What ideology do you pick LEAST?

What ideology do you pick least?

  • Autocracy

    Votes: 132 62.0%
  • Freedom

    Votes: 16 7.5%
  • Order

    Votes: 25 11.7%
  • Banana

    Votes: 40 18.8%

  • Total voters
    213
As other people have been stating, autocracy is pretty focused on the warpath, but I've found its really great as a sort of "Win more" ideology. If I'm rushing around with a ton of units destroying city after city, besides the brief recoup for unit health the most limiting factor is happiness, which can stagnate the war path and create rebellion issues. Since I'm always at war, getting the +1 and +2 happiness from all the level 2+ war buildings is a major buffer to the civil unrest and delay before the courthouse is finished.

When I say always at war, I actually only mean when I'm going for domination, which is usually only on civs with war bonuses.
 
I NEVER pick banana. That anti-jungle policy wrecks University science.

On a more serious note, I always seem to pick freedom. Even in wide empires, I usually take secularism which seems to go very well with freedom and its respective statue of liberty.

Yes this in almost every game I play.

Often many of the AI's don't go Freedom, so make sure to have not neglected your culture earlier so you can hold off ideological u:(
 
Banana is really underpowered. I've never had any desire to pick it. It has no happiness bonus, no production bonus, and no great people bonus. Who would ever want it?
 
Banana is OP. The third level tenet, Banana Daquiri, increases your local happiness by like, 5 per citizen.
 
Industrial Espionage is disgusting. Seriously. Even if you are teching well it lets you beeline Industrialization and bounce back to fertilizer->dynamite while letting you basically keep tech pace with the other AIs as they go top of the tree for Archeology->Biology->Flight. Industrial Espionage means you can delay Public Schools and the entire top half of the tree and go for a crushing fast rifle+artillery push. Get coal from a CS if you have to.

I pick Freedom the least because Cultural Victory on Deity is annoying (always one stupid Civ with 40k culture in the early turn 200s) and Diplomatic Victory is too easy. So it's autocracy for domination games, Order otherwise.
 
Fun fact about Industrial Espionage: It actually works as a flat 100% increase in spy steal rate, not double your current rate. So if you're stealing from a city that has a constabulary and police station (which brings your steals to 50% rate), you're actually going to steal at a 150% rate rather than merely doubling back to the normal rate.

By the way, am I the only one that sees Freedom as fairly weak for the culture game in comparison to Order and Autocracy? Freedom is completely killer in the science game but Media Culture just seems very poor next to the empire-wide benefits of Cult of Personality and the two Order tenants, especially since it doesn't help to counteract negative percentages from differing ideologies.
 
By the way, am I the only one that sees Freedom as fairly weak for the culture game in comparison to Order and Autocracy? Freedom is completely killer in the science game but Media Culture just seems very poor next to the empire-wide benefits of Cult of Personality and the two Order tenants, especially since it doesn't help to counteract negative percentages from differing ideologies.

The bonuses work slightly differently: http://forums.civfanatics.com/showthread.php?t=501996

Do not get duped in thinking that autocracy/order provide more tourism than freedom as not only is the +34% from broadcast towers guaranteed as it is within your empire, but it also enhances your GM power as it is in the second layer of tourism calculation.
 
Oh! Yeah, I didn't even think about Great Musicians. That makes a lot of sense. Freedom's probably the strongest culture pick for the ultra-pious then, since you can maximize your GM turn out.
 
The thing with Ideologies is that they favor certain conditions within your empire.

Autocracy is for those who find themselves behind the world with little room to catch up peacefully. This is what you take when you're only now getting your Factories up when both your neighbors hit the Atomic. It's not good when you're strong and in the lead with things, because you'll have little use for that obscene happiness or super tech stealing, but when you're in a potentially critical position where you're likely to lose, this is what you get. It is very very very much a "turn the tables" ideology in that respect.

Order is probably the most solid of the ideologies, simple and effective but not outstanding in its benefits. It gives the best bonuses for kind of naturally flowing into higher production and science and growth and other things, and is easily the most attractive for those with mid-sized empires. Where it REALLY shines is if you have a situation with a potential new frontier, the likes of a Terra map or one with otherwise lots of space that can still be settled, because that territory can quickly turn into a race once conditions collapse and you have so much money that you can afford to expand, and need to expand fast...but in the bog-standard-condition map, that is not going to be the case, as borders will be functionally cemented by the Industrial era. All in all, it's the most balanced of the ideologies, I find, what you pick if you're going strong and want to keep it that way, and its biggest tide-turning advantage can be lucrative, but on most maps, not used that much.

Freedom I find is a bit hard to encompass. I feel like I want to say it's the flip side of the Autocracy coin, but in a sense it isn't. Basically put, with Freedom, you're gunning to slash your way into a victory in the most precarious but potentially devastating way possible. Autocracy is gambling to stay afloat and compete in the late-game to get the kind of big empire for later prosperity - Freedom is skipping that step and getting to the victory right then and there in the shortest amount of time possible. Out of all the ideologies, it's the hardest to defend with, but if you can defend yourself, you're likely to come out on top. Very much a "sniper" ideology, where you can suddenly nab power from thin air, and gun for any victory really, you just have to do it FAST. You can easily axe ludicrous amounts of Culture and Tourism, you can get spaceship parts in one fell swoop, you can amass a World Leader vote with incredible speed, and hell, you can even go capital sniping effectively, but you can waste no time whatsoever. In more moderate senses, it is particularly excellent with maintaining a specialist population, and rewards you for going crazy tall. It's riskier than Order because it offers less up-front production and Science, but allows you to generate even more if you're smart enough about that. In a sense, it's peacefully reckless, where you're scrambling to get all your yields amped up as high as you can, but rewards you greatly should you manage to do that.
 
Having just played through with Order (and I got to pick essentially every policy because, well, Poland), I found it to be fairly disappointing. Perhaps it's mostly good but subtle (a lot of things related to production that were probably good but I didn't notice).

However, the space race one sucks. I rushed one with a Great Engineer just because I could, but it would only have taken me 5 turns otherwise. Perhaps make it so the GE can be used more than once for the purpose of rushing spaceship parts without being used up (perhaps, like a Great Prophet, he gets two or three uses). Either that or dramatically boost the science.
 
That sounds too complicated and would change a lot of other things in the game. I think it should just be changed to reduced hammer cost for spaceship parts, or (if that is too direct) free spaceship factories in your first four cities or something. But while I haven't tried it, the tenet itself looks quite underwhelming; there are many better uses for a GE than rushing a spaceship part that could otherwise be easily obtained. Certainly no competition for the similar Freedom tenet.

EDIT: Also, the science bonus really isn't going to make a difference at that late stage of the game, I'm sure.
 
Autocracy. Just played a dom game, which warmed me up to it, but most of time I go for a victory besides dom. For now I feel that Freedom is better for diplo victory and that Autocracy's cultural victory policies are awkward to make use of. Conquest is fine for victories outside of dom, but I'm usually nearly done with conquest by that point of the game unless going for dom.

However, the space race one sucks. I rushed one with a Great Engineer just because I could, but it would only have taken me 5 turns otherwise. Perhaps make it so the GE can be used more than once for the purpose of rushing spaceship parts without being used up (perhaps, like a Great Prophet, he gets two or three uses). Either that or dramatically boost the science.

I vote for dramatically boosting the science, and also to make it +X science in capital, +Y science in all other cities, since Order is supposed to tend to wide empires. Or they could cut down the tech cost per city penalty.

They could also make it so you can build parts with any GEMS (engineer, merchant, scientist), or increase the rate of GEs with the same policy, but Freedom has the fast parts, Order should focus on science boost (while still having some kind of inferior quick-build ability).
 
I pick order the least. I like domiation which sometimes means autocracy and I like to go call which puts me in freedom.

Still currently freedom + order + banana is still not as unpopular as autocracy.
 
I tend towards Freedom, which was my staple in G&K. Last BNW however, I saved the game just prior to ideology choosing and used that as a nexus: played one each of Freedom, Order & Autocracy just to check them all out.

May continue to do that ... I LIKE the late game, often to the point of delaying a victory (mine or another's) if possible. :p

SPQR
 
I think for the most part, spaceship parts are just too...cheap. On standard speed, if you have a decent empire, they're only going to cost maybe five to ten turns, which is hardly much for something described as "the most complicated things mankind has ever built". They should be more production-heavy investments, each part about twice as expensive as a given wonder, maybe taking 20-40 turns each even with spaceship factories and decently high production. GE rushing something that takes 5-10 turns is hardly worth the effort, GE rushing something that takes 35, with six of them required, is a viable option.
 
Can you rush the Apollo Program with a GE (either naturally or with the Order policy)? Now that would be something more worthwhile to burn it on.
 
I voted Banana, and not just for giggles:

I use all 3 fairly equally. Each ideology has at least 2 tenets that really provide a boost worthy of choosing the ideology for, depending of course on situation and civ:

* Autocracy (Clausewitz's Legacy is still the ultimate war-monger SP/tenet, and the tenet for increased production and xp toward military units is also great).
* Order (Factories boosting science alone is a great boost, especially since one of the ways to even get an ideology is to already have 3 factories up).
* Freedom (34% boost to Tourism in cities with broad-cast towers is almost mandatory for winning Cultural Victory without killing AIs off, and the specialist-specific tenets are amazing for a tall strat even before adding Statue of Liberty. And Foreign Volunteers can be a huge boost in many spots).

I'd say I pick Order the least, actually. Autocracy is a great way to finish off a game where I've already taken out one or two civs in the early or mid game, and Freedom is the way I almost always go when I'm running a very tall and narrow strat. Order I use only slightly less, and generally when going science (for the factories-boosting-science tenet and GEs to finish spaceship parts). That said, I think Freedom is the best ideology in terms of overall impact.
 
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