You are asking for something that would make a game unimaginative and boring and certainly not realistic. You simply want an `I win` button.
Half the strategy and fun is the fact that EVERY choice and decision has possible failure. That`s what gaming, in all its forms is about. The only way to replicate this in games is by Dice and modifiers to the dice. Of course, work your tactics and strategy well and you greatly lessen the chances of failure; that`s how all the good war leaders won battles and wars. I would have it no other way.
Woaow.
So let's follow your logic. Bushido (Japan's UA) involves no intrinsic randomness in itself, it's just free extra strenght for you damaged units. So it's unimaginative, it's boring, and certainly not realistic (that last bit I can agree with); furthermore, this leads to a situation where we are awarded an "I win" button. Thus, Bushido is overpowered and should be nerfed, by associating it with some intrinsic randomness. But wait! All of the UAs (besides, IIRC, Germany's, Spain's and Ottoman's) aren't tied to luck, so maybe it would just be easier to buff those UAs instead? Thus, we reach my conclusion, even though we are following your set of rules: intrinsic randomness should be avoided.
You also say that every choice and decision has possible failure. Well, if I'm 400 beakers away from researching construction, and I'm producing 100 beakers per turn, expending a GS will grant me construction, no matter what. So you say that GS would be more strategic and fun if they gave a random amount of beakers? Well, I certainly can't agree about either of those qualities. Just in case it's really needed, let's pull a
reductio ad absurdum: let's just determine the winner of a game of Civ 5 by throwing a dice. Man, was that fun and strategic!
And your definition of gaming is just the definition of what a game needs for it to be fun to you. Chess is a game, and it has no luck; the list of Boardgames that have no luck is crazy, so I'll leave it at that. Greed Corp is a strategy video game, and it has no luck. Heck, even Starcraft has minimal intrinsic luck. When I play a game, I don't want to lose because the RNG said so, I wan't to lose because I've been outsmarted. You don't need dice for you
not to know how an encounter will end.
Now, I'm ok with
some intrinsic randomness. The unknown outcome of a battle is ok to me, since the other side of the encounter won't get to react until I'm done, and generally luck is smoothed out after two or three turns (albeit I'd like it if ranged attacks had less variance in their results). But for germany, for its UA to smooth out, you may be talking about dozens of turns, with no way to control that, and one brute now is much better than one archer in 30 turns. Germany and prize ships are more subject to intrinsic randomness than any other thing in the game (except from Spain, but at least their gameplay is different enough from the rest to make them somewhat fun to play).
Long story short: intrinsic luck makes a game
less strategic, you can argue that it makes it
more tactical (not that I would agree with you, but still), and how fun it is depends on the person you ask.