6K Man
Bureaucrat
General premise:
You should, once you have 3-5 cities, devote at least one of them to producing military units. In general, of every 5-8 cities, one should be devoted to unit production.
Specific premises:
1. The more production improvements – i.e. hammer multipliers (Forge, Factory, Power, Ironworks, Drydock, Heroic Epic, Military Academy) – you have, the less they are worth incrementally. Most of them also add unhealth.
2. Base hammer improvements (Moai, Levee, Industrial Park) – always add value that then gets fed through the multipliers. The more multipliers you have, the more those improvements are worth.
3. Military Cities should spend most of their production on units, not improvements.
4. You should aim for a military city to be able to produce a base unit for your era every 2 turns (or each turn, ideally).
(Base units per era
Axeman – 35 hammers (ancient) – Forges available.
Maceman – 70 hammers (medieval) – Heroic Epic available
Rifleman – 110 hammers (renaissance) – Windmills/Lumbermills available
Infantry – 140 hammers (industrial) – Factories/Ironworks available
Tank – 180 hammers (modern) – Railways available)
5. Military improvements each add value, but some add more value (per hammer expended on building them) than others. An approximate "value List" follows, ordered from highest to lowest:
Military Academy - +50% military unit production
Settled GG - +2 XP
Barracks = +3 XP, ground only
Drydock - +4 XP, +50% production (water units only)
Stable - +2 XP (mounted only), stacks with Barracks
Heroic Epic - +100% military unit production
Forge - + 25% production
Levee – varies, but assume +6-8 base hammers
Moai Statues – varies, but assume +6-8 base hammers
Airport - +3 XP, air only
Ironworks - +100% production
Factory+Power - +75% production
West Point – 4 XP
Industrial Park - +2 base hammers, plus additional specialist slots
Red Cross - +1 promotion (Medic 1)
So, the question is... how do we marrry these premises together?
In the very early game, you have no military cities (hereinafter “MC”
. You will have Barracks in perhaps a city or two, and Forges in a city or two. Obviously, the cities with those improvements are better at producing units than your other cities, but Barracks are cheap, and Forges are useful almost anywhere. Other cities can produce military units almost as well.
A city becomes a MC when one of the following happens:
You build any of the following National Wonders (“NW”
in the city: Heroic Epic, Moai Statues, West Point, and possibly Ironworks/Red Cross/Globe Theatre
You settle a Great General (“GG”
or build a Military Academy (“MA”
in the city.
At that point, you’ve ‘dedicated’ the city. If you build Heroic Epic in Dar Es Salaam, you can’t decide later on that you’d rather have it in Nairobi. You’re stuck; the die is cast. Same thing with settling GGs and building MAs – although you can theoretically have unlimited Great Generals, in practice they’re a scarce commodity.
To a lesser extent, a city becomes an MC when you build any of a Drydock, Stable, Levee, Airport, Ironworks, or Red Cross in it. The first 4 improvements aren’t scarce – you can build them almost anywhere – but they are a hammer investment in unit production. There’s no point building a Drydock and then building ships in a non-Drydocked city that doesn’t have other ship-boosting features. Ironworks CAN make a city a MC, but Ironworks may often be required for other things, like building Great Wonders or spaceship parts. Ironworks is great for building units, though, so an Ironworks City can be a MC. Red Cross is a special case. To be frank, I almost never build it. Red Cross requires a significant hammer investment – you may already be planning to build Hospitals for health reasons, but it’s still 600 hammers on top of the Hospital hammer expenditure – and provides relatively little benefit; a free promotion that is generally available at Level 3 anyway. You don’t need a lot of Medic 1 units, anyway.
Heroic Epic and Moai Statues are generally the first two improvements (NW) you can build that forces a city to be a MC, and IMO, they are a relatively good fit to be paired together, for the following reasons:
- they have synergy according to specific premises #1 and #2. Even a Moai that only adds 6 hammers, is actually adding 12 hammers via the +100% from Heroic Epic.
- they’re both cheap. If you accept specific premise #3 above (that MCs should be building units, not improvements), neither one will keep a city away from producing units for too long, especially if you have Stone and/or Marble.
- The opportunity cost of having the Moai City build HE or the HE city build Moai is low. You may not have any GGs yet; you certainly won’t have Drydocks, Factories, or Airports, and you might not even have Stables. It’s relatively easy to divert one (if you have Moai already and are building HE) or two (if you have HE already and are building Moai) other cities to unit production while your MC is building the one of HE or Moai it doesn’t already have, for no net loss in unit output.
Downside? Moai is often a slow build if you pick a city that is VERY watery. That means HE may also be a slow build. If the city happens to have a lot of seafood (which might also make you consider it as a GP farm instead of a MC), you may be able to whip, of course… in fact, whipping overflow may allow you to keep building units as you build HE or Moai. In any event, I would argue that a city with 1-2 seafood, 5-6 other coast or ocean tiles, and 12-14 land tiles would be an excellent choice for a HE/Moai combo… +6 to +8 base hammers from Moai are nothing to sneeze at, especially when doubled.
So let’s assume you have HE and Moai in your MC. What else do you build? Well, at this point, there aren’t many production bonuses available… but what about later, when Factories and Power become available? Let’s look at an example:
You have a size 12 military city. It is working 6 Sea or Coast tiles, producing 6 base hammers from them. It’s working 5 mines – we’ll call that another 23 hammers. And it’s working a food source for 0 hammers. Add it up, plus the city square, and that’s 30 base hammers, or (with Forge) 37.5 for general production and 67.5 for units. Let’s say you want to build a Factory, which costs 250 hammers. That will take 7 turns, and boost production to 45 (general) and 75 for units. To get that 250-hammer investment back will take 33 turns. Adding a Coal Plant (boosting the city’s hammer output to 60 in general, and 90 for units) will add another 3 turns of production time, and the additional hammer cost will be recouped in 10 turns. Combined, Factory+Coal Plant will cost you 400 hammers and boost unit production by 22.5 hammers… meaning the outlay of hammers will be recouped in 18 turns. But that’s not the end of it. Factory+Power usually means a combined +9 unhealth (5 from the Factory, 2 from the Coal Plant, 2 from the Power). Unless your city has positive health of 20+, you’re going to run into unhealth and have to either stop working a Mine, or start building things like Grocers, Supermarkets, Public Transportation Recycling Centres and so on. Remember, your MC won’t automatically have a ton of health improvements. Sure, it’ll have a Granary, maybe a Harbour. But there are only 12
resources out there, so getting to +20 health without additional city improvements may not be possible.
In conclusion – it’s often not worth it to build a Factory in your Heroic Epic MC. If you already have 3 Gorges Dam somewhere, sure, it pays off better – and you will avoid the +2 Coal Plant unhealth. Besides, you’re already getting +2 unhealth from the Power, even if you don’t have a Factory to take advantage of it.
So what DO you build in your Moai/HE city? And how do you get more production?
Well, you automatically build anything with a higher value per hammer than the HE and Moai (see list following premise #5). In other words, you build Barracks, Drydocks, and Stable, in almost all cases, because over the course of the game, you will be building a lot of units there and it's too early to specialize MCs by unit type. You build a Forge (if you don’t already have one), and you might build a Levee, IF the city can work as many tiles with the Levee as it does with Moai. And you settle Generals there. If you feel you *MUST* have more production, you could build a Military Academy there… but not until you’ve built one in any other MCs that don’t have at least +125% production. What you don’t do is build things like Airports, and Industrial Parks… and in a lot of cases, Factories. The incremental value of those things on top of what you already have in the Moai/HE MC isn’t enough to be worth stopping unit builds for.
In large part, more production comes with higher population, instead. In the early game, the limiting factor on city size is usually happiness. Your early goals will be Hereditary Rule (or Pyramids for Representation), getting Calendar resources and metals hooked up, and so forth. By the middle game, when you have access to the global trade network via Astronomy, you can usually trade for all the happiness you need… and the limiting factor on city size becomes health. So, recall our hypothetical size 12 Moai/HE MC. If it was size 18, it could work 6 more tiles… which would lead to 6 more unhealth, but also (at worst, assuming worked water tiles) 7.5 more hammers base production and 13.5 more hammers for units. Better than a factory, in other words. If you can work grass windmills, or some combination of Biology Farms and Mines… you could get a lot more than 7.5/13.5 more hammers from 6 population. Unless you want to sink a lot of hammers into health-boosting infrastructure, you can’t have a high population AND Factories and Power.
OK - so with the first one down, let’s consider your second MC. This one might not have a lot to distinguish it from your other, general production cities, simply because there aren’t a lot of other production or military-specific improvements available until the late renaissance or early industrial period. So, you’ll have a lot of cities with Forges, probably a few with Barracks, and perhaps a handful with Stables. Any GGs you have will probably be settled in your first MC (the one with HE/Moai). In other words… the first big build in your second MC will probably not carry a lot of opportunity cost, because you’ll have several other cities that produce units as well as the nascent second MC does.
And that’s a good thing, because your build will be a big one. This is where Ironworks goes. Ironworks is, with HE, the only single improvement that adds +100% to production, and that makes it ideal for a MC. On top of that, the +100% production applies to *everything*, so you will use this city to build the very hammer-intensive West Point, IF you decide you want West Point. It's probably that no other city will be able to build WP as quickly as the Ironworks city can.
What else do you build in the Ironworks city? Well, everything with a higher value per hammer than Ironworks (again, see chart in premise #5). Levees are great, because their extra hammers get the +100% bonus from IW. Airports are a good option – add in WP and your planes will start with 7 XP. Or with a Drydock and WP, you’re at 8 XP for ships. Stable+Barracks+WP puts mounted units at 9 XP. Anything that boosts XP is a good option, because you’ll have already settled a lot of GG in your first MC, and the marginal return on settled GGs begins to drop after you’ve settled more than a couple.
What don’t you build? Well, like with the HE city, the marginal return on Factories and Power is less in an IW city than in a more generalist city. Yes, they get built about twice as fast, due to the IW… but the actual hammer expenditure is recouped at the same rate as in a HE city. AND there’s the Factory+Power unhealth on top of the Ironworks unhealth, to consider. So they’re still not a great build for a MC… but better in an IW city than the HE city. And if you will be building things other than units in the IW city (e.g. Spaceship parts), a Factory obviously will be more useful.
The Ironworks MC also differs from the HE MC in that it often gets diverted away from unit production. There isn’t necessarily a huge opportunity cost there if you haven’t built WP there too… and by the time you have built WP, there may be relatively few World Wonders left that could tempt you into building them in the IW MC. Spaceship parts are the obvious distraction, but if you’re going for space, you probably can’t expect to keep your MCs building units. Specialization is nice, but it’s trumped by a space race.
So, to summarize:
MC #1: Barracks+Forge+Moai+Heroic Epic+Drydock+Stables. Maybe a Levee, if it produces more than 4 extra base hammers. And settled Generals. If you want more production, a MA is better than a Factory, and grow your city, instead.
MC #2: Barracks+Forge+Stable+Ironworks+West Point+Levee+(Drydock and/or Airport). If you want more production, a MA is better than a Factory, if you’re building mainly units and don’t want to waste time building the improvements to deal with Factory-related unhealth.
If you have a huge empire and need even more MCs, here are some thoughts:
Captured AI cities: There are seldom placed well or planned out well… but there may still be some settled GGs in them that makes them prime candidates to become MCs. To avoid wasted hammers, I’ll often focus captured cities on a particular type of unit – ships, for example. A city with 3 GGs in it will immediately produce level 4 ships with a Drydock added. Don’t even bother with Barracks, Stable, etc – just Forge, Drydock, possibly a Factory if the city has the infrastructure to support the unhealth.
Globe Theatre MC: If you haven’t already used up GT on your Great Person farm, you may want to build it in a city with a lot of food and use that city as a drafting or whipping-based MC. Globe Theatre eliminates the unhappiness caused by mass whipping or drafting, and the city will grow back quickly. Bear in mind that drafted units have ½ the XP that units built normally have… so it’s seldom a good idea to make a Globe Theatre MC out of a city with settled GGs (or a lot of XP-boosting improvements).
Red Cross MC: Don’t do this; you don’t need THAT many healers. Red Cross is an extremely expensive NW (requiring a Hospital that you’ll want to avoid if possible, plus the hammer cost of RC itself). If you do build it, build it in an ancillary city that doesn’t have a lot of military improvements (so you don’t take a city that builds units well offline for a couple dozen turns to build the Hospital and RC). What you build in there afterwards doesn’t matter much.
Other MCs: Specialize! Saves hammers and often saves unhealth, too. By the later game, you’ll have the option to build Barracks, Airports, and Drydocks. Don’t build all 3 in each of 3 cities, obviously.
You should, once you have 3-5 cities, devote at least one of them to producing military units. In general, of every 5-8 cities, one should be devoted to unit production.
Specific premises:
1. The more production improvements – i.e. hammer multipliers (Forge, Factory, Power, Ironworks, Drydock, Heroic Epic, Military Academy) – you have, the less they are worth incrementally. Most of them also add unhealth.
2. Base hammer improvements (Moai, Levee, Industrial Park) – always add value that then gets fed through the multipliers. The more multipliers you have, the more those improvements are worth.
3. Military Cities should spend most of their production on units, not improvements.
4. You should aim for a military city to be able to produce a base unit for your era every 2 turns (or each turn, ideally).
(Base units per era
Axeman – 35 hammers (ancient) – Forges available.
Maceman – 70 hammers (medieval) – Heroic Epic available
Rifleman – 110 hammers (renaissance) – Windmills/Lumbermills available
Infantry – 140 hammers (industrial) – Factories/Ironworks available
Tank – 180 hammers (modern) – Railways available)
5. Military improvements each add value, but some add more value (per hammer expended on building them) than others. An approximate "value List" follows, ordered from highest to lowest:
Military Academy - +50% military unit production
Settled GG - +2 XP
Barracks = +3 XP, ground only
Drydock - +4 XP, +50% production (water units only)
Stable - +2 XP (mounted only), stacks with Barracks
Heroic Epic - +100% military unit production
Forge - + 25% production
Levee – varies, but assume +6-8 base hammers
Moai Statues – varies, but assume +6-8 base hammers
Airport - +3 XP, air only
Ironworks - +100% production
Factory+Power - +75% production
West Point – 4 XP
Industrial Park - +2 base hammers, plus additional specialist slots
Red Cross - +1 promotion (Medic 1)
So, the question is... how do we marrry these premises together?
In the very early game, you have no military cities (hereinafter “MC”

A city becomes a MC when one of the following happens:
You build any of the following National Wonders (“NW”

You settle a Great General (“GG”


At that point, you’ve ‘dedicated’ the city. If you build Heroic Epic in Dar Es Salaam, you can’t decide later on that you’d rather have it in Nairobi. You’re stuck; the die is cast. Same thing with settling GGs and building MAs – although you can theoretically have unlimited Great Generals, in practice they’re a scarce commodity.
To a lesser extent, a city becomes an MC when you build any of a Drydock, Stable, Levee, Airport, Ironworks, or Red Cross in it. The first 4 improvements aren’t scarce – you can build them almost anywhere – but they are a hammer investment in unit production. There’s no point building a Drydock and then building ships in a non-Drydocked city that doesn’t have other ship-boosting features. Ironworks CAN make a city a MC, but Ironworks may often be required for other things, like building Great Wonders or spaceship parts. Ironworks is great for building units, though, so an Ironworks City can be a MC. Red Cross is a special case. To be frank, I almost never build it. Red Cross requires a significant hammer investment – you may already be planning to build Hospitals for health reasons, but it’s still 600 hammers on top of the Hospital hammer expenditure – and provides relatively little benefit; a free promotion that is generally available at Level 3 anyway. You don’t need a lot of Medic 1 units, anyway.
Heroic Epic and Moai Statues are generally the first two improvements (NW) you can build that forces a city to be a MC, and IMO, they are a relatively good fit to be paired together, for the following reasons:
- they have synergy according to specific premises #1 and #2. Even a Moai that only adds 6 hammers, is actually adding 12 hammers via the +100% from Heroic Epic.
- they’re both cheap. If you accept specific premise #3 above (that MCs should be building units, not improvements), neither one will keep a city away from producing units for too long, especially if you have Stone and/or Marble.
- The opportunity cost of having the Moai City build HE or the HE city build Moai is low. You may not have any GGs yet; you certainly won’t have Drydocks, Factories, or Airports, and you might not even have Stables. It’s relatively easy to divert one (if you have Moai already and are building HE) or two (if you have HE already and are building Moai) other cities to unit production while your MC is building the one of HE or Moai it doesn’t already have, for no net loss in unit output.
Downside? Moai is often a slow build if you pick a city that is VERY watery. That means HE may also be a slow build. If the city happens to have a lot of seafood (which might also make you consider it as a GP farm instead of a MC), you may be able to whip, of course… in fact, whipping overflow may allow you to keep building units as you build HE or Moai. In any event, I would argue that a city with 1-2 seafood, 5-6 other coast or ocean tiles, and 12-14 land tiles would be an excellent choice for a HE/Moai combo… +6 to +8 base hammers from Moai are nothing to sneeze at, especially when doubled.
So let’s assume you have HE and Moai in your MC. What else do you build? Well, at this point, there aren’t many production bonuses available… but what about later, when Factories and Power become available? Let’s look at an example:
You have a size 12 military city. It is working 6 Sea or Coast tiles, producing 6 base hammers from them. It’s working 5 mines – we’ll call that another 23 hammers. And it’s working a food source for 0 hammers. Add it up, plus the city square, and that’s 30 base hammers, or (with Forge) 37.5 for general production and 67.5 for units. Let’s say you want to build a Factory, which costs 250 hammers. That will take 7 turns, and boost production to 45 (general) and 75 for units. To get that 250-hammer investment back will take 33 turns. Adding a Coal Plant (boosting the city’s hammer output to 60 in general, and 90 for units) will add another 3 turns of production time, and the additional hammer cost will be recouped in 10 turns. Combined, Factory+Coal Plant will cost you 400 hammers and boost unit production by 22.5 hammers… meaning the outlay of hammers will be recouped in 18 turns. But that’s not the end of it. Factory+Power usually means a combined +9 unhealth (5 from the Factory, 2 from the Coal Plant, 2 from the Power). Unless your city has positive health of 20+, you’re going to run into unhealth and have to either stop working a Mine, or start building things like Grocers, Supermarkets, Public Transportation Recycling Centres and so on. Remember, your MC won’t automatically have a ton of health improvements. Sure, it’ll have a Granary, maybe a Harbour. But there are only 12

In conclusion – it’s often not worth it to build a Factory in your Heroic Epic MC. If you already have 3 Gorges Dam somewhere, sure, it pays off better – and you will avoid the +2 Coal Plant unhealth. Besides, you’re already getting +2 unhealth from the Power, even if you don’t have a Factory to take advantage of it.
So what DO you build in your Moai/HE city? And how do you get more production?
Well, you automatically build anything with a higher value per hammer than the HE and Moai (see list following premise #5). In other words, you build Barracks, Drydocks, and Stable, in almost all cases, because over the course of the game, you will be building a lot of units there and it's too early to specialize MCs by unit type. You build a Forge (if you don’t already have one), and you might build a Levee, IF the city can work as many tiles with the Levee as it does with Moai. And you settle Generals there. If you feel you *MUST* have more production, you could build a Military Academy there… but not until you’ve built one in any other MCs that don’t have at least +125% production. What you don’t do is build things like Airports, and Industrial Parks… and in a lot of cases, Factories. The incremental value of those things on top of what you already have in the Moai/HE MC isn’t enough to be worth stopping unit builds for.
In large part, more production comes with higher population, instead. In the early game, the limiting factor on city size is usually happiness. Your early goals will be Hereditary Rule (or Pyramids for Representation), getting Calendar resources and metals hooked up, and so forth. By the middle game, when you have access to the global trade network via Astronomy, you can usually trade for all the happiness you need… and the limiting factor on city size becomes health. So, recall our hypothetical size 12 Moai/HE MC. If it was size 18, it could work 6 more tiles… which would lead to 6 more unhealth, but also (at worst, assuming worked water tiles) 7.5 more hammers base production and 13.5 more hammers for units. Better than a factory, in other words. If you can work grass windmills, or some combination of Biology Farms and Mines… you could get a lot more than 7.5/13.5 more hammers from 6 population. Unless you want to sink a lot of hammers into health-boosting infrastructure, you can’t have a high population AND Factories and Power.
OK - so with the first one down, let’s consider your second MC. This one might not have a lot to distinguish it from your other, general production cities, simply because there aren’t a lot of other production or military-specific improvements available until the late renaissance or early industrial period. So, you’ll have a lot of cities with Forges, probably a few with Barracks, and perhaps a handful with Stables. Any GGs you have will probably be settled in your first MC (the one with HE/Moai). In other words… the first big build in your second MC will probably not carry a lot of opportunity cost, because you’ll have several other cities that produce units as well as the nascent second MC does.
And that’s a good thing, because your build will be a big one. This is where Ironworks goes. Ironworks is, with HE, the only single improvement that adds +100% to production, and that makes it ideal for a MC. On top of that, the +100% production applies to *everything*, so you will use this city to build the very hammer-intensive West Point, IF you decide you want West Point. It's probably that no other city will be able to build WP as quickly as the Ironworks city can.
What else do you build in the Ironworks city? Well, everything with a higher value per hammer than Ironworks (again, see chart in premise #5). Levees are great, because their extra hammers get the +100% bonus from IW. Airports are a good option – add in WP and your planes will start with 7 XP. Or with a Drydock and WP, you’re at 8 XP for ships. Stable+Barracks+WP puts mounted units at 9 XP. Anything that boosts XP is a good option, because you’ll have already settled a lot of GG in your first MC, and the marginal return on settled GGs begins to drop after you’ve settled more than a couple.
What don’t you build? Well, like with the HE city, the marginal return on Factories and Power is less in an IW city than in a more generalist city. Yes, they get built about twice as fast, due to the IW… but the actual hammer expenditure is recouped at the same rate as in a HE city. AND there’s the Factory+Power unhealth on top of the Ironworks unhealth, to consider. So they’re still not a great build for a MC… but better in an IW city than the HE city. And if you will be building things other than units in the IW city (e.g. Spaceship parts), a Factory obviously will be more useful.
The Ironworks MC also differs from the HE MC in that it often gets diverted away from unit production. There isn’t necessarily a huge opportunity cost there if you haven’t built WP there too… and by the time you have built WP, there may be relatively few World Wonders left that could tempt you into building them in the IW MC. Spaceship parts are the obvious distraction, but if you’re going for space, you probably can’t expect to keep your MCs building units. Specialization is nice, but it’s trumped by a space race.
So, to summarize:
MC #1: Barracks+Forge+Moai+Heroic Epic+Drydock+Stables. Maybe a Levee, if it produces more than 4 extra base hammers. And settled Generals. If you want more production, a MA is better than a Factory, and grow your city, instead.
MC #2: Barracks+Forge+Stable+Ironworks+West Point+Levee+(Drydock and/or Airport). If you want more production, a MA is better than a Factory, if you’re building mainly units and don’t want to waste time building the improvements to deal with Factory-related unhealth.
If you have a huge empire and need even more MCs, here are some thoughts:
Captured AI cities: There are seldom placed well or planned out well… but there may still be some settled GGs in them that makes them prime candidates to become MCs. To avoid wasted hammers, I’ll often focus captured cities on a particular type of unit – ships, for example. A city with 3 GGs in it will immediately produce level 4 ships with a Drydock added. Don’t even bother with Barracks, Stable, etc – just Forge, Drydock, possibly a Factory if the city has the infrastructure to support the unhealth.
Globe Theatre MC: If you haven’t already used up GT on your Great Person farm, you may want to build it in a city with a lot of food and use that city as a drafting or whipping-based MC. Globe Theatre eliminates the unhappiness caused by mass whipping or drafting, and the city will grow back quickly. Bear in mind that drafted units have ½ the XP that units built normally have… so it’s seldom a good idea to make a Globe Theatre MC out of a city with settled GGs (or a lot of XP-boosting improvements).
Red Cross MC: Don’t do this; you don’t need THAT many healers. Red Cross is an extremely expensive NW (requiring a Hospital that you’ll want to avoid if possible, plus the hammer cost of RC itself). If you do build it, build it in an ancillary city that doesn’t have a lot of military improvements (so you don’t take a city that builds units well offline for a couple dozen turns to build the Hospital and RC). What you build in there afterwards doesn’t matter much.
Other MCs: Specialize! Saves hammers and often saves unhealth, too. By the later game, you’ll have the option to build Barracks, Airports, and Drydocks. Don’t build all 3 in each of 3 cities, obviously.