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] NOP
Notifications:
Met new city-state: Ngazaragamu
New city-state quest from Ngazaragamu: Trigger inspiration for teology
Combat:
Barbarian spearman attacked Clem
Actions to proceed to next turns:
All units: skip turn
World view(s):
Full map view:
Hubert - if possible, range attack barbarian spearman.
Dwight - if possible, attack barbarian spearman. If spearman is already dead, move northeast. If possible, attack barbarian archer.
Clem - if possible, attack barbarian spearman. If spearman is already dead, if possible, attack barbarian archer.
SS Albatross - set sail 2 hexes northeast.
Builder in Craphole - set destination for pillaged fish hex in Craphole bay.
Alfonzo - set destination two rows north (one hex northeast, then one northwest)
Builder in Booger - build a mine.
Eleanor - set destination two hexes southeast, then two east.
Floyd - set destination four hexes southeast.
@MattCWilson Hmm, you appear to have changed this since I resolved the question, when I did only the first 3 options were there.
@MattCWilson I see - the question resolved, but the new turn hadn’t been posted. I was on a stale version of the page and didn’t see that the question had resolved.