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โฉ Hurry Production Calculator

5 channels101 builds

What it costs to Hurry Production in each yield, and how that cost climbs each time you hurry again in the same city. See Hurrying Production for how to unlock each yield.

Building
Progress
Previously done
this channel, this city
Multiplier Civics always Training Zealot leader Money Holy War law Orders Orthodoxy law Citizens Volunteers law Discontent never escalates

How the cost is worked out

Repeat hurries per city, per yield

  • Each earlier hurry adds 10% to the base cost. After ten Civics hurries in a city, the eleventh costs double.
  • The count is kept per city and per yield. Hurrying with Money never raises your Civics price.
  • The count never goes down.

Base cost per channel

  • Civics and Training cost 1.5 ร— missing production + 100, rounded up to a multiple of 10.
  • Money costs 5 ร— missing production + 10, rounded up to 10.
  • Orders cost missing production รท 10 + 2, with no rounding.
  • Citizens cost missing production รท 80 + 1, rounded down. The repeat penalty applies to the missing production, not to the extra citizen, and usually vanishes in the rounding. So Citizens often cost the same after nine hurries as after none.

The two multipliers on top

  • Under 50% done. The cost goes up by 50% minus the percent done: 0% done adds 50%, 25% adds 25%, and 50% or more adds nothing.
  • Growth builds. Workers, Settlers, Scouts and Disciples cost 50% more to hurry than a soldier of the same production cost.
  • Both apply after the repeat penalty, in that order.

Discontent and the gates

  • Every hurry adds missing production รท 100 + 10 Discontent, whatever the yield. Both multipliers above apply to it, so in practice it is about 10 to 18.
  • It does not grow with repeat hurries: your tenth hurry in a city causes the same Discontent as your first.
  • Monetary Reform removes it.
  • The Rush Buy Rules Summary Table in the official manual (page 220) gives this as 10 + missing รท 10. The real figure is missing รท 100. Its note that "Discontent ... increases by 10% base too" is also wrong. The rest of that table is right.
  • You can't hurry in a Damaged city, below Developing culture, or when the build would finish next turn anyway.
  • A Furious family, Autonomous Rule or Shared Power turns hurrying off in that city.
  • Workers, Settlers and Disciples also cost +10 production per copy already built in that city, which raises the missing production above.

Every figure is in whole yield, rounded the way the game rounds, so it should match the in-game tooltip.