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
+1 envoys for completing Mohenjo-Daro quest
You transgressed Teddys agenda, City-State Ally
Tribal village discovered by Floyd
Craphole needs more housing
1000 year flood in Tiber river, 0 tiles damaged, 0 pop lost, 0 units killed, 4 tiles gained fertility.
World view(s):
Full map view:
@komplexkonjugat - may I see the city states view please?
Also, I assume Floyd did not attack (or kill) the barbarian scout last turn?
SS Albatross - set a course heading three hexes northwest.
SS Bomboclaat - set a course heading, oh, I dunno, somewhere in the general vicinity of the giant blue squid to the south. How about the eyeball hex?
Dwight - move one hex northwest. If this reveals an adjacent barbarian unit, and it's attackable, do so. Otherwise, await further instructions.
Clem - if Dwight revealed a barbarian unit, and it is possible to move to range attack it, do so. Otherwise, set destination for the woods hex two hexes northeast.
Dwight - if Clem attacked a unit, and it's still alive and you're not adjacent, move towards that unit if possible. Otherwise, if it is possible to move one hex west, or northwest, with remaining move, do so (preferring the west hex, if both are possible). Otherwise, fortify.
Hubert - move one hex southeast. If this reveals a barbarian unit and you are able to range attack it, do so. Otherwise, set destination one hex southwest.
Builder in Ermagherd - set destination for crab hex one hex northeast, two hexes northwest.
Builder in Manifold - build a camp.
Alfonzo - pet your pet, congratulate yourself on surviving a 1000-year flood. Then set destination for the desert shore hex due west, across the Ionian Sea. That's right, saddle up buddy, you're going on a no-expenses-paid trip to Laurasia!
Floyd - set destination for tribal village hex two hexes west.