Ouch, that run went really well for Doom (the best one out of all the tests I ran). Looks like this war might be wrapped up pretty soon. If a few more units had died it would have been different, but as it is I am not quite sure how Sheb can get out of this spot.
And what was your advice?
I could see A) sending his cavalry away so that dooms cavalry would be engaged first and take some significant damage before his main force arrived and/or B) ditch the siege equipment and have a 50% chance of getting away somewhere safe (either the mountains or stacked with those two new units coming down).
Or C) something else entirely.
<playerturn player="lemon10">
<tileorders>
<tileorder type="tClaim" x="7" y="9"/>
</tileorders>
<cityorders>
<cityorder type="bBld" cityid="4">
<building code="pegS"/>
</cityorder>
<cityorder type="rUnit" cityid="11">
<unittype code="cboat"/>
</cityorder>
<cityorder type="rUnit" cityid="5">
<unittype code="halb"/>
</cityorder>
<cityorder type="bBld" cityid="8">
<building code="temple"/>
</cityorder>
<cityorder type="bBld" cityid="19">
<building code="smith"/>
</cityorder>
</cityorders>
<armyorgorders/>
<armyorders>
<armyorder type="mArmy" armyid="9" x="11" y="10">
<step dx="0" dy="-1"/>
<step dx="-1" dy="-1"/>
</armyorder>
<armyorder type="mArmy" armyid="25" x="10" y="8"/>
<armyorder type="mArmy" armyid="4" x="9" y="7">
<step dx="1" dy="-1"/>
</armyorder>
<armyorder type="mArmy" armyid="112" x="8" y="9">
<step dx="-1" dy="-1"/>
</armyorder>
</armyorders>
</playerturn>
EDIT:
Battles are pretty simple. There is a 20X1 field, and units walk towards the enemy from their sides at their speed each turn until they get in attack range. They can't attack the very first turn they get in range (except for units with the charge ability, who get a bonus to attack on the charge), so the units that walked into range attack next turn.
Each units randomly selects an enemy unit and attacks, dealing 1Dattack-1Ddefense damage (random number between 1 and attack minus a random number between 1 and defense).
This works out so that two units fighting one will get in between 3-4 times more attacks, so assuming the units are near equal, even a few more units will cause a significant difference.
Focusing is very random, a army won't pick the same units to fight (although they can all pick the same ones if you get lucky), and won't stick with fighting the same unit till it dies either, so how much they focus can very well decide larger battles.
Units get 1XP per turn they are in battle.