Originally posted by Lt. 'Killer' M.
Suki: been saying that for a long time: what we see in real life is average things being more common than extremes.
Take this example: roll two dice - you get more 7s then 6s and 8s and 2 and 12 are rare. Simple example for a bell curve. This would do the combat results good, as results like 1,1,7,1,1,5,2,3,1 out of 1024 would then never happen - and in Civ3 I see them extremely often.
Killer: The average results are more common than extremes, this is accomplished by using hit points. It don't change the underlying numbers (as going from 1 to 2 dice would), but it changes the final outcome. As an example, consider a warrior, infantry and tank attack vs a rifleman. If all have the same number of HPs, the chances for attacker wins (disregarding any A/D modifiers) are:
1 HP:
Warrior: 14.3%
Ingantry: 50.0%
Tank: 72.7
2HP:
Warrior: 5.5%
Infantry: 50.0%
Tank: 81.8%
4HP:
Warrior: 0.9%
Infantry 50%
Tank: 90.7%
10 HP:
Warrior: < 0.1%
Infantry 50%
Tank: 98.3%
As you see (and I know you already knew this, Killer), adding HPs gets you exactly that: results where the extreme results become even less likely. Now I know that Killer has done this already, and if there was a way of doing this easily with ancient units only I would consider it as well.
Because I do think the randomness factor is a bit too high during the ancient age when there are very few units, and taking/loosing one city is much more important than later. During later ages the random factor is perfectly fine IMO.
BTW, if you flip a coin 10 times, you will get a streak of 4+ heads/tails almost 50% of the time, so real world randomness is streaky.
To sum up: There's two different things we're discussing.
* Whether the chance of a weak unit beating a stronger unit is too high (too much randomness)
* Whether the results are too streaky, that there are too many good or bad results in a row.
The first is subjective, and those that answer yes can do something about this by increasing the number of HP and/or increasing the A/D factors of stronger units.
The second is a basic result of true random results, and there's no way of taking away streakiness from results without adding a memory (i.e. increasing the chance of a good result after a bad one and vice versa).