A Training Day Game based on the Celts
When I was a little kid, the most famous comic book series in Western Europe (second probably only to the Mickey Mouse and Donald Duck series) was The Adventures of Asterix and Obelix. It is 50 BC. Imperator Iulius Caesar is ruling the entire known world. The entire known world? -- No, there is a little Gallic village still refusing to buckle down to the Roman Rule! Asterix and Obelix are two Gallic warriors constantly defying the mighty Roman Legions that are sent forth to subdue the rebellious village.
In their daily life, they encounter many exciting adventures involving lots of barneys with the Romans and lots of tasty wild boar...
A while ago, the idea for a new Training Day Game evolved out of a discussion about how to best implement an efficient early war-mongering strategy based on the Celtic unique unit, the Gallic Swordsman. As we will be exploring some special Gallic Swordsman strategies and tactics, I thought that Asterix and Obelix and their struggle for freedom from the Roman Empire would be the perfect motto of this game.
So fellow Gaulish brothers in arms: come and join our noble cause!
What is a training day game? CommandoBob has just published an excellent description of how it works. I wouldn't be able to express it as well as he did, so I take the liberty to copy his description over here:
This is basically, what we are going to do. However, for this particular game there will be a few more extra points or modifications:
Ok, I hope that besides the topic of "how to whack your neighbors with Gallic Swordsmen", the student will also get some learning-by-doing experience about the following general early-game topics:
When I was a little kid, the most famous comic book series in Western Europe (second probably only to the Mickey Mouse and Donald Duck series) was The Adventures of Asterix and Obelix. It is 50 BC. Imperator Iulius Caesar is ruling the entire known world. The entire known world? -- No, there is a little Gallic village still refusing to buckle down to the Roman Rule! Asterix and Obelix are two Gallic warriors constantly defying the mighty Roman Legions that are sent forth to subdue the rebellious village.

In their daily life, they encounter many exciting adventures involving lots of barneys with the Romans and lots of tasty wild boar...

A while ago, the idea for a new Training Day Game evolved out of a discussion about how to best implement an efficient early war-mongering strategy based on the Celtic unique unit, the Gallic Swordsman. As we will be exploring some special Gallic Swordsman strategies and tactics, I thought that Asterix and Obelix and their struggle for freedom from the Roman Empire would be the perfect motto of this game.
So fellow Gaulish brothers in arms: come and join our noble cause!
What is a training day game? CommandoBob has just published an excellent description of how it works. I wouldn't be able to express it as well as he did, so I take the liberty to copy his description over here:
A Training Day game is specific kind of Succession Game (SG). Like the Always War (AW) games, it has certain rules/guidelines/boundaries.
- Generally, it has a more experienced person as leader/teacher/instructor. Sometimes it is more than one. Outsiders to the game (lurkers) will also drop by and offer comments, suggestions or try to explain things.
- It tends to be played at Monarch or Emperor. The map size is standard, with continents, mid-settings on the climate and the VC tends to be going to Alpha Centauri.
- The players on the team are rather inexperienced and want to get better at playing the game.
- There is lot more discussion of options than in a normal SG. City placement, worker moves, what to research, who to befriend, who to fight, etc, all of these and more are talked about before any action is taken.
- Some Training Day games start with each teammate playing the first 20 turns seperately and then comparing the results. The team then decides which start to use.
- Since the game is played 10 turns at a time, the difficulty is not a great factor in the game. Yes, it is important, but when you only play 10 turns at a time, knowing that what you do will be seen by others, you tend to play a bit better than normal.
- Since it is a SG, the players are expected to keep a fairly detailed turn log of what they do on their turns. I Alt + Tab from the game to Notepad as I play. Others use Word. But it easier to do this as the game is played. It does slow down playing and that is fine. The goal is to play better, not faster.
This is basically, what we are going to do. However, for this particular game there will be a few more extra points or modifications:
- Every player will always play his set of 10 turns (20 turns for the very first set) take notes during the game of what he/she did and why, and then turn the save and the notes in for review. Then we will discuss the results in the team, the experienced veterans will give feedback and tips to the novices, and then, when proceeding with the next set of 10 turns every player has the choice to continue from his own .sav or from mine.
Why don't we just pick "the best" .sav and all continue from that point? The reason why I don't want to do it this way is that sometimes a decision, which appears not so good short-term, turns out to be very powerful long-term. So something that looked very strong during the current 10 turns or even during the following 10-20 turns, may be strategically inferior to something that looked very weak during the first 10 turns.
To give you a simple example: in some starting locations it is better to build an early settler, in others it is better to build an early granary. If you pick the wrong choice, your initial REX during the first 30-40 turns may look much better than the other choice, but after that time the long-term potential of the other choice may start to unfold and leave the original choice crawling in the dust...
By playing the game "my way", the novice players will have the chance to compare the effects of certain strategic decisions over a long period of time. They can see first hand, how their game would have developed, if they had taken the other path some 50 turns in the past, and this should be a very instructive learning experience for them. You don't get the effect of learning long-term strategy by only concentrating on the very small time window of the current 10 turns. - As the purpose of this game is to explore the power of the Gallic Swordsman, the victory condition will certainly not tend to be going to Alpha Centauri...
This is more likely to be a quick and dirty Domination or Conquest victory condition.
Ok, I hope that besides the topic of "how to whack your neighbors with Gallic Swordsmen", the student will also get some learning-by-doing experience about the following general early-game topics:
- assessing the start position and selecting the best capital location
- efficient early worker management
- setting up a settler factory
- managing the "Republic Slingshot"
- getting the most out of trades with the AI
- expansion and city placement
- military tactics
- making the most out of a Civ's traits (in this game "The Celts": agricultural and religious)