I would like to add my voice to the chorus of discontent to the proposed combat calculator changes.
First, can someone point me to the forums of discontent with the existing combat system (old combat system from vanilla Civ III)? I certainly haven't run across any such forums or any posts on this point. The basic rule in IT is don't muck with something that works. As I see it, the Civ III community in general, is satisfied with the existing system, so no "fix" is required.
In any bell shaped probability curve, there is a real probability, though low, of extreme events. eg the much touted tank losing to a spearman, or perhaps the more likely stack of cavalry losing to a super spearman. These low probability events are perceived to be streakiness. The whole concept of streakiness is simply a perception issue. If you wish to remove this perception, then you would need to remove the RNG, and have a chess-like outcome. eg a vet long bow faces a vet warrior ignoring defence bonuses for now - there is a four to one attack strength to defense strength therefore longbow gets loses 1 hp, warrior dies - every time. I would rather have the RNG.
In assessing the battle plan, the sensible player would take into account that an unlikely outcome is possible, and revise the plan in such an event. The fact that the same people continue to post the best results in GOTM month after month clearly shows that the occurence of low probability events is not currently game unbalancing.
Civ I allowed for some rather unbalanced combat results. Civ II overcompensated for these. Civ III brought back balance to the system. It doesn't need changing further.
If people really want to change the expected outcomes of battles they can already mod attack and defense strengths or hp values.
Currently the expected outcome of a battle can be reasonably intuitively determined from an almost linear comparison comparison of relative attack strength versus relative defense strength. The proposed system massively complicates the situation so that an intuitive linear strength comparison is rendered useless. (Yes I know the determination of the final outcome is exponential due to hit points, but at least you can readily estimate your ability to inflict hit point damage)
As noted by other posters, this proposed change reduces strategic options (to get a tech or resource lead and crush oponents). It also increases potential game unbalancing luck. Imagine an even tech game where everyone gets to replacement parts and you do not have rubber, you would be toast.
The best players of the game are the best because they understand how the game mechanics actually play out in practice. It is particularly evident that the best players are united in their dislike of this suggested change. Please take note.
Even looking at the posts in this forum, and it seems to be growing rather fast, naturally there are those in favour and those against the combat system changes. However, I haven't seen any of those people in favour make a case for why a change to the old system is necessary, so leaving a lot of disgruntled people opposed to the combat changes.
Beyond the combat system, everything else is welcome, and thanks for generating a patch so quickly.