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] Scout Moves to sugar tile (4 food)
[YES] Research Early Empire
[YES] Warrior moves across river and out of Brazil
[YES] Antium switches production to slinger
[YES] Move the north scout one tile left
[YES] Queue finishing mining research, then pottery into Writing
[NO] Finish mining then research archery
World view:
@AutisticForest I just tried this out. I created a market of the same type as this. I paid 50 mana to add a new question, betted that question down to with 250 mana (from 50% to 3%) and then resolved the question as no. I recieved back 291, with a net loss of 9 mana.
@AutisticForest Still might make sense to at least resolve obviously silly instructions such as "Research Zalgo Text" to N/A.
@Shump But trader is pretty bad too. No districts to boost yields, no need for a road as Rome. Third military unit is not necessary. Pretty much no good construction options. That's why I'm saying we need capmuses.
@Shump I feel like we need districts before a trader is worth the time. Getting a city out a few turns earlier helps ensure Brazil doesn't box us in too tightly
@AutisticForest Makes sense, bur I don't think Brazil will steal the spot on the Eastern River soon. It's just that no option is good. Starting to think a second worker is best. There should be enough tiles to improve.