In version 9.7 militaristic citystate rewards accumulate in a pool, instead of the previous method of game turns. Say we have X militaristic allies and get a unit every 10 turns (the "threshold"). The threshold depends on how many friends and allies we have on the current turn.
Old Method
We get a unit on turns divisible by the threshold (like 100, 110, 120, etc). This is a simple approach but has problems when the number changes. If our threshold is 10 and we're on turn 99 we'd expect a reward the next turn, but if we get an additional ally and the threshold is 7, we won't receive a unit turn 105. More allies paradoxically delays our reward in the short term. There's also situations where militaristic friends can not give a reward at all, if their friendship drops to neutral before a reward is earned.
New Method
Each turn +1 point is added to a militaristic pool for players with militaristic friends or allies. We get a unit whenever our points pass the threshold, and the pool resets to 0. If we have 9 points and our threshold drops to 7, we get a unit on the next turn.
This approach has several advantages. Say we have 9 points stored and the threshold is 10, but we lose our militaristic friends. If we later get militaristic friends again, the pool is saved so we'll get a reward on the next turn.