Governments in Civilization 6: Requirements, bonuses and influence


Last Updated on January 26, 2022 by Miguel S

The governments in Civilization 6 have a series of requirements, bonuses and influence that should be known in order to get the most out of our progress in the game.

as we go unlocking the requirements to access different governments in Civilization 6, changes both the inherent bonuses and the legacy bonuses and influence generation.

Depending on the government we have, we will obtain better or worse bonuses for our resources, for our constructions, for our trade or for our armies. Each government jump will depend on having unlocked the corresponding requirement. Although not every government jump has to improve the previous one. In some jumps, the bonuses are simply focused on one thing or another. So we recommend knowing well the advantages granted by the different governments in Civilization 6. To choose or try to get the one that interests us the most

Table of characteristics of governments in Civilization 6

Here is the comparison table. Here you can see the requirements, inherent bonus, legacy bonus, and influence generation of all governments in Civilization 6:

government Requirement Inherent Bonus Legacy Bonuses Influence Generation
Cacique Does not have Does not have Does not have Does not have
Autocracy You have to Unlock Political Philosophy All resources receive a +1 bonus to their performance in the Capital 10% Bonus for Wonder Production. Plus an additional 1% for every 10 turns while in Normal Speed We get 3 Influence points per turn. When we reach 100 points, we earn 1 Envoy.
Oligarchy You have to Unlock Political Philosophy All Ground Melee Units gain +4 to Combat Strength 20% extra experience for units. Plus an additional 1% for every 5 turns while on Normal Speed We get 3 Influence points per turn. When we reach 100 points, we earn 1 Envoy.
classical republic You have to Unlock Political Philosophy All cities with a district receive +1 Services 15% more Great People points. Plus an additional 1% for every 15 turns while on Normal Speed We get 3 Influence points per turn. When we reach 100 points, we earn 1 Envoy.
Monarchy You have to Unlock Divine Right +2 Bonus to Housing in any city that has Medieval Walls 20% more Influence Points to get Envoys. Plus an additional 1% for every 10 turns while in Normal Speed We get 5 Influence points per Turn. When we reach 150 points, we earn 2 Envoys.
merchant republic You have to unlock exploration +2 Bonus on Trade Routes 15% Discount on purchases using Gold. Plus an additional 1% for every 15 turns while in Normal Speed We get 5 Influence points per Turn. When we reach 150 points, we earn 2 Envoys.
Theocracy Unlock Reformed Church Faith allows you to buy ground combat units. In theological combat +5 Religious Strength for all the units we have 15% Discount on purchases using Faith. Plus an additional 1% for every 15 turns on Normal Speed We get 5 Influence points per Turn. When we reach 150 points, we earn 2 Envoys.
Democracy Must Unlock Suffrage We will save 50% Gold in the Patronage of Great People 30% more resources from district projects. Plus an additional 1% for every 10 turns while in Normal Speed We get 7 Influence points per Turn. When we reach 200 points, we earn 3 Envoys.
Fascism We have to unlock totalitarianism +4 bonus in Combat Strength for all the units we have 20% Bonus to Unit Production. Plus an additional 1% for every 10 turns while in Normal Speed We get 7 Influence points per Turn. When we reach 200 points, we earn 3 Envoys.
Communism Must Unlock Class Struggle +4 Defense bonus for all ground units 10% Bonus for all production. Plus an additional 1% for every 20 turns while in Normal Speed We get 7 Influence points per Turn. When we reach 200 points, we earn 3 Envoys.

Game style depending on the governments in Civilization 6

Obviously there are very defined styles, such as Theocracy, which is very faith-based; the Tep├║blica Mercante, whose pillar is trade; or Fascism, very directed towards military power. Although most favor combinations of factors through bonuses.

In any case, the governments in Civilization 6 do not have to be decisive for our style of play. As we can make up for government shortcomings with politics, leaders, science, military power, Faith, and other game strategies.

If Civilization 6 stands out for something, it is because of the combination of factors that influence the style of play. So unless clear progress is made between one government or another, the choice we make must be made with many other issues in mind.

But of course all these “issues” must be known in detail. So let’s start by knowing what each of the governments in Civilization 6 favors us.

We hope that this comparative table will help you.