Kizor said:
Of course, a sudden boost to a civilization you're narrowly defeating could be very, very frustrating.
I'm not really in favor of any of the adventurer proposals yet, but that's one of the advantages to the idea that adventurers stay around longer the lower you are on the totem pole - it's not a sudden boost, it's just a marginal extension. (It might not be *enough* of a rubber band, though - needs playtesting to tell.)
Just pulling numbers out of a hat, you get an adventurer 50 turns after your first city hits size 4 (or some other event that won't happen at exactly the same time for every civ), and every 50 turns after that. The adventurer shows up at the city with the highest culture gradient, or the most recently founded/conquered city, or ... For the civilization on the bottom of the power graph, the adventurer stays around 40 turns. For the civilization at the top, it stays around 20 turns.
So when I thump my neighbors soundly and drop them from 3rd place to 8th, there's no immediate response. But if they had an adventurer, it's not going away nearly as fast; or if they didn't, but they hang on long enough to get one, it'll be around longer than mine (assuming it doesn't get killed).
You might not want to use total score, but instead just take account of land and population? It's a little counter to common sense: the player on OCC gets lots of service from adventurers while the big sprawling empire with constant chaos and war along its edges never has them around when it needs them?
I know Kael doesn't want there to be many adventurers, but instead of varying time-of-service I'd consider using this to limit how many XP your heroes or adventurers can accumulate for free: a civ in trouble will have lots of problems for the hero to solve, so they can get up to 80 xp before they go to war, while a civ on top of the world is going to have to send their heroes off to battle because there's just nothing else for them to do after 40 xp.