[Let's play] Civilization VI (Turn 78)
1
19
แน€125
resolved May 5
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:

  • [YES] Execute all instructions in @MattCWilson's comment on this answer.

Notifications:

  • 13 iron from tribal village

  • Triggered eureka for machinery

  • +1 era score for first tech of Medieval era, Apprenticeship

World view(s):

(higher resolution)

(higher resolution)

(higher resolution)

(higher resolution)

Full map view:

(higher resolution)


Link to market for previous turn.

Link to side markets.

Get แน€600 play money

๐Ÿ… Top traders

#NameTotal profit
1แน€15
Sort by:

Next turn:

@komplexkonjugat - may I see the following:

  • Diplomacy screen - Teddy's feelings about Pedro, Pedro's feelings about Teddy.

  • Build prices for military units in Antium.

  • Builder prices in Manifold, Booger.

  • Great People view.

@MattCWilson

  • Both are friendly towards eachother

  • Scout 1 turn, warrior 3 turns, archer 4 turns, spearman 5 turns, chariot 5 turns, battering ram 5 turns, catapult 8 turns, man-at-arms 11 turns

  • Manifold, 3 turns, Booger 6 turns.

Execute all instructions in @MattCWilson's comment on this answer.
  1. Research Iron Working.

  2. Change civic target to Military Training.

  3. Ermagherd - change production queue to start a Harbor in the hex one northeast of the city, moving Builder behind that.

  4. Douchenozzle - change production queue to start a Harbor in the hex one east of the city, moving Builder behind that.

  5. Add map tack for "Golden Gate Bridge" (title, and/or icon) to the hex one northeast of the Douchenozzle harbor.

  6. Add map tack for "Golden Gate Bridge" (title, and/or icon) to the water hex southwest of the peninsula west of Alfonzo (four hexes west, one southwest of Alfonzo's current location).

  7. Clem - move one hex northwest. If a barbarian unit is revealed that can be range attacked, do so. Otherwise, fortify.

  8. Dwight - if Clem revealed a unit, move towards the hex that unit occupies (or occupied, if Clem killed it). If you end up adjacent to that unit and have move left to do so, melee attack it. If Clem did not reveal a unit, set destination two hexes west.

  9. Hubert - move one hex southeast, then set destination for the hex one southeast of Booger.

  10. Archer in Antium - name yourself "Ichabod." Set destination three hexes southwest.

  11. SS Bomboclaat - scout the bay to the west, hex by hex, until you run out of move. (so, west, west, southeast, east, southeast).

  12. SS Albatross - set sail one hex northeast. If the landmass to your east is revealed to be an island, set destination five hexes southwest. Otherwise, set sail one hex east - if it is now revealed to be an island, set destination one hex west and five southwest (same spot). If instead a landmass heading north is revealed, sail east until adjacent, then move hex by hex northward along its western coast until running out of move.

  13. Floyd - set destination five hexes west.