So wait, rushing something like a lumber camp has the same effect as rushing some 3000building?
Without looking at the code I couldn't say for sure. ls612 can take a look and answer that. The way rush inflation is handled as a SOURCE of inflation has not been changed though (so it's whatever it was in ROM/AND), only how that is transformed into costs.
Edit - ok I had a quick look before I leave in an hour's time. Hurry inflation works like this:
- Every time you hurry ANYTHING it increments a count of hurries
- Every N turns (determined by global define "HURRY_INFLATION_DECAY_RATE", modified by the game speed) it decrements the count
- The current count is exactly the inflation percentage used in cost calculations from hurrying (so every hurry is 1%, but it decays over time)
This has always been the way it worked, so changing it is not super urgent, but I agree with your (implied) comment that it should be changed (which I'll dio when I get back from vacation). The changes I propose are:
- The amount it is increased by from any given rush should depend on how many hammers you are rushing in some way (the exact way has to be thought about carefully though, or else it won't scale correctly through the game, as things get more expensive in base costs)
- The decay should be percentage based (so x% per turn rather than a straight decrement every N turns)
- The decay rate should be dependent on map size (larger maps mean more cities, which mean more hurrying), or possibly normalized by your actual city count (so it's average hurry rate per city that drives it [this is my preference])