Let's play Civ6!
Anyone can add instructions. Instructions can be composite, but are executed atomically (either fully or not at all). Upon market close I will try to interpret and act out the instructions in the game starting from the highest ranking instructions and progressing downward. If an instruction doesn't make sense to me, if it is not (currently) possible to execute or if it is incompatible with a higher ranking instruction (fully or partially) it will be skipped. Once all instructions have been iterated over, I will go back over the list of skipped instructions to check if they are now possible to execute, if so they will be removed from the skipped list. This will be repeated until not further actions are possible. Instructions to retire or otherwise explicitly end the game early will not be executed.
Executed instructions will resolve YES, skipped instructions will resolve NO. I reserve the right to (mis)interpret the instructions, but will try to be as conscientious as I can.
Once all instructions have been executed the turn will end. If units still have movement points after all instructions are executed the turn will be skipped for them. If there is still some action needed in order to end the turn, I will make a random choice of said action in order to progress.
Market will close at an arbitrary time between 18:00 UTC and 24:00 UTC.
If you want screenshots of other views, please feel free to ask for them and I will provide them as soon as possible.
Last turn:
[YES] ScoutA: Continue South East along the coast
[YES] Settle on Jade
Random choice to progress:
Construct warrior in Antium
Policy view:
World view:
@Shump Yes, that was what I realized. Unfortunately when trying to unresolve this I got this response from Manifold:
@komplexkonjugat I'll execute the instruction and will try to figure out how much you and other market participants lost on the misresolution and transfer it to you/them.
In the future I'll try googling a bit harder before resolving things I think are impossible as NO.
@LiamNewittClark We are not in a position to declare on them soon. Early wars always go poorly. There's no immediate need to get archers, if you want to prepare for war it's best to start with a few slingers and try to get the boost.
We need districts, like, yesterday.
@Shump Two different ways of playing it. Rapidly expanding and then taking the whole island would've been worth the delay on research. But peaceful is definitely more secure so I'm happy to go along.
@Shump No. Closest one is Holy Site (8 turns of research away), followed by Campus (9 turns research away ) and Encampment (13 turns research away).