Hurrying Production
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Reference Table[edit]
Hurrying Production always requires at least Developing culture in the city you want to hurry production in.
Resource | Units | Specialists | Projects |
---|---|---|---|
Civics | always available | always available | always available |
Training | Zealot Leader State Religion in City |
Zealot Leader State Religion in City |
Zealot Leader State Religion in City |
Gold | Holy War Law State Religion in City |
Judge Governor in City | Judge Governor in City |
Citizens | Volunteers Law | Volunteers Law | Volunteers Law |
Orders | Orthodoxy Law State Religion in City |
Orthodoxy Law State Religion in City |
Orthodoxy Law State Religion in City |
Notes on Hurrying Production[edit]
The cost to hurry production cost is independent of a city's production rate but is discounted based on production already completed.
- For example, hurrying a warrior (which costs 60 Training) will cost the same in a city with +20 Training / Turn as in one that has +10 Training / Turn.
- But hurrying a warrior out of a city that has 20/60 of a warrior completed will be cheaper than a city that has 10/60 of a warrior completed.
It becomes more expensive to rush each time you do it (+X%), for a given resource in that city.
- For example, hurrying production with civics only increases cost to rush with civics in that city.
- It doesn't increase cost to hurry production in any other cities.
- It doesn't increase cost to hurry production in that city for any other resource
- Note Growth-produced units increase in cost for each one produced (+10 per Settler, +5 per Worker/Disciple/Scout, +2 per Militia/Conscript). This is completely independent of hurrying production.