A+ombomb
Actuary
Okay, so a few days ago I was playing a 1x1 multiplayer against a very weak 0-16 record player. It was a duel sized map and we started very close, and he sent his first warrior straight to my city and attacked with only a small chance of victory (roughly 10% ignoring decimals). To my chagrin, that 10% was enough to give him victory - long before I could possibly have more than 1 warrior defense. I feel this is a major problem with the rng, at least in multiplayer, where early battles with small quantities of units will never equal out and a bizarre rng can cost an entire game, regardless of skill. So it set me thinking of possible solutions.
My idea is that if a unit has less than a 50% chance of winning, it can't kill the other unit, it can only maim it. Before you single-player people go crazy on this idea, hear the whole plan out - it's a little interesting. If a unit with below 50% chance of victory would win, the two units both live instead, and the "losing" unit is set to .01 health with a "sickness" condition. If a unit is in "sickness" it can not move until it has risen above a certain amount of health ( say 1 ). A defender of a city with sickness is immediately given +20% max health and sickness removed on the next turn. In this way the unit is not lost by a bad rng, and cities can't be sacked quite so easily by a bad rng, but it is certainly still kept in a bad position by it's restrictions and low health.
My idea is that if a unit has less than a 50% chance of winning, it can't kill the other unit, it can only maim it. Before you single-player people go crazy on this idea, hear the whole plan out - it's a little interesting. If a unit with below 50% chance of victory would win, the two units both live instead, and the "losing" unit is set to .01 health with a "sickness" condition. If a unit is in "sickness" it can not move until it has risen above a certain amount of health ( say 1 ). A defender of a city with sickness is immediately given +20% max health and sickness removed on the next turn. In this way the unit is not lost by a bad rng, and cities can't be sacked quite so easily by a bad rng, but it is certainly still kept in a bad position by it's restrictions and low health.