pixiejmcc said:
I read in Zombie's micromanagement article that there is some kind of fault in the rounding so that slaving when you have a certain amount of hammers required in a unit or building actually gives you more hammers than you should get. It didn't seem to work when I tried it, can someone tell me whether or not this was fixed.
It was fixed in Warlords (and I'm happy that it was because I really hated the micromanagement that was connected with it but it was to powerful not to use it).
pixiejmcc said:
Also there is some kind of penalty for pop rushing or rush buying something in the 1st turn of production. Roland, do you know what this penalty is? Of course you do

. Experience would tell me it is quite significant. Also when you do rush something is it the case that the pop or gold spent is sufficient to complete the unit or building without using the other base hammers for that turn, so that all the base hammers become overflow?
The first turn of construction has a 50% penalty connected to it.
(The following assumes normal speed)
If you pop rush an archer with 5/30 hammers, then it will cost 1 pop and give you an archer with 35/30 hammers (so each pop gives you 30 hammers). If you pop rush an archer with 0/30 hammers, then it will cost you 2 pop and give you an archer with 40/30 hammers (so each pop only gives 20 (=30/1.5) hammers).
If you rush buy a granary with 10/60 hammers, then it will cost 3* 50 = 150 gold. If you rush buy a granary with 0/60 hammers, then it will cost 3*1.5*60=270 gold.
The pop rushing and rush buying always complete finishes the project in production. So you'll always have that turns production in overflow and with pop rushing, usually there will be some additional overflow as you cannot sacrifice a partial pop.
There also exist some cost multipliers connected with the various small and great wonders in the game. They are not all the same and vary from 50% (early game small wonders) to 300% (late game wonders connected to the space race). It would go to far to list them all here. If you are interested in a particular penalty, then you can find it in the file CIV4BuildingInfos.xml. The file lists the various buildings one after the other and each has an entry called iHurryCostModifier which determines the additional costs for hurrying that small/great wonder.
Edit: There is a difference between pop rushing and rush buying that I forgot to mention. Pop rushing production is subject to production bonusses in the city. Rush buying production is not subject to these production bonusses.