sendos
Immortal
Level 1 tenets
2 - Elite Forces: Wounded Military Units inflict 25% more damage than normal. I think I have seen its effect but it's not very noticeable.
5 - Mobilization: Gold cost of purchasing units reduced by 33%. Combine with commerce and cha-ching!
2 - United Front: Militaristic City-States gift units twice as often when at war with a common foe. A bit situational but very useful if the CS gives you good UU's.
3 - Futurism: +250 Tourism to all Civilizations when a Great Writer, Artist or Musician is born. Decent if aiming for culture victory. Combine with aestethics, lots of faith and arts funding for greater effect. Also I think the ability works when they're expended not born.
4 - Industrial Espionage: Spies steal technologies twice as fast. Great if you're behind in tech. Make sure you park your spies in the tech leader's 2nd to 3rd best cities though.
2 - Fortified Borders: +1 Local Happiness per Castle, Arsenal and Military Base. Ok if you have a wide empire.
0 - Universal Healthcare: +1 Local Happiness from each National Wonder. I usually have a wide empire with autocracy so it's not a good idea to get this.
Level 2 tenets
5 - Militarism: +2 Local Happiness per Barracks, Armory and Military Academy. A must have T2 tenet to maintain happiness.
2 - Lightning Warfare: Great Generals receive +3 Movement. Armored units receive +1 Movement and +15% attack bonus, and ignore enemy ZOC. Varies, depending on map and the number of tanks I use.
4 - Police State: +3 Local Happiness from each Courthouse. Build Courthouses in half the usual time. Essential for domination victory to get emergency happiness.
5 - Nationalism: Unit Maintenance cost reduced by 33%. Must have to sustain gpt.
1 - Third Alternative: Strategic Resources provide double quantity. +5 Food and Science in Capital. Pointless if you have a wide empire. The additional food and science in capitol also seems late, weak and pointless.
4 - Total War: +25% Production towards Military Units. New Units receive +15 XP. Decent tenet. Combine with Brandenburg and obviously, all the military buildings to boost this tenet. Great for training bombers to get air repair instantly.
Level 3 tenets
2 - Cult of Personality: +50% Tourism to Civilizations fighting a common enemy. Too situational but if the situation is just right, it works well. That situation usually involves most AI choosing autocracy and following your lead.
4 - Gunboat Diplomacy: Gain 6 more Influence per turn with City-States you could demand tribute from. Military units are 50% more effective at intimidating City-States. A great way to win a diplomatic victory. Has greater range of effect than freedom's treaty organisation but less reliable. PTP's, other allies can prevent you from using this tenet effectively.
4 - Clausewitz's Legacy: Receive a +25% attack bonus to all Military Units for the first 50 turns after this tenet is added. Best reserved for coup de grace or early rush with artilleries and bombers. It's decent but only good if you're active and expanding. Much like the Nazis in WWII, it might make you a bit cocky in wars though.
Overall, autocracy is a solid tree (grade B compared to Freedom's A grade imo). In MP, I have never used it, although I could have come close to using it once in one MP game. In SP, I've used it 4 times, 3 of them successfully, all on emperor level. It's important to have decent culture and tourism, as well as being the first to get this ideology. None of the tenets really contain any internal development opportunities. My suggested buffs to autocracy would be:
elite forces: +33% more damage dealt by your wounded units
Lightning warfare: add a free great general
Police State: add +1 happiness (or -1 unhappiness) per constabulary and police station.
Futurism: increase mini tourism bomb to 300 tourism per GWAM born/expended.
Fortified Borders: add +1 happiness from walls and maybe resistance to enemy citadel bombing in your territory or +3 production and +3 culture from citadels.
2 - Elite Forces: Wounded Military Units inflict 25% more damage than normal. I think I have seen its effect but it's not very noticeable.
5 - Mobilization: Gold cost of purchasing units reduced by 33%. Combine with commerce and cha-ching!
2 - United Front: Militaristic City-States gift units twice as often when at war with a common foe. A bit situational but very useful if the CS gives you good UU's.
3 - Futurism: +250 Tourism to all Civilizations when a Great Writer, Artist or Musician is born. Decent if aiming for culture victory. Combine with aestethics, lots of faith and arts funding for greater effect. Also I think the ability works when they're expended not born.
4 - Industrial Espionage: Spies steal technologies twice as fast. Great if you're behind in tech. Make sure you park your spies in the tech leader's 2nd to 3rd best cities though.
2 - Fortified Borders: +1 Local Happiness per Castle, Arsenal and Military Base. Ok if you have a wide empire.
0 - Universal Healthcare: +1 Local Happiness from each National Wonder. I usually have a wide empire with autocracy so it's not a good idea to get this.
Level 2 tenets
5 - Militarism: +2 Local Happiness per Barracks, Armory and Military Academy. A must have T2 tenet to maintain happiness.
2 - Lightning Warfare: Great Generals receive +3 Movement. Armored units receive +1 Movement and +15% attack bonus, and ignore enemy ZOC. Varies, depending on map and the number of tanks I use.
4 - Police State: +3 Local Happiness from each Courthouse. Build Courthouses in half the usual time. Essential for domination victory to get emergency happiness.
5 - Nationalism: Unit Maintenance cost reduced by 33%. Must have to sustain gpt.
1 - Third Alternative: Strategic Resources provide double quantity. +5 Food and Science in Capital. Pointless if you have a wide empire. The additional food and science in capitol also seems late, weak and pointless.
4 - Total War: +25% Production towards Military Units. New Units receive +15 XP. Decent tenet. Combine with Brandenburg and obviously, all the military buildings to boost this tenet. Great for training bombers to get air repair instantly.
Level 3 tenets
2 - Cult of Personality: +50% Tourism to Civilizations fighting a common enemy. Too situational but if the situation is just right, it works well. That situation usually involves most AI choosing autocracy and following your lead.
4 - Gunboat Diplomacy: Gain 6 more Influence per turn with City-States you could demand tribute from. Military units are 50% more effective at intimidating City-States. A great way to win a diplomatic victory. Has greater range of effect than freedom's treaty organisation but less reliable. PTP's, other allies can prevent you from using this tenet effectively.
4 - Clausewitz's Legacy: Receive a +25% attack bonus to all Military Units for the first 50 turns after this tenet is added. Best reserved for coup de grace or early rush with artilleries and bombers. It's decent but only good if you're active and expanding. Much like the Nazis in WWII, it might make you a bit cocky in wars though.
Overall, autocracy is a solid tree (grade B compared to Freedom's A grade imo). In MP, I have never used it, although I could have come close to using it once in one MP game. In SP, I've used it 4 times, 3 of them successfully, all on emperor level. It's important to have decent culture and tourism, as well as being the first to get this ideology. None of the tenets really contain any internal development opportunities. My suggested buffs to autocracy would be:
elite forces: +33% more damage dealt by your wounded units
Lightning warfare: add a free great general
Police State: add +1 happiness (or -1 unhappiness) per constabulary and police station.
Futurism: increase mini tourism bomb to 300 tourism per GWAM born/expended.
Fortified Borders: add +1 happiness from walls and maybe resistance to enemy citadel bombing in your territory or +3 production and +3 culture from citadels.