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Ikariam Military Automation Guide
Last updated: 2026-08-152 min read

Ikariam Military Automation Guide

The Military feature contains four independently controlled subtasks: Train, Shipyard, Deploy, and Espionage. Enable the Military master toggle and the switch for each subtask you want to run.

Barbarian combat now has its own Barbarians feature and is no longer configured inside Military.

Train Troops

Select a city and enter desired land-unit counts. The saved values are persistent training requests rather than one-shot queue entries. With Repeat when done enabled, the task can request the configured composition again after the current training finishes.

Set unwanted unit types to zero. The city needs an eligible Barracks, resources, population, and available training capacity.

Build Ships

Shipyard follows the same pattern for naval units. Choose a city, configure only the ships you want, and decide whether the request should repeat after completion.

The selected city needs a valid Shipyard and sufficient resources, population, and queue capacity. Current game values determine what can actually be started.

Deploy

Deploy uses one-shot queue entries. Configure:

  • origin city;
  • target city identifier;
  • Transport, Attack, or Pillage mission;
  • transporter count where required; and
  • land and naval unit quantities.

An order needs a valid target and at least one selected unit. Review the queue before enabling Deploy, especially for Attack and Pillage missions.

The Islands inactive-player list can add a Pillage order to this same Deploy queue using the saved raid loadout.

Espionage

Choose an origin city, enter the target city identifier, select the spy mission type, and add it to the queue. Supported mission choices include Resources, Military, Buildings, and General information.

Espionage orders are one-shot. Captured results are stored in Spy reports with their observation time and the latest raw report returned for the target.

Scheduling and Queues

Each subtask has an independent schedule. Training and ship construction can schedule from their server completion times. Deployment and espionage process their saved queues in order.

Clearing a Next check timer makes the associated subtask eligible to inspect its current state again. It does not complete training, return units, or make an invalid target eligible.

Operational Checklist

  1. Enable only one Military subtask initially.
  2. Verify every origin and target city identifier.
  3. Check units, ships, transporters, population, and resources.
  4. Keep Deploy and Espionage queues short.
  5. Review the live movement or queue after the first request.
  6. Use conservative forces when connecting Military to Islands farming.

FAQ

Where is barbarian automation configured?

Open the separate Barbarians sidebar feature. It now owns manual battle waves, Auto Grind, level requirements, and loot handling.

Are training quantities one-shot?

They are persistent requested values. Repeat behavior depends on the subtask setting, current queue, available population, resources, and the game response.

How does an Islands raid reach Military?

The Raid button creates a Pillage entry in the Military Deploy queue using the origin city, transporter count, and units saved in Islands.