@LC:
I agree with akots too! Balbes is arguing that you should take a gamble that is expected to pay off 2 times out of 10. I would never argue that you should take such risks in a game like this.
It is totally impossible to play a risk-free game. You always run the risk of losing a fight even if your odds are brilliant. The team that brings in 3 attackers against 3 defenders and hope to win, when each attack is 50-50, is reckless and gambling. The team that brings 5-6 attackers against 3 defenders are probably close to the mark in terms of optimal outcome over the whole game. The team that brings 15 attackers against 3 defenders to get the chance of losing below 1% (I didn't do the maths) are no less stupid than the ones who brought only 3, and they will not win the game.
In our situation, we needed the rice to stay clear for <25 turns, which (by maths others have presented) means 1% risk over the whole game. The team that discards a great site for the capitol because of a 1% risk it might go awry are IMO just as stupid as the ones bringing 15 units in my example above. I can agree that there are other good replacement sites that may have been equally good, that's an orthogonal discussion. But to discard a site because of that 1% risk, no, I don't buy that argument, and like everyone else in our team has expressed, we would have done the same again and again.
You are right that we did not consider jungle creep when we decided where to settle. This is not because we were stupid, or not knowing about it, but simply because it was such an unlikely thing that it didn't even cross our minds. At least for me that's true, and I'm pretty sure that goes for the rest as well. And if in the next game we end up with a resource next to a jungle, and with this game fresh in mind, I'm sure we would still settle next to it and take that 1% risk.
To answer some of your comments in your earlier post: I totally agree that a game completely without randomness would be rather boring. The question is in what guise that randomness comes. There is good randomness, and there is bad randomness, I doubt even you would say otherwise. Clearly Firaxis have, as I argued before, realized this and taken measures to steer most of the randomness into the good category. I claim that they have failed in the cases I have listed.
But to be specific about your listed examples; the actions of the player are never never completely random, unless you literally flip a coin. The direction you send your scout, where you place your towns even before knowing resource locations, all such things can to a very large extent be affected by the player. They are perfect examples of the kind of good randomness (or not really randomness) that I think the game should contain. The actions of the AI are also not completely random, indeed if the AIs were programmed to act randomly we would have a boring game. We need predictability, and we need to be able to make educated choices based on that.
The case you list with a team popping a key tech from a hut, that's bad randomness too. And I think the GOTM staff have learnt something from that, since we never see huts close to the start any more. That's a very good move by the staff, and I'm asking something similar to be done for the cases of randomness I've listed here.
To repeat myself: a random event that is too unlikely to be accounted for, totally unaffectable, and has a large impact on the game, can IMO not be considered anything but a design flaw.
I'm also not arguing this for the sake of our game here and now (regardless of what I heatedly said when it happened). We played to the end, got the end date we got, and that's it. I'm arguing for the sake of future games, where I want as fair a competition as possible. I don't care if it happens to our own game or to some other team's, I strongly dislike it regardless. I wasn't particularly happy about popping gems in my capitol's BFC in BOTM02 for instance, that just felt cheesy. I truly think this is a design flaw in the game, and one that could and should be remedied by the GOTMs, just like SGLs were removed for Civ3 GOTM.
@ShannonT:
As I noted in my original post, I would argue that some randomness is "good" from a design perspective, while some is not good. We had pretty lousy luck failing to capture Athens, losing 2 elephants who each had >60% chance, without doing a single hp damage. But that kind of randomness is still something we can affect ourselves, so it's not truly completely random. We can choose to bring in one more unit to be safer. Or we can play it slightly less safe, as we both did, knowing that amortized over the course of the whole game we will likely win time by it rather than lose, even if we lose one crucial fight. And over the course of a whole game, all teams are bound to have some bad battle luck. We're not upset about our battle luck at Athens - c'est la vie. What we're upset with is a single, totally random event (totally meaning we could have done nothing to affect it), with ~1% probability (meaning it would be stupid to try to account for it), and with a direct impact of ~15 turns (David's estimate, I think it's more) on our end date.