Yes, and that shows correctly.
I'll be more detailed.
Right now, I am running a test on the Lightbulb order for Great Sages, so I popped a random Civ and got Ethne. That means my starting Civics include Pacifism. I hit
F2 and it shows 0 for everything. Do a mouseover of the first item (
Unit Cost) and it displays that the upkeep is for 0 units (Your starting 3 units do not actually count as being units).
Now, I give myself 41 Great Sages so I can test bulbing. Hit
F2 and it shows that I am now losing money on the Unit Cost. Mouseover shows that it is upkeep for 41 Units (free support for 10), and a discount for Handicap level.
Now, for the purposes of this example, I granted myself 11 Javelin Throwers as well. Back to
F2, I now have 3 fields showing, the previously mentioned Unit Cost (now larger because I have more units) and Handicap (now larger because it is a percentage based modifier), and now it also shows Military Support. 11
for 11 units.
I also went ahead and gave myself 20 Alazkan the Assassins. Once again, Units goes up, but Military Units does not go up, because Hero units don't count as Military Units.
Now, I change my Civic to Religion, end my turn to clear Anarchy, and go back to
F2. I still have all 3 lines, it still shows just as many units. But my Military Cost is now 0. And no matter how many military Units I give myself, it will ALWAYS be 0, unless I go back to using Pacifism.
It just seems that it should cost you more to have a Fighting Unit than a Worker or a Great Person. But as it is now, unless you run Pacifism that isn't the case. I would think that there ought to be at least 1
military upkeep per unit flagged as Military. Then Pacifism doubles the upkeep cost, rather than being the only one to have it at all. (and all the code for the AI to disband units with Military Upkeep Flags that are fighting a war before disbanding all of the workers that are sitting in the cities doing NOTHING makes more sense, because it will actually save them more money).
EDIT: Just finished testing Lightbulbing with Great Sages. I think it is a balance issue that a GREAT SAGE can only bulb 12 Technologies in the game. There are tons which it would make sense for them to be able to discover for you...
EDIT 2: The best fix would be to give the Great Sage a Flavor = 1 of each type, and Flavor = 2 for Science. Then he is twice as likely to go for the Science branch (his current 12), but capable of doing any of them. Maybe also grant him Growth & Military so that he is able to Bulb Animal Handling, Animal Mastery & Feral Bond, which are all 3 currently impossible to Bulb because they only have Growth & Military Flavors.