Wow, never seen so many people in a thread I started before. Thanks guys.
(TheNiceOne

<< 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). >>
Long quote, I know. But that's exactly it. The second thing shows up because the events (numbers) given by the RNG are independent from one another. That's why you can get streaky results. My point is that such results are a good model for flipping a fair coin but for a combat simulation between hundreds of (virtual) people seems somewhat wrong to me. Don't get me wrong, I'm not saying it's a big deal; I've been playing civ3 for more than a year and I still love it. I just think it could be improved. Moreover, I KNOW the law of large numbers and I know that after a while it should even out. I'm saying that this "evening out" takes far too many events to happen and that in the ancient age, there generally aren't enough units for this to happen.
There's been some talk earlier about how this could be "exploited". Wait a minute here. If you attack a fortified infantry with 4 warriors, loose all 4 (surprise!) this "system" wouldn't make you win the next fight with another warrior! It simply means that if your odds are 50/50 and you lose say 3 times in a row, then you'd get say 60% of winning the next fight. You could still lose it, but you'd be given a small bonus. Note that this would also happen the other way around. But I must say, there is some room for exploit. Like TheNiceOne said, set up a few unimportant battles somewhere and when you've been unlucky, attack on the major city (or carry out any important battle). Mmm.
Another point: philosophy. I just won't go there (but some of posts were quite interesting).
Quote (Four Four Seven) << If, in real life, I send an army to battle with a 50% chance of winning, and it loses (assume "losing" means all armies don't return and there's no knowledge gained), and I send another army to fight the same foe (again, assume the other army gains no knowledge), they will again have a 50% chance of winning. It does not get higher just because of a loss by an independent army. >>
Well, that's the whole point. I don't think that "units" in civ3 should be completely independent. What you consider an army is, I think, something like the american army fighting in WW1 and the american army fighting in WW2. Those are completely independent. I agree. But in civ3, units sitting on the same square should not be completely independent. Especially if they all attack on the same turn.
Now to go back on the exploit issue, I think this "memory" effect should only take place at specific places. Quite frankly, I'm not sure anymore how to implement this (at least not in a simple way). But maybe there is a better (and even simpler) way. Consider this modification, "every time a unit is attacked in a given turn (and wins of course), for the remaining of this turn, the defense rating of this unit decreases by 10 or 15%. Similarly, if a unit attacks multiple times in a turn, its attack rating should decrease every time by similar amounts."
This has the advantage of leaving the RNG alone (I knew I was opening up a can of worms when I first posted...). It gives a little bit of memory to combats in a way that I think is realistic. Let's say one hp means one thousand soldiers. A 4hp swordman attacks a 4hp spearman and loses, 2hp remaining on the spearman. This means 2 thousand speamen actually died and the other 2 thousand are tired, they've lost their friends and all that. If, in the same turn, the attacker sends another 4hp swordman at the spearman, then they should have a better chance of winning than against a 2hp spearman who hasn't seen any action this turn (right?). By the way, the actual numbers would have to be worked out because this way, the attacker would have too much of an advantage with the numbers in the game now.
This is not a new idea, it was in Panzer general II (and probably other games too). And I've just realised I'm completely off topic from the thread I started myself... oops. One last thing, nice to see other mathematicians here (well, I'm just a PhD student but I'm getting there...).