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:
MD became suzerain
Drought in Philadelphia
Government Policy view:
World view(s):
Full map view:
@komplexkonjugat may I request the following views/info:
Trade Routes: My Routes, Routes to My Cities
Please watch the barbarian near Alfonzo during the turn switch and tell me which direction they move, if they disappear from view.
Set tech target to: Gunpowder
Set civic target to: Divine Right
Swap policy cards:
Serfdom -> Meritocracy
Builder in Manifold - set destination one hex northwest.
Settler in Booger - wake Guillaume and link with them as an escort. Set destination one hex east of Torres Del Paine.
Alfonzo - if possible, fortify until healed. Otherwise, skip turn.
Antium - set build queue to scout, siege tower.
Booger - set build queue to builder.
Add a map tack for a campus to the pasture hex northwest-west of Booger.
Really annoying but please I hope you're down for this instructions
Sell diplomatic favor points, one by one, to Teddy, until he stops wanting them or pays less than 5 gold. At that point, switch to Pedro, sell one by one to him until he stops paying anything for them. If there are still diplomatic favor points left, and Teddy's buying, switch back to him and sell one by one until they're exhausted or he is (... and hopefully you're not!)
Back to normal instructions
If Teddy has the remaining gold balance to even afford this, sell each of these resources to Teddy, if he will buy them, for maximum immediate gold for each, as three separate deals (should be around 50 gold each):
1 silver
1 sugar
1 olives
If the treasury now contains enough money to upgrade Ichabod to Crossbowman and still have enough gold left over to levy the M-D army (251 gold?), upgrade Ichabod to Crossbowman.
If possible, buy Isaac Newton with faith.
Offer science alliance to Pedro.
Denounce Teddy.
Levy the Mohenjo-Daro army.
PREPARE FOR WAR.
@MattCWilson
Instruction 3 failed: Meritochraty policy not available
Instruction 7 failed: Scouts not available to build (just Skirmisher)
Sold 22 favor points to Teddy for 9 gold each until his gold was exhausted
Sold 13 favor points to Pedro for 5 gold each until our favor points were exhausted
Upgraded Ichabod to Crossbowman
Not possible to recruit Newton with faith (563 faith needed)
Pedro accepted Research Alliance