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:
[92%] Execute all instructions in @MattCWilson's comment on this answer.
Failed instructions:
Instruction 1 failed, Manifold already has a water mill
Notifications:
Craphole need food
Major flood in Tiber, 0 tiles damaged, 1 population lost, 0 units killed, 5 tiles gained fertility
World view(s):
Full map view:
@komplexkonjugat - May I see the following?
Current Civic and Tech research options.
Reports -> Yields.
This entire turn sucks. Pulling back on a number of fronts, may be the start of a total strategy pivot. Again.
Manifold - set build queue to Ancient Walls, Trebuchet.
Magnus - reassign to Craphole.
Builder in Manifold - move one hex southwest. If possible, drain the swamp.
Set map tack two rows south of Manifold for Huey Teocalli.
Booger - change build to Harbor, located one hex east of the city. Then switch back to Water Mill and queue the Harbor behind that.
Settler east of Farkleberry map tack - set destination two rows east, two rows northeast.
Place map tack four rows southwest of Farkleberry map tack - title "Landing Site."
Alfonzo - move one hex northwest.
Bartholomew - set destination to Landing Site.
Eleanor - set destination four rows south.
Ichabod - set destination to Landing Site.
SS Albatross - set destination four hexes west.
Remove "temp 4x sw" map tack.
If possible, buy Isaac Newton with faith.
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.