest brood. Storm the castle, put a stake through this invasion for good - and free your realm.
enemy = 55:75, 53:150, 54:50, 57:10, 56:50
enemyhero = Sandro
siege = attack:necromancer
terrain = snow
