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The HeritAge Campaign Notes
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The campaign is fully built and edited by Thunder[Beer][HU].

Translations were supported by:
sado  		//Polish
Ritter Des Tode //Russian
Mithrellas	//Dutch

The overlay dynamic script used from an earlier project together with sado.
Adventure of Rutenia map is used a Ben's editing from MegaLand map project.

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This is listing the Author times and the key decision factors to solve the maps easily.

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Spoiler alert! Read only on your own risks!
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+The building maps were tested 8++hours, so long games easily can be possible. Market, Townhall is enabled, no limits on them. The win conditions are clearly stated and tested on each maps and Will be communicated via dynamic scripts also. 

+There is no speciel scripts used, and no effects added. Expect mission 1 and 2 where couple of the camps no need to feed themselfs. Anyway interactions with those are not required. I wanted to have a lighthouse as a speciel effect, but lucked with drawing skills ;)

+The Classic AI never re-builds destroyed buildings, but time to time has fairly relaibe villages with multiple schools, warehoueses etc.

+Couple of the maps using Advanced AI!! The maps playable without them-if would like to switch them off in the editor. Also, each map which uses AAI, offers chance to get rid of them before start producing units from a barrack. If you let leave open to play them/against, they could be annoying after some time.

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If a map has starting army, that is intended to be used either for:
-scouting,
-preparing against an attack/-s,
-prevent an opponent start building.
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THA01- 
TIME:2h10m
MAP:OUT86
	The idea was to have dummy villages and should sneak between them to the destiny. The safe passage ways marked by the old pine trees. The bottom right corner has a townhall covered forest and a close village with low spam. This map is definately not a hard one.
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THA02-
TIME:2h48m
MAP:Double Rods
	Here one of the key movement is to take the bottom right corner location meanwhile the schoolhouse builds up. This way only have to focus on two villages later. Top and after bottom left. The bottom right corner'd send annoying milites fairly frequently. 
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THA03-
TIME: ~28m.
MAP: from map DryHard8P
	There is a broken part of the Wall on the northen side. Use that as entrance. Before, easily can dance down couple groups of bowmans from the Wall with horses. Diagonal shuting, horsdance, one bow pulling..whateveer you need to work this out, the map has plenty of gaps to use.
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THA04-
TIME:~2h45m.
MAP:DryHard8P
	Use the starting army to pull the barbarian camps to you allies. Couple of rotation and can prevent their marching to your village. It is an opened map and there the barbarians are doing well.. After around 1hour or later your allies will attack. milities with high numbers. Use them, support them with bowman. Can easily pressurize the center of the map. The blue player in the corner has late game effect, you should finish the middle until.
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THA05-
TIME:~2h32m.
MAP:Bone
	This map does not have too much coal, it is something have to be traded. It is the only hard task of this mission. Use your starting units to take down the middle bararian villages. Less annoying factor later. Probably one of my favourite map in the whole campaign.
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THA06-
TIME:~18min
MAP:Végtelen
	No comment. EZ. March on top...that's all.
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THA07-
TIME:~4h23m.
MAP:Horizon 12P
	Here, if you would like shorten the game- and this way is intendedly left opened- feed your knights and send them scouting. There is a safe passage way to get 4 player's barracks to prevent them to spam. The locations you can get this way:
*right
*top-right corner (have to sneak under the Tower, dancing the stone out or send 3 knights into)
*top-mid(It is important to take down, because it is palnned to send, and if let, will send huge amount of knights later)
*top-left corner (it is an Advanced AI which plays as an average player. No mounted units, but reading defence and attack fairly well. I played with it in this mission and uncomfy..)
You have safely kind of 20 minutes to do this actions.
	Your ally is goin.g to do fairly good job defending the village. Time to time send some tanky meelee there- so not much need to think about there.
The rest is just invade he village. Coal is less than the available gold and iron ore.
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THA08-
TIME:4h 16m.
MAP:Tarja
	This map has an Advanced AI in the top right. Scout to there and take out the village. If you let in the game, then that will be reall pain later.
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THA09-
TIME:~18m.
MAP: Adventure of Ruthenia (based on Pince Lothar's map)
	Nothing speciel. Go to bottom left corner, camp let survive with 8 meele and 6 bowman and take down the rest of the map..
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THA10-
TIME:~4h10m
MAP:Vörös Arany 12P
	The port finally got the ship planned a decade ago :)  Go with a Group of barbarian and a Group of knights immediatetly to the left bridge, fight down the Group of milities with you strongest units.  One single knight can kill the 2milities which hit barrack. Can do the same to the right side. Let's try couple more times.. The major part of the groups on the ship can survive. Each Storehouse could be defended! But focus the left, the right one is just a bait. Also, the right side will get huge not defendable crush at 1hour. That way is as like the amount of armors in there : 1001...dream ;)
The middle port village can be taken down with the amount of starting units given. (~with-in 1 hour for sure). 
After focus on the left mid village. Pikeman/lancers and mass bows. Need a lot, because it is a fully iron based at start. If that village is down, then from left side can start push on the top village- just 600ish units there.. Meanwhile the mid-right village attack closest house. Build a house close to the port village and use the walls as gaps.. Also Rush the top left corner to take out the Advanced AI warehouse.
Now focus on the Top-Mid main enemy city. If you got that can take the top-right corner, and go take the mid-right location too. That's all.
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I hope have/had fun!
t


