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.