I was testing some auto resolve battles to get a better feel for the strength of a build and a set of units. I ran the battle and got total defeat. Then I ended the turn, changed nothing else, and ran the battle again. I won without a single loss. In fact, I barely took any damage. My total mana changed by 7, and I had plenty to cast spells (was using cheats to move to wonders to test results, so I had a million mana). I did not complete a research in between turns or otherwise increase my casting points or anything like that.
The result of an auto resolved combat simply should not be this dependent on pure randomness.
This golden wonder has particularly substantial randomness in it due to the units it spawns every two turns being somewhat random - In the lost combat I rewatched and it spawned a lost wizard instead of a magebane on the first cycle, which is obviously worse for the attacker - though the fight was going much worse even before that. But since the randomness is so much more substantial in this fight than in others I decided to check against another fight, and went to a silver wonder to do the same thing. The results are less dramatic, but still clearly different despite there being functionally no changes to the armies.
I think that if the combat conditions are fundamentally identical, the result of an auto resolve should almost not vary at all. The auto resolve should not be impacted by whether the turn number is 15 or 16, it should only be impacted by the actual factors inside of the battle - the makeup of the units including enchantments and traits, the available spells and mana to cast them, and other things that are actually relevant to the combat. Sure, RNG bits like whether a % based status effect is applied should change with the seed, and sometimes that will have a big impact. But the decisions leading to where to move units and when to use those attacks and abilities should not change via some factor outside the battle like random seeding.