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.
Notifications:
Tribal village discovered by SS Bomboclaat
Booger needs more housing
Combat:
Clem was attacked by barbarian galley
World congress results:
World view(s):
Full map view:
Manifold - add Builder to production queue after current Settler build.
Builder in Ermagherd - if possible, build Pasture. Set destination two hexes northwest.
Clem - move one hex northeast.
Dwight - move one hex northwest.
Hubert - move one hex southeast.
Builder in Craphole - if possible, clear rainforest.
SS Albatross - set destination five hexes west.
SS Bomboclaat - set destination two hexes west, one northwest.
Trader in Douchenozzle - start trade route using the following priorities, highest to lowest:
Mohenjo-Daro
La Venta
The American city with the highest total trade route yields
The Brazilian city with the highest total trade route yields
The Roman city with the highest total trade route yields
Floyd - attempt to melee attack barbarian scout to the west, if movement allows. Otherwise, get as close as possible.
If we have any excess luxury resources to trade, offer each excess resource to Teddy, Pedro as a trade for gold/gold-per-turn. Ask what they'd give. If there are any offers of gold, take the highest total gold offer (gold now + [gold/turn * 30]). If tied, take Teddy's offer.
Repeat this step for every excess luxury resource we have to trade.
Please let me know, if this resolves, which trade route destination was chosen. Please also tell me the gold obtained through any deals made, and what was traded and to whom.
@komplexkonjugat - may I see the following screens:
Reports - Yields
Reports - Resources
Reports - Cities
Reports - Deals
Reports - Units
@MattCWilson I wasn't able to find all the reports you asked for, please give instructions for navigating to the missing ones in the UI.
Here are the reports I found:
https://imgur.com/a/1mpnEpO
@komplexkonjugat I play with a number of UI and QoL mods, so some of them may not exist in Vanilla. I can't remember which ones are the native ones any more 😂
For the deals... I can't remember if there's a way in the Diplomacy screen to see "what do I have an existing multi-turn trade with you for, and what are the terms?" Things like Open Borders, Luxuries, or anything paid for with Gold per Turn. I wasn't sure if anything got set up deals wise with Pedro before I got on the scene here (turns 1-40ish).
The Deals report mod basically summarizes all of the above up very nicely in one screen. The Quick Deals mod is game-changingly good for quickly seeing "how much can I get for this thing that I have no value for". I do a lot more AI trades now than I did when I first started.
The units report is just a summary of all the units, by name, how many promotions they have, current health, and nearest city. Now that we're in the 10+ unit count range I am consistently going back to the spreadsheet and the images going "did I move everyone I wanted to? Am I forgetting someone?" Mid-game to end-game is going to be bananas. I'm very incentivized for an early win. 😁