For example rushing cost in gold could be 50% of production cost * turns required to build something in that city.
So if I build something costing 1000 hammers and my city could build it in 10 turns, then it would cost 1000*0.5*10 = 5000 gold.
This way rushing would be consistent and be cheaper in more productive city, as logistics, material and work force cost would be lower.
So if I build something costing 1000 hammers and my city could build it in 10 turns, then it would cost 1000*0.5*10 = 5000 gold.
This way rushing would be consistent and be cheaper in more productive city, as logistics, material and work force cost would be lower.