`"version"` defines version of campaign file. Larger versions should have more features and flexibility, but may not be supported by older VCMI engines. See [compatibility table](#compatibility-table)
-`"map"` map name without extension but with relative path. Both *.h3m and *.vmap maps are supported. If you will pack scenarios inside campaign, numerical map name should be used, see details in [packing campaign](#packing-campaign)
-`"preconditions"` enumerate scenarios indexes which must be completed to unlock this scenario. For example, if you want to make sequential missions, you should specify `"preconditions": []` for first scenario, but for second scenario it should be `"preconditions": [0]` and for third `"preconditions": [0, 1]`. But you can allow non-linear conquering using this parameter
-`"color"` defines color id for the region. Possible values are `0: red, 1: blue, tan: 2, green: 3, orange: 4, purple: 5, teal: 6, pink: 7`
-`"difficulty"` sets initial difficulty for this scenario. If `"allowDifficultySelection"`is defined for campaign, difficulty may be changed by player. Possible values are `0: pawn, 1: knight, 2: rook, 3: queen, 4: king`
-`"regionText"` is a text which will be shown if player holds right button over region
-`"heroKeeps"` defines what hero will carry to the next scenario. Can be specified one or several attributes from list `"experience", "primarySkills", "secondarySkills", "spells", "artifacts"`
-`"keepCreatures"` array of creature types which hero will carry to the next scenario. Game identifiers are used to specify creature type.
-`"startOptions"` defines what type of bonuses player may have. Possible values are `"none", "bonus", "crossover", "hero"`
-`"playerColor"` defines color id of flag which player will play for. Possible values are `0: red, 1: blue, tan: 2, green: 3, orange: 4, purple: 5, teal: 6, pink: 7`
- "bonuses" array of possible bonus objects, format depends on `"startOptions"` parameter
-`"type"`: resource type, one of `wood, ore, mercury, sulfur, crystal, gems, gold, common, rare`, where `common` is both wood and ore, `rare` means that bonus gives each rare resource
-`"amount"`: amount of resources
-`"hero"` can be specified as explicit hero name and as one of keywords: `strongest`, `generated`
If `startOptions` is `crossover`, heroes from specific scenario will be moved to this scenario. Bonus format is following
```js
{
"playerColor": 0,
"scenario": 0
},
```
-`"playerColor"` from what player color heroes shall be taken. Possible values are `0: red, 1: blue, tan: 2, green: 3, orange: 4, purple: 5, teal: 6, pink: 7`
-`"scenario"` from which scenario heroes shall be taken. 0 means first scenario
If `startOptions` is `hero`, hero can be chosen as a starting bonus. Bonus format is following
```js
{
"playerColor": 0,
"hero": "random"
}
```
-`"playerColor"` from what player color heroes shall be taken. Possible values are `0: red, 1: blue, tan: 2, green: 3, orange: 4, purple: 5, teal: 6, pink: 7`
-`"hero"` can be specified as explicit hero name and as one of keywords: `random`
-`"background"` optional - use own image name for background instead of adding "_BG" to the prefix as name
-`"prefix"` used to identify all images related to campaign. In this example (if background parameter wouldn't exists), background picture will be `G3_BG`
-`"suffix"` optional - use other suffixes than the default `En`, `Se` and `Co` for the three different images
-`"infix"` used to identify all images related to region. In this example, it will be pictures whose files names begin with `G3A_..., G3B_..., G3C_..."`
-`"colorSuffixLength"` identifies suffix length for region colourful frames. 0 is no color suffix (no colorisation), 1 is used for `R, B, N, G, O, V, T, P`, value 2 is used for `Re, Bl, Br, Gr, Or, Vi, Te, Pi`