[Let's play] Civilization VI (Turn 57)
Mini
3
แน€484
resolved Apr 8
Resolved
YES
Execute all instructions in @MattCWilson's comment on this answer.

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:

  • [NO] Create a building with available builder (builders don't create buildings)

Random choices to progress:

  • Research Engineering

  • All units skip turn

Notifications:

  • Craphole needs more housing

  • Governor established in Craphole

Units:

  • Clem up for promotion

Government view:

(higher resolution)

World view(s):

(higher resolution)

(higher resolution)

Full map view:

(higher resolution)


Link to market for previous turn.

Link to side markets.

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Next turn:

Execute all instructions in @MattCWilson's comment on this answer.
  1. Clear all notifications.

  2. Set civic research target to Divine Right.

  3. Pingala - If possible, promote with "Grants".

  4. Antium - If possible, set production to Ancestral Hall. Otherwise, set production to builder.

  5. Builder east of Booger - Build Fishing Boats.

  6. Builder in Craphole - Move one hex southwest. If possible, build quarry.

  7. Dwight - Link with settler unit as escort. Set destination to Manifold.

  8. Guillaume - Fortify.

  9. Hubert - If possible, move one hex northwest. Await further instructions.

  10. Alfonzo - If possible, set destination adjacent to barbarian scout, then melee attack.

  11. Hubert - If possible, and if barbarian scout is still alive, range attack barbarian scout.

  12. Floyd - Set destination to the unrevealed hex one hex northeast and three east from current position.

  13. Clem - If possible, move one hex east. Promote with "Volley" promotion.