Hurry Production lets a City finish whatever it is building in one turn, paying a Yield (and always some Discontent) instead of waiting for the production timer. A City may Hurry only if it has at least Developing Culture. The item is delivered on the following turn — not instantly.
Every City can Hurry with Civics from the start (build.xml grants it to all
build types). The other resources unlock per build target — Units, Specialists, Projects —
through specific Laws, an archetype Leader, a Governor, or a themed Improvement, as wired in
effectCity.xml.
What can hurry what
Resource | Units | Specialists | Projects |
|---|---|---|---|
| Civics | Always available every City (Developing | Always available every City (Developing | Always available every City (Developing |
| Training | Zealot Leader state religion present in the City | its religion has adopted the Redemption theology | its religion has adopted the Redemption theology |
| Money | Holy War Law state religion present in the City also: Fortified Monasteries event project (Empires of the Indus) | Judge Governor governing the City | Judge Governor governing the City |
| Orders | Orthodoxy Law state religion present in the City | Orthodoxy Law state religion present in the City | Orthodoxy Law state religion present in the City |
| Citizens | Volunteers Law all Cities | Volunteers Law all Cities | Volunteers Law all Cities |
The legacy spreadsheet listed the Zealot Leader as unlocking Training hurry for all three
targets; in the current XML it covers Units only
(aeHurryTraining = BUILD_UNIT) — Training hurry for Specialists and Projects
instead comes from a
Cathedral whose religion holds the Redemption theology.
What it costs
Resource | Base cost | Notes |
|---|---|---|
| Civics | 100 + 1.5 × missing production | The default channel: scales with the cost of what is left to build. |
| Training | 100 + 1.5 × missing production | Same shape as |
| Money | 10 + 5 × missing production | Steep per-production rate — cheapest when the item is nearly done. |
| Orders | 2 + 0.1 × missing production | Tiny Yield cost, but |
| Citizens | 1 + missing production ÷ 80 | Spends actual Citizens from the City. Emergency lever. |
| Discontent | 10 + missing production ÷ 100 | Always added on top of the chosen resource — except under the Monetary Reform Law, which removes it entirely. |
mp = missing production: the item's total production cost minus production already
completed (overflow doesn't count). Constants from globalsInt.xml; arithmetic from
the engine's City.cs.
Cost modifiers (apply to every resource, Discontent included)
- Items less than 50% complete cost extra: +(50 − %complete)%. An untouched item is +50%; anything half-done or better pays no surcharge.
- +10% per previous Hurry with that same resource in that City. The counter is per-resource and per-City — hurrying with Civics never makes Training hurries (or other Cities) more expensive.
- Items produced with Growth (Settlers, Workers, Disciples) cost +50% to hurry.
- You cannot Hurry: a damaged City, a City below Developing Culture, an item that finishes next turn anyway, or items flagged no-hurry (most decrees and event projects).