How to activate the script
The first thing you must do when launching the game, or loading a savegame, is activating the script. To do this, select a city in the strategic map and the advisor will pop up, click on it, then he will ask for you to click on the Show Me Button. Click on this button and the script will be launched. Don't forget to do this when you load a savegame. There is lot scripted in Arthurian: TW, from 4 turns per year to scripted reinforcements for some factions, rebellions or plague.
Unit size
It is highly recommended to play on the huge unit size to fit our unit layout. Armies in Arthurian: TW often tend to have less men than in other versions of RTW. For example, levies are in unit of 200 men, while elites tend to have less than 40 men.
Unit experience and banners
Giving more experience to all units allows several interesting things, such as better morale, or projectiles thrown faster. That's why you will see all our units (except bodyguards, but their statistics are adapted) start with one silver chevron (or "4 experience"). It is recommended that you give at least one silver chevron to all your units in custom battles.
A side effect of this is that units all have those odd little banners with them. Banners can be disabled by editing the preferences.txt file. It can be found in Arthurian Folder/bi/data/preferences
Search the line SHOW_BANNERS:TRUE and change it to SHOW_BANNERS:FALSE.
Rebel Diplomats and spies
"Rebels" in Arthurian: TW represent independent factions or emerging powers such as Franks, Laigini or Northern Picts. They are given diplomats and spies, and you will likely be offered some propositions by rebels, such as trade rights or cease fire. Do not be surprised of this state; trade with rebels can bring you good wealth.
Difficulty
It's also strongly advised to play campaign on Very Hard/Very Hard or at least on Hard. or at least on Hard. This is way better to feel the violent climate of Dark Ages, continous wars, alliances broken, but also our trade system and unit system have been built on this basis.
A good start
We suggest that the player early on in the game does not spend all their money building, but instead plans which buildings are necessary for each town at the time, and therefore keep money in the bank, for when lean times occur.
Do not attack Rebel armies for the sake of it, an alliance with the rebels can be beneficial on the battlefield, and just may prove important reinforcements!