We know that chopping overflow bug has been fixed in GS, this is a great news. However we made some experiments with speed-up policies + chop overflow in GS, and found that it was not the same as previously thoughts. It was assumed as "production bonuses no longer apply to production going into overflow" or "no more bonus on overflow", but actually it's a lot more complicated. The following is our results. If you are interested, you can also do some experiments, welcome to point out any omissions and mistakes. Define 3 variables - the production needed to complete the project (X) - the chop/city-per-turn production (Y) - the production modifier bonus (A) So Y is the basic production part, A*Y is the bonus production part. For example, assume we are training an archer with Agoge (+50% speed so A = 0.5), the current production panel shows 35/60, then X = 60 - 35 = 25. Now we chop and get Y = 30 production, so with +50% policy we should get bonus production A*Y = 15. If X < Y, project complete, we get only Y, overflow = Y - X, The bonus part A*Y will be totally wasted. As the example above, if panel shows 50/60, chop 30 with Agoge, archer will complete and we get 20 prod overflow. If X ∈ [Y, Y + A*Y], project complete with zero overflow, we only get X. The bonus part A*Y will be more or less wasted. As the example above, if panel shows 25/60, chop 30 with Agoge, archer will complete and we get 0 prod overflow. If X > Y + A*Y, project incomplete, and we get full base and bonus part Y + A*Y. As the example above, if panel shows 10/60, chop 30 with Agoge, then archer will not complete and panel shows 55/60. And some other tips: Not only chop, city production yield per turn also follows this mechanism. As the example above, if panel shows 0/60 at the beginning, when your city yields >40 production, +50% policy will actually between +0%~+50%, which is less efficient; if your city yields >60 production, you don't need Agoge for an archer, which is fully waste. Overflow from previous build can be speed up now, it will add to next Y, whatever chop or city production yield per turn. As the example above, if we get 20 prod overflow from previous chop, this turn city yields 6 prod with Agoge, then the next archer will get (20+6) as Y, in next turn panel shows 39/60. But if you immediately chop 30 again with Agoge, then the next archer will get (20+30) as Y, archer will also completed and no overflow. Of course, this mechanism is better than that overflow = (1 + A)Y - X in RF and Vanilla, but still need a lot of calculations to avoid waste. I personally think overflow = ((1 + A)Y - X) / (1 + A) was better, which can make us not to worry about waste, no need to calculate anything, much more friendly to casual players.