CARRYOVER // This is need for campaign campaigns to save between battles.
NOSKIRMISH
TYPE 1

VAR BreakPoint1
VAR BreakPoint2


// All these needed for Campaign Campaigns
VAR ChunkIndex
VAR ProtagonistsSelected
VAR CampSideID
VAR CampPlayerSide // Used only to determine which alliance player belongs to in campaign setup
VAR Treasury
VAR NumberOfProvinces
VAR BaseProvinceValue
VAR OffMapIncome
VAR SavedState
VAR AISide
VAR SupplyMultiplier
VAR CampaignYear
VAR CampaignTurn
VAR TurnsPerYear
VAR BattleProvince // Index 0 used to inform skirmish module which province battle is in. Index 1 used to record battle just completed. Index 2 and 3 used to record battle losses. Index 4 & 5 used to record starting army strengths.
VAR BattleScenarioType // Used to inform skirmish module which type of scenario to use.
VAR CurrentArmy // Used to pass army number to ForceCamp control.
VAR AIMovesDone // Used to record whether all AI moves have been done.
VAR TurnEnd // used to record whether we are in turn End phase.
VAR StraysAllChecked // used to record whether stray armies have all been checked.
VAR LastAIArmy // used to record index of last AI army moved
VAR Victories
VAR Defeats
VAR Victor
VAR Prestige
VAR ListIndex // Used in split army UI (0 index used for left box, 1 index used for right box)
VAR SplitArmyPoints // Used in split army UI (0 index used for left box points, 1 index used for right box points)
VAR CampaignPopUpActive // Use to flag that a popup is active so that processing can be paused until popup closed.
VAR PlayerChooseFirstTurnArmies
VAR CampaignStrengthMultiplier
VAR ArmyPlacementUpdatePending  // Index 0 used to say ShowArmyPlacements is pending, index 1 to say whether it is slidy.
VAR EndYearHousekeepingPart2Due
VAR RetreatPending // Index 0 = whether pending, 1 = army, 2 = side, 3 = startProvince, 4 = retreatDestination. 5 = battle. 6 = losses

VAR $STATE // Used to save army positions
VAR $STATE2 // Use to save province ownership
VAR $ProvinceData0 // Bits assigned (lowest bits on right) 4:8:8:8:4  Original Owner : Manpower Modifier : Defence Modifier : Economy Modifier : Terrain
VAR $ProvinceData1 // Bits assigned (lowest bits on right) 1: 4  Siege adjudicated for this turn : Siege Duration
VAR $UnitTypeIndex0
VAR $UnitTypeIndex1
VAR $UnitData0 // Bits assigned (lowest bits on right)  3:5:8:8:8  Active : Army : Strength Modifier : Elan Modifier: Experience Modifier
VAR $UnitData1 // Bits assigned (lowest bits on right)  3:5:8:8:8  Active : Army : Strength Modifier : Elan Modifier: Experience Modifier
VAR $UnitData2 // Bits assigned (lowest bits on right)  8  Regimental Number
VAR $UnitData3 // Bits assigned (lowest bits on right)  8  Regimental Number
VAR $ArmyData0 // Bits assigned (lowest bits on right) 8: 8 : 8 : 8 Final Destination: Intermediate Destination : PreviousProvince: Action Points
VAR $ArmyData1 // Bits assigned (lowest bits on right) 1 : 6 : 8  MovedThisTurn : Icon Size : Fog of War Modifier
VAR $CampaignRoute // Used to store result of last campaign routefind
VAR $WorkArrayBackup0 // Used to backup work arrays so a called function can use then, then they can be restored
VAR $WorkArrayBackup1 // Used to backup work arrays so a called function can use then, then they can be restored
VAR $WorkArrayBackup2 // Used to backup work arrays so a called function can use then, then they can be restored
VAR $WorkArrayBackup3 // Used to backup work arrays so a called function can use then, then they can be restored
VAR $CampaignTutorialFlags // Used for camp tutorial flags. Index 0 = tutorial mode toggle. 


// VAR CampaignGame