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:
Stromboli has gentle eruption, 2 tiles gained fertility, 0 other effects
World view(s):
Full map view:
Set tech target to Machinery.
Builder in Ermagherd - build fishing boats.
Dwight - move one hex northwest, then set destination two hexes northeast of there.
Clem - set destination to Douchenozzle.
Bartholomew - move one hex southwest. If more than one move point remains, move southwest again. If possible, upgrade to Legion.
SS Albatross - set destination to the visible sea hex one hex west of the mountain at the southern extent of the landmass you are currently north of (counting beyond 5-7 hexes is hard).
SS Bomboclaat - set destination to the unrevealed hex two west of Bologna.
Settler in Manifold - set destination for Craphole.
Builder in Booger - build a pasture.
Alfonzo - set destination to tribal village hex approximately five hexes west and two southwest.
Ichabod - set destination to the unrevealed hex two northwest of Bologna.
Craphole - add Archer to build queue after Harbor.
@komplexkonjugat Yup.
Factors:
Landmass east of Douchenozzle is an island. Limited growth option over there.
Peninsula west of Antium is mid-ish at best.
Laurasia looks to be islandy too.
We need land.
Teddy has land, and isn’t even using all of it.
We’ve been soooo nice to that guy, sent him a trade route, been his friend… but what has US done for the Romans?
Ooh, Machinery…
OOOOH, free iron from tribal village. Check out this cool hat and sword I wanna give Bartholomew.
Yunno, Teddy has iron down there too…
(me, personally: man, all these turn instructions. Imagine turn 200+ when we have 3 spaceports working on a Mars project and micromanaging all that… yunno, I bet we could go Dom and get ‘er done by then.)
@MattCWilson also, I was thinking along these lines about 10-15 turns ago, but wasn’t sure how long we’d need to get to Machinery and wanted to hedge bets on land-expansion. Then we found the iron, and island-ness.