For example in Sid Meier’s Memoir, this is mentioned.
Quoting from a review of said book:
> People hate randomness: To placate people's busted sense of randomness and overdeveloped sense of fairness, Civ Revolutions had to implement some interesting decisions: any 3:1 battle in favor of human became a guaranteed win. Too many randomly bad outcomes in a row were mitigated.
https://smus.com/books/sid-meiers-memoir/
Some threads on randomness and perceived fairness in video games can be found here on HN too, for example https://news.ycombinator.com/item?id=19399044
The original link being discussed in that thread is 404 now, but archived copies of the original link exist such as for example https://archive.is/8eVqt
So over the course of the game you'll get the exact same tiles, just in a different random order.
Now to be fair, I didn't make that clear to the player that's what was happening, they were just seeing numbers come up, but it was still amazing to see how they perceived themselves as getting lower numbers overall compared to the opponent all the time.
Meanwhile on the base game difficulty I was beating the computer opponent pretty much every game because it had such basic A.I. where it was placing its tiles almost totally at random (basically I built an array of all possible moves where it would increase its score, and it would pick one at random from all those possibilities, not the best possibility out of those).
My Dad used to play a lot of online poker, and he used to complain when other players got lucky with their hands, be like 'I know the chances are like 5% of them getting that! They shouldn't have gotten that!' and it always reminded me of those people.
In games like Civ/EU/Stellaris/Sins/etc It makes sense that a 3:1 battle wouldn't scale linearly, especially if you have higher morale/tech/etc. Bullets have a miss ratio, 3x as many bullets at the same target narrows that gap and gives the larger side an advantage at more quickly destroying the other side. So just give it an oversized ratio to scale the base (1:1) odds at.
That keeps "losing" realistic...a once in an occasion happenstance of luck/bad tactics/etc but also a generally very favorable and reliable outcome for your side.
Was good because it identified a personal mental flaw.
I've long been suspicious of the RNG/seed implementation.. but not curious enough to automate testing of it, though.
For that, I'll keep this in mind: "Unlucky players may look at the source code of a chance-based effect to check if the odds are actually as stated."