Autocracy - The Superior Ideology!

King Phaedron

Warlord
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Oct 9, 2017
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Autocracy is the Superior Ideology for Domination and Score victories, as well as equally competitive, if not superior for Culture, Science, and World Leadership victories. Below is a breakdown of how it is superior. It generally has the most to offer, especially in the area of Happiness. and will help you into a Golden Age.


1) Superior Happiness: (Happiness is important for large population, not just capturing cities.)

Fortified Borders: +1 Happiness per Castle, Arsenal, and Military Base. That's +3 happiness for city. It is superior to the Freedom eqivalent Tenent, which provides +1 happiness per Mint, Bank, and Stock Echange, and likewise the order version, +1 happiness per workshop factory, and powerplant. Most cities are not going to have a Mint or a Hydro plant, though you can eventually get a Solar or Nuclear plant it isn't until late in the game.

This also makes more sense, since a well protected population is happy and secure. How do Factories make us happy? Working in one sure doesn't. Adding Happiness to Castles, Arsenals, etc, makes sense and gives you a reason to build these no maintenance cost buildings and your cities will be tough as nails because of it. Then go and build Nasuchwanstein and you'll have enough Happiness to capture every city on the map.

Militarism: +2 local happiness per Barracks, Armory, and Military Academy. For the 1 maintenance cost these are better then building Stadiums, which you can hold off on building until much later in the game. It also gives you a good reason to build them. Again, the citizens whose country has a strong military are happy and secure. If someone does invade your lands, Autocracy makes it easy to buy well trained units on the spot, with the 33% gold discount.

Militarism is much better then the Order Equivalent, that provides +1 happiness per Observatory, Public School, and Research Lab. Most of your cities are not going to have an Observatory. It is also better then Freedoms eqivalent tenet, that provides +1 happiness per Water Mill, Hospital, and Medical Lab. Aside from these being +1 instead of +2, most of your cities are not going to have a Water Mill. (Order does also give you +2 happiness for every monument, another building every city is always going to have.) I picked up on this raw deal right away and immediately began to hate Order and Freedom.

(Freedom) Universal Suffrage: Unhappiness from Specialists is halved. Golden Ages last 50% longer. (A-) Not bad. Its hard to know how much happiness this will actually give you, but the extended golden age is useful, especially if you also have Chichen Itza, and are playing as Persia. It is somewhat less useful since you get ideologies kind of late in the game, though. Don't expect to see too many more golden ages.

Total Happiness value of Autocracy: 9 per city (+3 if Police State, +tons more from Prora resort)
Total Happiness value of Free-Dumb: 4 per city (+ more per mints, water mills, and specialists)
Total Happiness value of Order: 7 per city. (+1 a few more per observatories.)


2) Gold Production and Economic Strength

Mobilization: Gold cost of purchasing units reduced by 33%. (A+) This applies to all units (except faith based) including Settlers, Workers, and Work Boats. Unless your production is very high, its always better to buy Settlers so that you're cities don't stop producing food.

United Front: Militaristic City-States gift units twice as often when fighting a common foe. (C+) Always be at war with someone and keep your allies happy. The gifted units are usually better for defense (unless it's a siege cannon.) and defense is necessary. Never make peace with anyone unless it is to your advantage.

Nationalism: Unit Maintenance cost reduced by 33%. (A+) This is the backbone of Autocracy strategies. Having an army in the field is well worth it if you put it to good use. Maintain war with your enemies (unless they give you money or cities in a peace negotiation.) Have units everywhere, often with a partner nearby to pick off enemy units and control of map. Learn the routes of Cargo Ships and Caravans. You get 200 gold every time you plunder them. Plunder enemy lands and fishing boats. Competition is always a factor. Create economic problems for your rivals to set them back while your own economy grows.

Gunboat Diplomacy: Gain 6 more influence per turn with City-States you could demand tribute from. Military units are 50% more effective at demanding tribute. (A-) It goes along with having an army in the field, that you often do those quests they will make to demand tribute from their rivals. Later in the game, this will help you get and maintain city state allies when going for World Leader. Actually using your military has numerous advantages. Capture great persons, settlers, destroy automated workers and units crossing the oceans.

Industrial Espionage: Spies steal technologies twice as fast. (C+) While it sounds like a pretty cool tenet, I often wind up being ahead of the technology race, but if you don't want to spend time building science buildings and are content with just keeping up, this tenet can save you on gold and production.

(Freedom) Economic Union: +3 gold from each trade route with other freedom civilizations. (D+) I tend not to build many of those, their almost always plundered by barbarians and other civs. It becomes easy to guess where caravans are going. A lousy tenet on a map with raging barbarians or players who know their doing. It also limits your choices. For Caravans, always choose the most gold or the closest locations (except where religious influence or tourism issues would be troublesome.)

(Freedom) Volunteer Army: 6 Units are maintenance free. Receive 6 foreign legion units immediately. (C+) I'm sorry but this is simply inferior compared to Nationalism. Grab it if you are Freedom, and able to adopt a social policy at just the right time when I'm invading your capital :) It does save you some production cost.

New Deal: Landmarks and Great Person Improvements provide +4 of the appropriate yield. (B-) While it is good to build a few of these early in the game, I usually find that great persons are better when expended for an instant boost of science, money, culture, golden ages, etc. Don't count on being lucky with landmarks, unless your map is mostly land. I'm playing Polynesia with 28 cities on Oceania and only one of them has an antiquity site. Not super useful, but here is a nice little trick if you get this. Hunt down and Kidnap Great Prophets from Civs that are not your friends. If they are fresh, put them to work building Holy Sites.

(Order) Skyscrapers: Gold cost of buildings reduced by 33%. (A-) This is the equal and opposite of Autocracy, where you produce buildings and buy units. It is especially good for buying science buildings, or walls and castles on the spot when enemies are approaching. But I find it is slightly less useful. Producing buildings is the normal thing to do, it tends to be more helpful to buy units on the spot rather then buildings. You could, with Autocracy, always produce buildings and always buy units to get the most out of it. On the flip side, if you always producing units, and always buy buildings you will wind up broke pretty quickly.

(Order) Iron Curtain: Free Courthouse when capturing a city. +50% food or production from internal trade routes. (D+) Except when building wonders like the Neuschwanstein, (when you want to build it and need to make a city next to a mountain on the spot) or when supplying food to a city in a very bad location, internal trade routes are not worth bothering with. The free courthouse does save you some money and production cost, but I do not recommend annexing a city until it is threatened, or you to personally buy units, fishing boats, walls, etc. At the very least, do not annex a city until after it's 12 or so turns of resistance is over, depending on population. This tenet could actually cost you more then it's worth since you will be paying the expensive 3 gold per turn maintenance cost of the courthouse before you can even use. I COULD BE WRONG, if the Courthouse is maintenance free like the free aquaduct and monument in Tradition. Still, it is a very situational and lackluster Level 3 Tenent.

(Order) Party Leadership: +1 Gold, food, production, culture, and science per city. (A-) This a decent level 2 tenent for a large empire.

(Order) Five Year Plan: +2 production per city. +1 production per Mine and Quarry. (A+) pretty good, especially if you have a lot of mines and quarries, to make the most out of it.

Overall, Order is the winner when it comes to raw production, and can produce an army quickly. Autocracy is superior for economic strength when you intend to keep an army in the field and put them to good use. This requires more effort then simply building things, and not surpisingly, reaps the greatest rewards.


3) Tourism Generation and Cultural Victory

(I tend to avoid this. Going for culture victory means making great works with most of your writers and artists, having an amphitheatre in every city, so that you can build an opera house, and having opera houses so that can build museums. Archaeologists take quite a while to produce. Going for a possible culture victory will set you back, whereas deciding early on not to will save you a lot of maintenance cost and production time. On the harder levels I wonder how this is even possible. I find that I must commit everything to tangible growth whereas tourism doesn't help you do anything other then win the end game via culture.)

(Plus I hate the message they give you for it: Our people are wearing your blue jeans and listening to your music. I worry that the world will succumb to your culture. Yeah, way to be obvious. What do blue jeans and the orchestra scene have in common? Nothing, as they tend to wear dress suits. Maybe I would actually bother making Musicians, if during the modern age, I could generate Classic Rock, Heavy Metal, or great Rappers. At least throw in a few Jazz Musicians. Not a big fan of classical orchestra. Whoever wrote this gutter trash was obviously playing America on a map full of Arabs and Indians. What friggin country doesn't have blue jeans? I suffer from Stomach issues, and wear comfortable Nylon pants. I hate blue jeans!)

Futurism: +250 Tourism to all known Civs when a great Writer, Artist, or Musician is born. (A-) This is equal to 125 turns of the usual +2 Tourism. It's probably more useful on Standard pace or quick games. Along with the wonders, buildings, and social policies that enhance great person generation, its a decent level 1 tenent, especially if you buy or build your three factories and rush into industrialization asap.

Cult of Personality: +50% Tourism to Civilizations fighting a common enemy. (C-) Not very good as a level 3. Get this when you decide to do culture victory as Autocracy, and your friends are Culturally strong Civs such as Polynesia. Then always declare war and fight whoever they fight when they go to war.

The Real strategy for winning the culture war with Autocracy is to capture enemy capitals and other cities that produce a lot of tourism. This will be far more useful then being Order or Freedom and "Not" capturing cities. Sometimes you need to do this to avoid your people from becoming too influenced by other cultures that unhappiness is being produced due to your Civ having a different ideology.

* When there is a player playing Polynesia on an islands map, just forget about culture victory and producing tourism. It will NEVER happen. Try your best not to go mad while being stuck on a small island, and never finding more then a couple ancient ruins.

Avant Garde / Hero of the People: +25% great person generation. Level 1. (C+) We see this bonus a lot and they do stack. The problem is that great persons cost more points every time you make one. The real net effect of all this great person generation bonus is only going to amount to a few extra in the course of a game, but it will probably shine more during an epic or marathon game.

(Freedom) Creative Expression: +1 culture from each great work (C+) More useful if you always make great works. This feels like it would be better served as a level 1 Asthetics policy. If you want to generate mad amounts of culture, spend you policy on adopting honor instead, and then go camp barbarian camps. (Camp, meaning put a unit next to them and kill barbarians whenever they emerge, instead of clearing the camp.)

(Freedom) Civil Society: Specialists consume only half the normal amount of food. (A+) The lack of food is a huge setback when using specialists to generate great persons. Coming from where I only played Civ1 and 2, I despise their consuming food at all. Isn't it already enough that a specialist means not working the land?

(Freedom) Media Culture: +34% Tourism generated by cities with a broadcast tower. (A-) Pretty good, since every city can get one, but unless not every city is going to produce tourism. Unlike Writers and Musicians, you can do tons of Archaeology work, but you must have am amphitheater and opera house to make a museum. You are going to wind up way more works of music then writing, and way more works of art or artifacts then either of them. Thankfully, you can sell the useless amphitheaters afterwards, but you still have to waste time building them.

(Order) Cultural Revolution: +34% Tourism to other Order Civilizations. (F+) Pure garbage unless you intend to eliminate everyone following a different ideology, or the map has nothing but order civs. You need to become the dominant influence with EVERY Civ in the game. Favoring one type over another doesn't help you one bit, unless the Order civs happen to be culturally stronger then everyone else.

(Order) Dictatorship of the Proletariat: +34% Tourism to Civilizations with less happiness. (D+) Not very useful for reasons mentioned above. You can make this work, but to do means having more happiness then everyone else, but the happiness generated by an order civ is inferior compared to Autocracy. Seriously, I have 28 cities with Polynesia on king and I have 90 happiness. About a third of them are conquered, but I don't even use police state. (I did happen to build Notre Dame, Neuschwanstein, and Prora though.) The Prora resort gives you a buttload of happiness, but only Autocracy can build it.

Overall, Freedom makes it easier to generate great persons and gives you a solid boost to Tourism, but this does not compare to the +250 tourism you get with Autocracy, which has better tenents for going to war, generating happiness, and maintaining a large empire full of captured cities. Freedom Civs do have the highest combat strength for cities in the game, but it's nothing that 1 or 2 rocket artillery won't overcome. Culture minded Civs prioritize tourism and therefore forego solid improvements which may lead to their becoming weak, their many cities full of great works getting captured, and their tourism used against them.


4) World Leader and Diplomatic Victory

When you are powerful and have a lot of gold, as you will with Autocracy, it becomes easy to spent 1000 gold and buy as many city state allies as you need when you want to win world leader or boost your number of delegates. On the flipside, demanding tribute is less useful since it improves relations with one CS in favor of another, but it is useful to do so when the cities you demand tribute from are allied with your enemies. Add to this Gunboat Diplomacy for the extra 6 influence per turn, or 50% more likely to be able to demand tribute.

(Freedom) Covert Action: Spies have double the chance to rig city state elections (F+) Playing on Normal and King I have yet to fail when trying to rig an election. Maybe failure is possible on harder levels though, but for the most part, this tenet is a waste of culture.

(Freedom) Arsenal of Democracy: +15% Production building military units. Gain 15 influence from each unit given to City-States. (A) This makes it quite useful to gift all of your obsolete units instead of upgrade, as well as produce the cheapest ones and keep giving those. It's pretty effective since you wont have tons of gold.

(Freedom) Treaty Organization: Get 4 more influence per turn with City-States you have a trade route to. (C-) Im sorry, but compared to Gunboat Diplomacy this is lackluster. How often are you trading with City-States? A lot of times they want you to make a trade route. But Autocracy can have a cheap army in the area, and keep getting the +6 influence without demanding tribute, while on the watch for other opportunities.


5) Scientific Advancement and Spaceship Victory

Build a strong economy with Autocracy through war and careful conservation of maintenance costs. Then buy science buildings when they become available for your high science cities. Autocracy has nothing that helps you work on spaceship parts, but it is easier to get through the technology tree quickly when you have a lot of gold, a lot of cities, and your enemies have been severely crippled from war after they backstab you.

(Freedom) Space Procurements: May buy Spaceship Parts with Gold (A+) definitely a very strong tenent since by the time you are building spaceship parts you should be raking in the gold, but other players are not going to sit around and let you do it! Keep some gold ready to buy units on the spot when the invasions start.

* With Freedom's strong focus on great person generation you will likely end up with a few extra scientists to get you ahead of the game.

(Order) Workers' Facultires: +25% Science output from Cities with a factory. Build factories in half the usual time. (B+) Pretty good, but be sure to procure the coal you need to support every city having a Factory.

(Order) Spaceflight Prioneers: May finish spaceship parts with Great Engineer. A great engineer and scientist appear near the capital. (B-) Not too bad, the free great persons is already a good deal, but its kind of hard to make good use of this. Try to save up your faith for engineers, and adjust your great person generation so that some will be ready when you can build the parts. You could also save your engineers, but doing so will incur unnecessary maintenance costs.

Overall, Freedom and Order have an advantage in the area of science, production, and spaceship parts, but an Autocracy, at least a player controlled one, who is behind in science is going to go on the warpath. An Autocracy is probably not trying to win via Science, but sometimes late in the game, when entering the Information Age, when the United Nations is born and there is a worldwide desire for lasting peace, you may decide it's time to lay down the war gauntlets and do just that.


6) Military Strength and Domination Victory

Elite Forces: Wounded Military Units inflict 25% more damage then normal. (C+) Either Useless for Japan, or it causes their units to inflict more damage when wounded then at full strength. I'm not sure which. This is less useful then Mobilization and Fortified Borders, but more useful then the rest of level 1 Autocracy.

Lightning Warfare: +3 movement for Generals. +1 Move, 15% damage, and ignore enemy ZOC for Armor units. (C+) Useful on a map with a lot of land and continents. Is the Giant Death Robot considered Armor? I think it is because it is the final upgrade for armor, but I don't remember if it get the bonus or not. I prefer Helicopters, Rocket Artiller, Xcom, Paratroopers, Naval units, and GDRs rather then Tanks. But, this tenet is only worth considering after you already have Militarism and Nationalism.

Third Alternate: Strategic resources doubled. +5 food and Science in the Capital (C-) It may shine on maps with scarce resources, but it is more to your advantage to build and capture cities when you want more resources of any kind. The food and science is kind of nice, but this is a third or fourth place level 2.

Total War: +25% production of Military units. New Units get +15 Exp. (B-) This is solid and the XP bonus stacks with Barracks, brandenburg gate, etc. Decent third or fourth place level 2 tenent.

Clausewitz Legacy: +25% attack bonus to all Military for the next 50 turns after getting this. (A+) This is the best level 3 tenent, unless you are very focused on culture or world leader. Get this and rip the world apart!

(Freedom) Their Finest Hour: Combat Strength of Cities increased by 33% (C-) This is not going to be your first or second pick in the level 2 Freedom Tenents, but combine it with all of the Walls, Castles, etc, and you will have the toughest cities in the game. In all likelihood you wont get a lot of use out of this. It is very situational and for 90+% of the game isn't going to help you one bit.

(Freedom) Arsenal of Democracy is not as good as Total War. Volunteer Army is not as good as Nationalism.

(Order) Patriotic War: +15% attack bonus when fighting in friendly territory (C+) decent for when the invasions start, or vs Barbarians, and as a level 1 it is affordable, but nowhere near as important as Skyscrapers and Socialist Realism, which for Order should be your first picks.

(Order) Five year plan. Strong Production is the backbone for Order based strategy. You can likely produce a strong army quickly with less waiting time when planning to capture cities, and then give away your units to city states once the war is over.

Overall, Autocracy has the most to offer in the area of war, and on offense, but Freedom has some defensive tenents and Order gets you the most out of production. However, too much war is problematic due to inferior happiness from Order and Freedom. If you do get their Happiness Tenents, you are getting a raw deal


7) Other Tenents and Policies

Universal Healthcare: +1 Happiness for every national wonder. (D+) Mediocre Happiness boost that every tree has available. You might pick it up later down the line, but this should never be your first choice. Save your faith or reserve an engineer instead, and then beat the competition on a good happiness wonder.

(Order) Double Agents: Spies have double the chance to capture an enemy spy attempting to steal technologies. (C+) At least it's a level 1, you won't get a lot of use out of this, but it's worth getting. more useful against AI controlled Civs then players. You are going to have several cities with high science output, especially as an Order Civ. Once you build the great firewall, AI will target all sorts of different cities, otherwise they only target your capital. You may want to put all of your spies on defense. Keep in mind, if they can't steal advancements from you they will steal them from someone else.

(Order) Resettlement: New Cities start with an extra 3 population. (C-) This is actually a level 2, but its barely worth getting even as a level 1. But I can see the logic of giving this to Order Civs who favor production above all else. Get this and go make a bunch of cities where there is no food and a bunch of hills, so you can make nothing but mines and quarries. Then go and feed them with an internal trade route from a city that produces a lot of food. If you don't want to make big cities, then don't produce many buildings. Use extra cities like these to mass produce units.
 
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It's been a heck of a game btw. I am playing Polynesia, and best friends with Songhai and Mongolia, and the three of us are enemies to all the other Civs. I managed to get Autocracy as the world ideology, while the rest of them, except for Japan, chose freedom. Japan is not one our friend list, we used to be good friends with Britain, until they betrayed us, after we fought several wars together. That got me angry enough to crush them.

I learned, never put Indonesia in the game unless you will play them or crush them. It got to where every single city in my empire is demanding their stupid spices and of course theres no way they will trade me one. Sorry to capture so many cities, but you know how it is, gotta put the needs of my own people first.

What I really wanted was a map of the Pacific, where various islands were in the middle, part of America on the right, and Russia, Mongolia, Korea, Indonesia, Siam, and India on the left side, with Songhai whereever and Iriquois on the Americas. Also England and Portugal wherever. Why is there not a map of the Pacific for when I play the Lion of the Pacific?

I tried to do an extreme liberation, but it doesn't really help you. Mongolia crushed Siam early in the game. I tried to do a trade with Genghis Khan for Sheol, the capital of Korea, which had more to offer and in a better position, but he wanted 834 gold per turn along with a bunch of luxury resources. I tried going along with it for a while, and then go to war with them briefly to get out of paying, but we have a declaration of friendship for too many turns, and when I tried this Siam denounced me even after I brought them back from annihilation. Well screw you then, I reset and let them rot.

Never bother liberating a city, it's completely worthless unless it was a city state.. Just accept that once a Civ denounces and backstabs you, they are your enemy for the rest of the game. Be a dick to them, and treat them with extreme aggression just as they deserve. I tried liberating minor, major, and extreme. I was at where some leaders were saying dark age, one was saying global prominence, and Attila the Hun, also in the game (13 Civs and 26 city states) was only at the level of potential threat. A turn after trying these liberation bonuses nothing had changed in ANY of their levels. So again I say, Liberation bonus that erases previous warmonger penalties my ass. It doesn't work, period.

True, war is only one part of the game, one aspect of Civilization, but it is a big one. They had a computer in 1960s calculate the number of wars in the 6000 years of recorded history since 4000 bc. You know what that number was? Over 14,000 Wars, not counting skirmishes and minor conflicts. 14,000 Major Wars. So don't sit there with a Civ game that is mostly benign and peaceful and tell me that warmongering is only one tiny aspect of the Civilization experience.

And the AI Civs are nothing but hypocrites anyway. Oh, India hates warmongers? Is that why everyone is denoucning everyone else every other turn, and constantly making war with each other? India captured a few cities btw. I'm sorry, but what F***ing right do you have capturing cities, and then denounce me for "My Sins," and you say you hate warmongers. Piss off, hypocrites!

Also, I settled a city on an island way north of where Korea was next to other cities I had made and he the gaul to tell me don't settle cities in lands they consider to be thiers. Oh, you consider the whole damn world to be yours, including islands already mine that are far away from you? Screw this buggest diplomacy BS in Civ5. Seriously, it is LOUSY. What is wrong with you Devs? Did you choke on donkey kong? After that insult, I crushed Korea and removed them from the world with extreme aggression with my fleet of Battleships. Razed all of their three cities to the ground, except the capital.

Okay, seriously, diplomacy is a Joke in Civ5. I could sum up brave new world in one sentence. "I'm gonna tell on you!." Are these really Civ leaders or just childish little punks? Yeah keep denoucing and provoking me. My Military advisor used to tell me early in the game, X Nation has an army that could wipe us off the planet. Why is the Advisor AI well tuned, and the other CIVS must not have an advisor, because they still continue to piss me well after I am so far ahead and have so much gold, I can easily wipe them off the planet, and often wind up doing so.

"Lhasa wants Ur bullied." Another example of how CIv5 is intended for children. Is this realistic? In real life, if a City State or small nation publicly set out a deal for stronger nations to put on another weak nation, it would not end well. At the very least the bullied nation would want you to bull their rivals.

Iriquois is also on the map. They had 3 cities for most of the game because their tiny island is cut off. They could not cross the ocean. When they finally could they sent out like 6 or 7 settlers all at once. 5 of them became tiny crap cities, cause I had already taken the lands they wanted to use. I captured the last two settlers, and they settled right next to Lhasa and Ur, my long time biggest City State allies, they also tend to produce a lot of cargo ships. So every so often I go to war with them, plunder their cargo ships, and then all hell breaks loose with Lhasa and Ur destroys their Horse Archers and other units. It's pretty funny to watch.

I was actually peaceful and weak for most of the game. Japan said our military was the laughing stock of the world. While they were busy having an early era strong military I was focused on growing. Indeed, fighting a war in those times would have been troublesome. The first time I declared war was against Songhai, I just wanted to steal their Islamic great prophet and make him build me a Holy Site on a city nearby. I did it despite my military advisor warning me they have an army that could wipe us off the planet.

So my Pikeman captured the Prophet, and lots of soldiers showed up, but we escaped into the sea and they didn't follow us. Then we made our way through the barren wasteland with the Cerro natural wonder that gives +11 gold. Finally Songhai wants peace, and throws in 1 gold per turn in the agreement. Though I had declared war on them, they would up becoming my best friend, and never had an objections with my going to war, while for everyone else I had given up on liberating cities, so by now, in the 1900s they all think I will sink the world into a new dark age. A dark age for them indeed, but my civilization is the happiest on the planet with 28 cities and 90 excess happiness.

Coincidentally, the Islamic great prophet entered the city at just the time it converted to Islam on the same turn due to Japan making so many trade routes to it, whose cities were already all converted to Islam. Polynesia is the founder of Taoism,but we have the Pagoda's belief, so it doesnt matter if cities are later converted. Islam lets me buy monasteries. Since every beat me to enhancing religion, I use prophets to convert new towns to add Pagoda's, but the game forced me to get a great prophet when I wanted to use my faith on a pagoda. I had already converted all of my cities so I used to him to enhance the religion with feed the world, and something that helps spread religion. All the good stuff was already taken.

It's been an interesting game...
 
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Sometimes its better to wound enemy units rather then destroy them, except for Japan. This causes them to rest and be useless. If you destroy them, you're actually helping your enemies since they will save gold on maintenance costs, just don't let them find anything to plunder.

Just a last word on my Polynesia game. Towards the end, where victory is within reach, friendship loses all value. After relocating the World Congress into their lands, Songhai would later betray us and pull a trade embargo resolution, as well as denounce us when the turn to vote on it finally came up, along with trying to secure as many delegates as he could. i had enough gold to make them all my allies instead, though it never gave any red in the leaders page, where it would should've said you are competing for the same city states. Mongolia followed along and denounced us as well. Both have taken many cities and completely annihilated Siam and Portugal. i brought them back into the game, at least you can use their lands. i meant to say only the liberation bonus seems to be useless, at least this time around.

I think the AI always needs the other spot to Propose on the World Congress to be someone and something that is meant to handicap you, so never give the World Congress to a friend, as it will turn into your adversary. The trade embargo passed, but 95% of the 1000+ gold I get every turn has nothing to do with trade routes. Our cities are so big and strong, it's more of a disadvantage to the other Civs that they can't trade with us, though they all cheerfully signed it. I guess It's karmic payback for my getting a trade embargo on Japan earlier in the game. Still, Songhai made a respectable attempt to hinder my gold and go for world leader, forcing me to spend my 17,000 gold on City States and extra Missle Cruisers. If he hadn't denounced me I would've fought him for delegates only.

I declared war on Songhai immediately and captured all of his 19 cities within a few turns with a strong navy of Missle Cruisers, Battleships, Destroyers, and a few Xcom squads. They had just started using Battleships and Submarines, and still had a lot of Frigates, Privateers, and Ironclads. I left Mongolia alone, but he was foolish not to have helped his friend. fighting them both at once would've been annoying, but not undoable. Razed most of Askia's cities, waited for that to end before I started with Mongolia, who had almost as many. The Huns finally made it into the Modern Era and adopted the Order Ideology, only to have a Revolution wave one turn later forcing them to choose Autocracy. Everyone else is Freedom, Korea is the only Order Civ.

Depending on the game, if the other Civs denounce me I will usually be mean to them, go to war often, take some of their lands, but the ones I completely crush from the game were my friends for a long time, or otherwise anger me enough to do it. Let the Crime fit the Punishment, that's my Motto. You want to complain, fine, I'll give you something to complain about. I tried to do a bit of light Archeology for the hell of it, was building the Lourve, but Indonesia built it when I had 2 turns to go. They had been extremely annoying the whole game. i even reset and tried increasing production, bought a windmill, made a buttload of internal trade routes for extra production, but then they go and finish it a few turns earlier. So I gave up and let the Archeologists I made get captured by Barbarians. I did eliminate Indonesia later on though.

I had an idea for World Congress. A Warmonger Embargo. A resolution that the chosen Nation is too barbaric and isn't allowed to declare war on anyone for long number of turns, but anything goes if someone declares war on them. And they don't have to sign it, but if they do, it would eliminate some of those warmonger penalties and bring some of the Civ leaders up to neutral.

Right now, Ghandi has finished Manhatten project and I am building spaceship parts, got the Cockpit done, and build the hubble. I was mainly trying to make sure no one was getting too many delegates. There doesn't deserve to be a world leader in this game.

Mongolia went overboard in their war against Korea, making 5 Citadels in a row and still has another General to spare. This is what happens when you have too many people giving orders, and not enough who follow them, so that you have lots of Generals but still can't win the war. I left Mongolia in the game, with Hoyd Island and Beshbalyk. At least they used Beshbalyk instead of Khanbalyck like in the older Civ Games. Khan-ball-lyck is where Genghis Khan keeps his Harem. :p

We were going to capture it, but it's on land out of reach of my Navy and my soldiers didn't want to go there. So rather then risk a mutiny we left alone, along with Hoyd island. I hate to see any Civ only have 1 City. Interesting thing happened this game. In our final war to eliminate the Iroquois my city state ally Ur, conquered their city state Ally Sofia. First time I have ever seen a City State capture something. It's nice to know that it is possible, but unlikely unless you help it along.

see Screenshots. (also included, my start location in the very northwest corner of the map. Nuku Hiva, with 3 fish, whales, an atoll, wheat, and deer. Tahiti next to mt Kailash. Ontong Java next to Uluru. Aerotearo next to Mt Fuji. Rapa Nui (Easter Island) with Silk Plantation stolen from Byblos, leaving them one tiny piece of land. Bora Bora, with city on 1 tile island, working north and south Bora Islands, with an Antiquity Site just out of reach. And no, Natural Wonders do not count as mountains in the game. At least not for Machu Pichu, Neushwanstein, etc.)

The Map is King Level Oceania, Size Huge if anyone wanted to try it. (Clearly I need to play harder levels though.) Play Polynesia with Raging Barbarians and get like 100 ancient ruins. A lot of reloading as has always been tradition with Civ games. You guys just don't get it, do you? No one wants to enter a mystery hut and be surrounded with barbarians or find nothing. Yeah, have a look at their maps, derr, use the maps to locate nearby barbarian camps. No one in their right mind is going to choose these options with their Shoeshone Pathfiner (separate game) I don't care if it unlocks the whole friggin map, it is not tangible gain, and the game will even try to stick you with maps when you've already cleared away all the fog in the area.

I usually don't build the spaceship, in earlier Civs. I never know how many of what part I need, I lose track of what cities are building it, and never know when to lauch. I mean it's a good idea, but NASA has recently come out and admitted they still can't get past the Van Allen radiation belts, therefore the moon landing was a HOAX. Look for video called Nasa finally admits not going to the moon. Sorry to say, but going to Alpha Centauri is not gonna happen anytime soon. Maybe in 3000 AD when CERN has made enough Antimatter, if the Earth isn't swallowed into a black hole by then, or we'll all dead from wars over resources. Yep, Apollo 11 ascends into heaven, the Astro-nuts even christened the event with Communion Wine. Oh and Stanley Kubrick admits he faked the whole thing. Also too much cargo. When you take a close look at the inventory manifest, there's no way they could put all that stuff into the tiny rocket.

Ever notice how some AI Civs will make nothing but trading posts everywhere? Talk about a City waiting to be captured...
I mean, you might as well roll out the red carpet for the invaders while you're at it.
The AI only has what logic we give it. I gave a city to India I had just conquered and they tell me on the very next turn, we see your army amassed at our borders. Like really, give us a turn to move. Oh, they gave us a city, they must want to capture it!
 

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Autocracy lacks in synergy a lot compared to Freedom and Order.

For example happiness: while in theory autocracy gives a lot of happiness form buildings, you end up building a lot of useless buildings for it. There is no sense in building castles, arsenals military camps - you should have a ton of military units to defend. Similarly there is no sense in building barracks armories and military academies in all of your cities, you should just build them in your core cities where you actually produce your military. If you factor in these buildings alone (which you will not be producing under normal circumstances) and think of what you are not building and/or delaying you end up with a very big cost for that happiness.

On the other hand Freedom has a very nice synergy with happiness. The buildings that give happiness are also useful on their own (extra food, and extra money is always welcome), and the happiness from specialists is very strong especially since you can fiddle with it by adding/removing specialists when needed. Not to mention that the Bank and Stock exchange also have specialist slots so that is another small synergy there. Also specialists can consume just one food so there is an extra incentive to have them.

Even Order has nice synergy with happiness. You mentioned the monument which is built in every city (so that is an instant boost of happiness right there), but the other building happiness is also good since you will be building the science buildings and also the production one (since order is focused on production). So unlike the happiness form autocracy where you need to build those buildings, with order you will most likely have many of those buildings already in place.

Another thing to mention is the buildings that are lost and buildings that are kept when conquering a city. A conquered city will never keep buildings like barracks, armories, military academies, castles, arsenals, etc, so when conquering a city you have 0 happiness from autocracy tenents. But with the other ideologies the city might keep buildings like workshops, banks, universities, etc, so you get some happiness right from the start.

Because of this autocracy lacks synergy when conquering. There is simply very few tenets that help you conquer a lot of cities fast (since the sole problem is maintaining happiness). Because you don't get to keep any of the happiness buildings form autocracy when conquering the city, it means you need to conquer a few cities at a time, wait for them to either raze or pass the cool-down period so you can rush buy some buildings there, and only then start conquering more cities. This slows you down a lot.

On the other hand with Order's Iron Courtain you can straight up annex a conquered city or raze it, the free courthouse is built there. So razing cities costs a lot less happiness, and even keeping them is a lot better since you already have a free courthouse and can rush buy some happiness buildings once the cool-down period passes (another synergy here is the 33% reduction cost in rush buying buildings).

Freedom doesn't help much with conquering, unless you rush it and get that volunteer army pretty fast (for example when AI is using musketmen or even riflemen).
 
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Autocracy is the Superior Ideology for Domination and Score victories, as well as equally competitive, if not superior for Culture, Science, and World Leadership victories. Below is a breakdown of how it is superior. It generally has the most to offer, especially in the area of Happiness. and will help you into a Golden Age.

No and it has never been proven to be the case.

I usually don't build the spaceship, in earlier Civs. I never know how many of what part I need, I lose track of what cities are building it, and never know when to lauch. I mean it's a good idea, but NASA has recently come out and admitted they still can't get past the Van Allen radiation belts, therefore the moon landing was a HOAX. Look for video called Nasa finally admits not going to the moon.

Lol ok... it makes sense now.
 
I do not disagree with @Acken and @claudiupb, but I have some sympathy for OP. If you lay comparable tenets side-by-side, Autocracy looks very strong and Freedom looks weak.
But, of course, that is not how it actually plays out.
 
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