Re. RNGs, possible confusion is that "RNG" has 2 common meanings. To the more technical people it's a specific term for the very low-level routines that create sequences of random numbers. Clue's in the name: Random Number Generator. Every time code calls the routine it spews out a new number: 74312105, 41234, 96248939, 23, 98644208, etc. These routines are very simple, have been around for many decades, are understood very well, and even the simplest ones give results virtually indistinguishable from "real" randomness in most contexts. The one used all over the place in Civ 4, so far various people including myself have been able to find out, is totally sound.
But to gamers "RNG" is kind of a black box term just meaning "whatever determines some random result". What Seraiel means here I think by "RNG" is the set of systems and routines built on top of that low-level routine, basically the whole Civ 4 combat system. All he's arguing is that the combat system, especially with low quantities of units, gives results which vary too much for enjoyable gameplay, and would be better if smoothed out. E.g. for example if the number of rounds of fighting in each battle was increased, and the amount of HP damage done by each successful hit decreased, that would clearly make the result more predictable. Obviously this is a matter of taste as some people like the wild variation
Also it has to be said that the promotion system does go some small way towards catering for different tastes - e.g. the COMBAT line I'd say in the long run gives you more predictable results.
So suggestion: Non-techies, don't use our precious technical term "RNG" when you mean the general combat system! Techies, don't be so quick to take offence on behalf of the RNG when non-techies are probably really talking about the combat system
But to gamers "RNG" is kind of a black box term just meaning "whatever determines some random result". What Seraiel means here I think by "RNG" is the set of systems and routines built on top of that low-level routine, basically the whole Civ 4 combat system. All he's arguing is that the combat system, especially with low quantities of units, gives results which vary too much for enjoyable gameplay, and would be better if smoothed out. E.g. for example if the number of rounds of fighting in each battle was increased, and the amount of HP damage done by each successful hit decreased, that would clearly make the result more predictable. Obviously this is a matter of taste as some people like the wild variation

So suggestion: Non-techies, don't use our precious technical term "RNG" when you mean the general combat system! Techies, don't be so quick to take offence on behalf of the RNG when non-techies are probably really talking about the combat system
