Autocracy
Major Bonus: +1 to all yields for each government building and palace in a city.
Minor Bonus: +10% Production toward Wonders
Autocracy Rundown:
The main strength of Autocracy is its ability to produce an extremely diverse military force without sacrificing infrastructure. Another strength of this Government Type is you're naturally encouraged to kill off City-States while running it since you do not have a Diplomatic Policy Card Slot to help you control them via Envoys
Strengths:
- Using Cavalry Class Units: Both Heavy and Light while maintaining a diverse basic type unit force as well by running both Agoge and Maneuver at the same time with Conscription as a 3rd card to maintain them
- Limited Resource Unit Production: You have so many militaristic Policy Card Slots you have the option to run the production bonus cards of multiple unit types as described in 1. You can use this for some exceptional power when you've got say 1 strategic resource type (say Horses or Iron) to produce that unit type in a city with an encampment while your secondary settles can produce basic type units which require no resources
- Killing City-States: Since you're not going to be able to compete with other Government types with controlling City-States via Envoys you're actively encouraged to simply remove them from the game to prevent other Major Civilizations from greatly benefiting from those City-States' type bonuses
- Keeping Discipline: If you're having Barbarian issues as the game progresses and you're having continual Barbarian problems you can use Discipline to keep them down as well as continually producing more military units for defense or offense
Weaknesses:
- Controlling City-States: This is an extremely huge flaw because you'll be unable to compete in Envoy Wars with really important City-States as well as other Government Types will, particularly those outside your influence of control via military means
- Scaling: Unlike Oligarchy this Government type will not scale into the game, and when the feared "Double Oligarchy" comes into play around turn 35-45 you're going to be having some major issues keeping up with a unit base of Melee and Anti-Cavalry with that extra +8 combat over you
Militaristic Policy Card Slot: 2
With two Militaristic Policy Card Slots running with Autocracy will ensure that you've the most versatile of early military powers. You can choose to use it to guard against Barbarians or to maintain an extremely diverse early military to keep yourself safe from any type of militaristic aggression.
Economic Policy Card Slot: 1
As with Oligarchy, you're usually you're going to be running Urban Planning here, alternatively if you're expanding you can run with Colonization if you're improving tiles and actively producing builders then you should use Ilkum
Diplomatic Policy Card Slot: 0
This is the weak point of Autocracy. If you're looking to control specific and powerful City-States then this may be a deal-breaker for you. You're going to be losing out on the early power to control vital and powerful City-States...But alternatively you could also use this to your advantage and simply remove those powerful City-States out of the game.
Wildcard Policy Card Slot: 1
Your Wildcard slot will be much more useful for Autocracy than for either Classical Republic or Oligarchy because of the extra military card that you're free to focus on any aspect of the game you wish: You can use it for great people, to establish a more diverse military, for infrastructure or to shore the governments main weakness: no Diplomatic Policy Card.
End
Credits:
Pictures taken and edited by Justifier