Also, as we are 7 days from release, please try to avoid cluttering the forums with general, unspecific questions and suggestions that belong to a period 3-4 months ago...
Behave! It's an honest question and it isn't hurting anyone. People should ask whatever they want.
@auboy105 units pay wages in Gildar after they are finished. The exact amount of wages they pay is determined by how much production is used for their creation. In a way it makes sense to not have to pay Gildar up front for creating units. When you put something in the city production queue, it means you are allocating all the city's dynamic resources towards creating a unit. Why should you pay Gildar for that? They are your resources to steer. You are basically saying "Okay guys, I want all you craftsmen, blacksmiths, weaponsmiths, army recruiters and so on to focus on this task." That's what production is - the sum of every craftsman, forge and workshop in the city working towards a goal you set. Why should you pay for Gildar for that?
As pointed out, you pay Gildar once the units are complete in wages. Wages supposedly go towards upkeep of military equipment so things don't deteriorate. You can also use Gildar to purchase units extra quick, in which case the logic is that you are buying production resources from something your city doesn't have. You are buying things from visiting merchants or hired trainers.
City buildings face a similar trade-off. You can either use production (again, the "sum of all dynamic resources" in a city). Or you can pay Gildar to have them rushed (hire a bunch of extra work teams to finish it in a season).
So why don't buildings cost "wages" or upkeep? It's a design decision. Derek Paxton has said that he wants cities to be resource production centers. They should not be a drain on your economy, only boost it. I think that isn't great, because surely there could be interesting choices where we pay upkeep for strong buildings. But there it is, a design choice by Derek Paxton.