Originally posted by Action
Imagine that you have a sliding scale, at one end the superior unit always wins, at the other end it's truely random, theres a 50/50 chance either one will win.
Imagine that you have a sliding scale, at one end the superior unit always wins, at the other end it's truely random, theres a 50/50 chance either one will win.
Now, at various intervals along the scale you can easily set it up so (putting aside terrain for now) the inferior unit almost never wins or the inferior unit is able to win a good percentage of the time. It's all based around how you design your combat system.
There essentially an unlimited number of potential systems for resolving combat. Each system places a varying weight on luck and a varying weight on unit stats.
These are extremely simple and extreme examples put in form of dice to make it more understandable, but I hope they show you how luck and stats can be weighted to different extents by the combat resolution formula.
It is my belief that the combat resolution formula for Civ 4 should assign a little more weight to the stats and a little less weight to luck/randomness/probability. So, inferior units winning would be more rare.
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