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Hurrying Production

5 resources3 targetsalways discontent cost

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.

For what a given Hurry actually costs — by build, by progress, and by how many times you have already hurried that channel in that City — use the Hurry Production Calculator.

What can hurry what

Resource
Units
Specialists
Projects
Civics
Always available
every City (Developing CultureCulture or higher)
Always available
every City (Developing CultureCulture or higher)
Always available
every City (Developing CultureCulture or higher)
Training
Zealot Leader
state religion present in the City
its religion has adopted the Redemption theology
its religion has adopted the Redemption theology
Money
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
state religion present in the City
state religion present in the City
state religion present in the City
Citizens
all Cities
all Cities
all Cities

The Zealot Leader covers Units only (aeHurryTraining = BUILD_UNIT) — Training hurry for Specialists and Projects instead comes from a CathedralCathedral whose religion holds the Redemption theology. Money splits the same way: the Holy War law unlocks Units, a Judge Governor unlocks Specialists and Projects.

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 CivicsCivics, paid from the TrainingTraining stockpile.
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 OrdersOrders are your turn's action budget.
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)