Here's a theoretical premise:
Ardor
requires
Trade
can only be used by a {unit
OR Adventurer} of level
12+
don't need to be in a city to cast it
will trigger a code checking for...
- ... handicap level;
- ... each city...
- ... if there's a Cross-Roads Inn (new unique building to come!);
- ... if the city's population is 4+;
- ... if the city is connected to the capital (skipped if running City-States);
- ... city's number of
;
The handicap level will determine how many Adventurers' you're assured to get from the spell. If a city is valid, it will have a raw chance to pop an adventurer based on both its pop and its number of traderoutes. At the very least, you're assured to pop one out of the capital (but
not if you're running City-States).
I think I should check for a limit of Adventurers' popped... and I also want it to decrease the spawn rate for each adventurer if possible.
About the unit required to cast the spell, it depends. An adventurer would be best because reaching level 12 is hard without Hero but I would need to create a new promotion, as Adventurers don't stay Adventurers long (because of the upgrading).
Anyway, why this? Because I see "Ardor" as a call for women and men to help their cities. A tavern is required to somehow store the call (like a flyer: "Adventurers needed!") and traderoutes and pops are valuable because it would allow more people to see the ad and to respond to it.
Also, I'll still add their "random civ-promotion on unit creation". More on this later