In Civilization VI: Rise and Fall, changing governments after adopting Autocracy and constructing a Tier 1 government building (Ancestral Hall, Audience Chamber, or Warlord's Throne) unlocks Autocratic Legacy, a Wildcard policy that provides +1 to all yields for each government building and Palace in a city.
Autocracy is best suited to civilizations who want to rush early Wonders, such as China. Card-wise, it is the strongest military government of the Classical Era, thereby attracting the interest of civilizations such as Sumeria or Scythia. However, its competitor Oligarchy may sway heads of certain early military civilizations such as Rome, who prefer the early boost to Combat Strength.
Civilopedia entry Edit
“One man, one vote.” A fine principle, especially for the ruler in an autocracy … he (or she) is the one man. Power in an autocracy is vested in the hands of a single person, subject to neither legal restraints, political oversight, nor – all too often – common sense. Historically, the prime examples of autocracy have been exemplified by absolute monarchs and military dictators. While perhaps plagued by distrust and fiscal excess and the occasional bloody coup, the great advantage to autocracy is that when immediate and definitive action is necessary, critical decisions are quickly made (unlike more liberal governments where counselors, nobles, or even commoners get to voice their opinions).
This means that the palace is able to muster resources – serfs or soldiers – for whatever seems important at the time to the autocrat. Some of the great wonders of civilization – the Sphinx, Great Wall, Taj Mahal, Hermitage, etc. – have been the fancy of autocrats. Some of the best armies of civilization have been those of autocrats (useful for keeping an eye on their people as well as invading neighbors). And autocrats don’t have to worry much about the annoying media; they control it to insure that their legacy in history has the proper spin.
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