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:
3 era score first tier 2 government in the world
Catastrophic eruption of Pico do Cabugni, 1 tile damaged, 1 pop lost, 0 units killed, 2 tiles gained fertility
Combat:
Eleanor attacked by barbarian archer
World view(s):
Full map view:
@komplexkonjugat - may I please see:
Policies View
Scores, Detail view
Great People view
Reports > Gossip. If multiple pages, filter on City.
Citizen worksite view, all cities.
Also, lmk if this Governor promotions data is wrong (and if so, what)?
Pingala: Librarian, Researcher, Grants
Liang: Guildmaster
Magnus: Groundbreaker
no promotions available
@MattCWilson sorry, I closed down civ before seeing this and will head to bed soon, will get back to you tomorrow with those view
Settler east of Farkleberry Island: found new city. Name: "HateBarbs", produce Harbor one tile west of city.
Builder in HateBarbs: move one hex northwest, and if possible, build fishing boats.
If the tile two east of Craphole is not owned by Craphole, swap it to Craphole.
Craphole: clear build queue. Start encampment build on the tile two to the east. Then edit build queue, put the settler back in, in front of the encampment build.
Builder in Manifold: build fishing boats.
Alfonzo: set destination five hexes west.
Eleanor: set destination two hexes northwest.
Jephro: set destination three hexes east, one southeast.
Builder east of Gyatt: move one hex southeast. If move remains, purchase the hex the builder is on, then have the builder clear the jungle. If this production completes Gyatt's ancient walls, have Gyatt produce a Campus on the now-cleared hex.
SS Albatross: set destination eight hexes northwest.
SS Bomboclaat: set destination eight hexes west.
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.