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. Instruction that will obviously never be valid will be removed and resolve N/A. 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 and resolves N/A.
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.
Previous turn:
[YES] Execute all instructions in @MattCWilson's comment on this answer.
World view(s):
Full map view:
Please describe all notifications for this turn.
Clear all notifications.
Clem - Move east, one hex at a time, to the full extent of move, or until a barbarian unit becomes in range. If the latter occurs, range attack that unit. If more than one unit appears simultaneously, choose target based on: which one would be closest to dead in the hypothetical results. If still tied, prefer ranged units, then melee units, in order of combat strength descending.
Eleanor - Move one hex southeast. Continue southeasterly, unless terrain revealed prohibits, in which case use remaining move to cheat around any obstacles, favoring southward movement.
Hubert - Move east, one hex at a time, to the full extent of move, or until a barbarian unit becomes in range. If the latter occurs, range attack that unit. Same target acquisition rules as for Clem.
Builder northwest of Booger - If possible, build mine.
Builder in Craphole - Move one hex east. If possible, build quarry.
@MattCWilson
Notifications:
Storm Peters out
Will autoclear and add notifications to question description going forward, so no need to add these instructions in the future.