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.
Failed instructions:
Failed instruction 6, Water Mill already built in Manifold
Random actions:
Random production in Manifold: Heavy Charriot
Notifications:
Tech boost: Buttress
Tech boost: Castles
M-D no longer Suzerain
La Venta has been defeated
Welcome rain ends drought in Philly
More housing needed in Craphole
World view(s):
Full map view:
M-D no longer Suzerain
Of course. Of course. Screw you, Teddy.
La Venta has been defeated
Screw you, too, Pedro.
@komplexkonjugat - may I see:
Great People view
Trade Routes view, My Routes
Settler Lens, with the worldmap positioned centered over Torres Del Paine
City States view
Envoy production rate, current progress, turns remaining
Buildings in each city (doesn't have to be screenshots)
Adjacency bonuses for each city that doesn't already have a campus district.
Envoy stats
Two envoys available
41 influence points accumulated
5 influence points gained per turn
1 envoy at 67 influence points
6 turns to next envoy at current rate
Buildings
Manifold
City Center
Monument
Palace
Granary
Water Mill
Campus
Library
Commercial Hub
Market
Wonders
Oracle
Antium
City Center
Monument
Granary
Government Plaza
Ancestral Hall
Theater Square
Booger
City Center
Monument
Craphole
City Center
Monument
Harbour
Douchenozzle
City Center
Monument
Ermagherd
City Center
Monument
(yeah... that wasn't much faster than screenshorts in hindsight)
Campus Adjacency bonuses
Manifold: Has Campus
Antium: Can't build Campus due to pop (though I think max would be 1 tile SE, city center + jungle)
Booger: Max in designated spot (+4 science from mountains)
Craphole: Can't build Campus due to pop (though I think max would be 2 or 3 tiles East from jungle)
Douchenozzle: Can't build Campus due to pop (though I think there wouldn't be any other than city center adjecency (or will the future harbour have some?)
Ermagherd: Can't build Campus due to pop (though I think 1 tile east would be max, city center + turtles (harbour?))
@komplexkonjugat thanks! yeah, screenshots maybe. I also could have mentioned I know all the cities have monuments b/c Rome.
re: adjacency bonuses - maybe this is a mod I have, but for cities with insufficient pop, can you not click on the district type in the production list (even though you can't build it) to get the actual adjacency values?
Manifold - do some fancy biz with your build queue.
Clear current chariot build.
Build Mausoleum of Halicarnassus on the tile where we have a tack for it, to get it started.
Clear build queue again, then set it to: Heavy Chariot, Mausoleum, Ancient Walls.
Antium - fancy biz!
Clear build queue.
Set build queue to: Skirmisher, Siege Tower, Amphitheater, Theater Square Festival.
Booger - fancy biz as well.
Clear build queue.
If Booger has no granary, set build queue to granary, water mill.
Otherwise, build water mill.
Builder in Manifold - set destination one hex southeast.
Alfonzo - move one hex east. If movement remains, fortify.
Dwight - set destination four hexes southwest, two west.
Map tack Dwight's destination tile, title: "Fort Dwight".
Eleanor - set destination two hexes west.
Set map tack three hexes southeast, one southwest of Guillaume, title: "G-Spot".
Sell diplomatic favor, one at a time, to the bidder offering the largest amount of one time gold, until either we run out or no one's buying.
If possible, buy Isaac Newton with faith. (just keep tryin'...)
Failed instruction 1: Mausoleum must be adjecent to harbour built owned by this city
Sold 8 favor to Pedro for 5 gold each (Teddy offered 1 gold each, he pissed)
Not able to buy Newton (yet)
@komplexkonjugat I think Alfonzo's instructions got missed? He went northwest and is likely to be murdered? 😂