One of the common use cases for placements is placing villages, bases, or slots. There is a lot that happens behind the scenes on the B# side, and I’m not going to get into too much detail on that.
{
"unique_card_id": "badger_first_village_culture_required",
"map_data": "badger:villager_culture_001",
"village_data": "badger:villager_village_001",
"placement_name": "forest_1_village",
"placement_type": "village",
"add_to_poi_graph": true,
"allow_rivers_nearby": false,
"initial_villages": {
"small": {
"count": 1
}
}, // placement rules follow...
#### map_data and village_data
This is referenced by B# for the campaign.
#### placement_name
The name that this system will use internally to reference the location that is chosen for this placement. See distance rule.
#### placement_type
See Types of placements. This must be one of the types listed there.
#### initial_villages
This is where we define how many of this placement to place, and what this placement’s invasion value should be.
##### [size]
We can specify any number of “sizes”, each one with its own count and invasion settings. [size] can be any string. B# can query these size names internally.
###### count
The number of copies of this placement we should place in the world.
###### invasion
This is referenced by B# for the campaign.