Which yields you can spend to Hurry Production, what unlocks each one, and what it costs.
Hurrying finishes a build on the following turn. You pay a yield, and always some Discontent. The City needs at least Developing Culture.
Every City can hurry with Civics from the start. The other yields unlock separately for Units, Specialists and Projects, through Laws, a Leader, a Governor or a Cathedral.
For the exact cost of a given hurry, use the Hurry Production Calculator.
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 |
A Zealot Leader unlocks Training for Units only. For Specialists and Projects,
Training comes from a
Cathedral whose religion has the Redemption
theology. Money splits the same way: the Holy War law covers Units, a Judge Governor covers
Specialists and Projects.
What it costs
Resource | Base cost | Notes |
|---|---|---|
| Civics | 100 + 1.5 ร missing production | Always available. Scales with what is left to build. |
| Training | 100 + 1.5 ร missing production | Same shape as |
| Money | 10 + 5 ร missing production | Steep per point of production, so it is cheapest when the item is nearly done. |
| Orders | 2 + 0.1 ร missing production | Tiny Yield cost, but |
| Citizens | 1 + missing production รท 80 | Spends Citizens from the City. |
| Discontent | 10 + missing production รท 100 | Always added on top of the chosen resource, except under the Monetary Reform Law, which removes it entirely. |
Missing production is the item's production cost minus the production already done. Overflow does not count.
What makes a hurry cost more
- An item less than 50% complete costs 50% minus the percent done extra. An untouched item pays +50%, and anything half done or better pays nothing extra.
- +10% per previous hurry with the same yield in the same City. Hurrying with Civics never makes a Training hurry, or a hurry in another City, more expensive.
- An item built with Growth, such as a Settler, Worker or Disciple, costs +50% to hurry.
- You cannot hurry in a damaged City or a City below Developing Culture, an item that finishes next turn anyway, or most decrees and event projects.