I'm not sure that that's enough of a test Hurricane. Firstly, how sure are you that the 5 tests are independent, or is there are a chance that each test also has the same random seed (so you are doing 20 sets of combats all with the same random seed)? Secondly, what is the defensive unit? Not that it makes much difference, but I'm curious.
Thirdly, the presence or absence of walls in a city only makes a difference if the PRNG throws up a random number in the narrow(ish) range where it makes a difference. For swordsmen attacking spearmen in a city without walls (or as the game is supposed to work) the swordsman wins when the PRNG is < 0.4829 (if it returns values in the range 0...1), whereas with walls (if this bug is real) the swordsman wins when the PRNG is < 0.4167. So only PRNG values that fall in the range 0.4167...0.4829 are going to give different results in the two cases - the rest of the time the result of that round of combat is the same regardless. With a small number of rounds of combat - worst case scenario you have 2 combats, with around 8 random numbers - it is quite plausible (55%) that the PRNG never throws up a number in the relevant range, so the combat results should be the same. If you saw the same sequence in each case with 20 swordsmen in each attack against 20 spearmen (with around 80 rounds of combat) then the odds that none of them fall in the significant range are more like 0.3%, which would be a significant result. If you can do it with a greater number of combats I'd be interested to see what turns up (not in a position to do it myself right now).
Thirdly, the presence or absence of walls in a city only makes a difference if the PRNG throws up a random number in the narrow(ish) range where it makes a difference. For swordsmen attacking spearmen in a city without walls (or as the game is supposed to work) the swordsman wins when the PRNG is < 0.4829 (if it returns values in the range 0...1), whereas with walls (if this bug is real) the swordsman wins when the PRNG is < 0.4167. So only PRNG values that fall in the range 0.4167...0.4829 are going to give different results in the two cases - the rest of the time the result of that round of combat is the same regardless. With a small number of rounds of combat - worst case scenario you have 2 combats, with around 8 random numbers - it is quite plausible (55%) that the PRNG never throws up a number in the relevant range, so the combat results should be the same. If you saw the same sequence in each case with 20 swordsmen in each attack against 20 spearmen (with around 80 rounds of combat) then the odds that none of them fall in the significant range are more like 0.3%, which would be a significant result. If you can do it with a greater number of combats I'd be interested to see what turns up (not in a position to do it myself right now).
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