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.
[NO] Change Miltary Policy to "Bastions"
Notifications:
Manifold needs housing
Antium needs housing
Cat 4 hurricane east of Douchenozzle
World view(s):
Full map view:
@komplexkonjugat - may I see how many envoys we have available, and how many turns until we get more?
@MattCWilson 2 envoys available, 1 envoy at 67 influence points, currently have 16 influence points and gaining 5 per turn, so 11 turns unless something changes.
@komplexkonjugat Wow - I am going to need to add the envoys to the regular views requested… I’ve been expecting turn notifications for them.
Antium: add Granary, Scout, Archer to build queue.
Alfonzo: if it is possible to disembark this turn on the tribal village hex one hex west and two southwest, do so. Otherwise, position yourself adjacent, one hex northeast (but do not set destination onto land).
Bartholomew: upgrade to Man-at-Arms.
Settler north of Antium: set destination to tribal village hex two east of the SS Albatross.
SS Bomboclaat: set sail five hexes southwest.
Floyd: set destination five hexes west.
Ichabod: set destination two hexes northwest, one west.