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:
[88%] Execute all instructions in @MattCWilson's comment on this answer.
Failed instructions:
Instruction 3 failed: Meritochraty policy not available
Instruction 7 failed: Scouts not available to build (just Skirmisher)
Random actions to proceed:
Antium random production Theater Square Festival
Notifications:
Diplomatic Service boosted
Teddy finished building great library
Diplomacy view:
World view(s):
Full map view:
Antium - set production to Skirmisher, Siege Tower.
Builder in Manifold - Harvest Cattle from hex.
Change map tack on this hex from Great Library to Mausoleum of Halicarnassus.
Dwight - set destination two hexes east.
Eleanor - Fortify at current position.
Settler NW of Craphole - set destination to the desert hex two northwest of Alfonzo.
Add map tack to that hex, titled "Farkleberry".
Add map tack to the hex one east of Torres Del Paine, titled "Gyatt".
Ichabod - set destination Omaha Beach.
SS Albatross - move hex by hex, between the islands to the east and west, revealing as much map as you can, and overall continuing to head southward.
SS Bomboclaat - set destination to the crabs hex one west of Floyd.
Map tack the hex with the barbarian scout near the Bomboclaat with the title "Barb Scout".
MD Army - name yourselves as follows, going left->right, top->bottom
Archer: Shooty
Warrior 1: Bash
Warrior 2: Smash
Man At Arms 1: Slice
Man At Arms 2: Dice
Warrior 3: Crash
Shooty - set destination four rows north, one hex west (one hex southeast of silver).
Map tack this hex with the title "Agincourt".
Bash - if possible, move northwest to capture American builder. If this would require a war declaration, hold off. Instead, set destination two hexes southeast, and two more rows south of Agincourt (Shooty's starting position for this turn).
Smash - set destination three hexes southeast of Agincourt.
Map tack this hex with the title "Bunker Hill".
Slice - set destination one hex northwest of Bunker Hill.
Dice - set destination one hex west of Bunker Hill.
Crash - set destination one hex southeast.
If possible, buy Isaac Newton with faith.
@komplexkonjugat 😁 If it helps, illustration of what I'm going for with the Mohenjo-Daroese.
@komplexkonjugat I also want to say thank you for the two-day turn length the past few turns. I dunno if that's been intentional on your part or not, but it's been a real relief for me. It's getting to where I'm spending a silly amount of time forming turn plans, and having an extra day helps a ton.
@MattCWilson Yeah, the two day days has been because I've been quite busy with work and life, and the amount of time each episode takes to execute has definitely increased as well...
Probably should be OK to make 2 days standard and still have enough margin to the end of 2025 deadline.
@MattCWilson Also want to add that it's been really interesting following some one elses thoughts and actions, I've learnt a lot and have probably become a better civ player as a result.
@komplexkonjugat That is sooo relatable. Life has gotten stupid crazy (like, busy in a good way but holy crap busy) for me too.
I am so down for crushing this sucker by turn 200, so that’s, like 230 days away? We got this 😎
On the “other people’s thoughts” thing - for the record I am kinda deliberately going in a different direction than I normally would. The pace means I really, really background-idle on plans and options and the spreadsheet represents a level of “tin foil hat, pins and string on a map” type thinking that I would normally be like “micromanagement suuuuuuuucks, next turn let’s gooooo”. So I am getting to have some of that, myself - like normal-me is watching this-me like “whoa, that’s cool that worked.”
(Also, the “sell diplo favor 1 at a time” thing is something I just learned on the Civ subreddit. I felt sooo crappy asking you to click that many things!!! You rule, that was awesome, we’ve got a crossbowman and a friggin army now!)
I am so delighted you’re having fun. Because I am blown away that you would even take on something like this, and have the patience to run it - I don’t think I could do that. But it has been super fun putting little jokes and things in for you because I am stupid grateful and I want to give you some daily (ok, bi-daily) joy that you’re putting out there.
(I also would love to get some more Civ fans up in this biz and we can all do some mini-futarchy together 😁)
tl;dr you are awesome thanks for everything
@komplexkonjugat i am so silly paranoid after losing the great merchant. Sorry but I will not let this go hahahaha 🤣