- +10% Morale of armies
- +20% Manpower recovery speed
- +5% Discipline
- −20% Core-creation cost
- +1 Max promoted culture
- +1 Legitimacy
- +3 Tolerance of heathens
- −15% Naval maintenance modifier
- −15% Construction cost
- +3% Missionary strength vs heretics
- +25% Land force limit modifier
Rûm is a formable nation that can be formed by any Turkish country other than the Ottomans that manages to assert dominance over Anatolia. It is notionally a revival of the historical Sultanate of Rûm (also known as Anatolian Seljuk Sultanate (Turkish: Anadolu Selçuklu Devleti) or Seljuk State of Turkey (Turkish: Türkiye Selçuklu Devleti)), a Turko-Persian Sunni Muslim state established in the parts of Anatolia which had been conquered from the Byzantine Empire by the Seljuk Empire. The name Rûm (from the Arabic name of Rome, الرُّومُ "ar-Rūm", a loan from Greek Ρωμιοί "Romans", the name of Byzantine Greeks for themselves) was used as one of the name for region of Anatolia, owned by Eastern Roman Empire (Byzantium).
The Sultanate of Rum seceded from the Great Seljuk Empire under Suleiman ibn Qutulmish in 1077, following the Battle of Manzikert, with capitals first at İznik (Nicea) and then at Konya (Iconium). It reached the height of its power during the late 12th and early 13th century, when it succeeded in taking Byzantine key ports on the Mediterranean and Black Sea coasts. In the east, the sultanate absorbed other Turkish states and reached Lake Van. Trade from Iran and Central Asia across Anatolia was developed by a system of caravanserai. Especially strong trade ties with the Genoese formed during this period. The increased wealth allowed the sultanate to absorb other Turkish states that had been established in eastern Anatolia (Danishmends, Mengujekids, Saltukids, Artuqids). After enduring the Crusades, it was subjugated by the Ilkanate in the 13th century; with the latter's collapse in the early 14th century, the formerly mighty state disintegrated into a collection of independent beyliks. Those that survived include the playable nations of Ottomans, Karaman, Ramazan, Candar and Dulkadir.
The Ottoman Government is a unique government type with fixed dynasty and the following benefits:
This government is permanently lost if the country is no longer Muslim or if the government type is changed during the Revolution disaster or by revolutionary rebels enforcing their demands.
|Available only with the Rights of Man DLC enabled.|
The harem helps ensure that there will never be a lack of heirs for the empire. An event triggers if the current ruler has reached 30 years of age and has no heir which allows the player choose an heir for the throne from a random list of three choices, being able to view their monarch stats prior to the choice.
- See also: Ottoman events#Harem
The Sons of [Root.Monarch.GetName]
As befits a man of his caliber and stature the Sultan has fathered several capable children and many who show great promise as future rulers. Both the sons themselves and our government officials are acutely aware that only one can inherit and what awaits the others. Our Viziers are adamant that it is now high time for [Root.Monarch.GetName] to name a favorite among the possible successors. This is unlikely to end the competition for [Root.Monarch.GetHerHis] favor but it will hopefully stop the worst succession struggles that might follow if our [Root.Monarch.GetTitle] should meet his maker without having picked a clear successor."
||Mean time to happen
The Pious son is our favorite.
The Strongest son is our favorite.
The Studious son is our favorite.
The Natural Leader is our favorite.
The Gregarious son is our favorite.
The Fairest son is our favorite.
The Entrepreneurial son is our favorite.
The Inquisitive son is our favorite.
The Most Gifted son is our favorite.
The Generous son is our favorite.
|Available only with the Cradle of Civilization DLC enabled.|
This government may assign a pasha to one of its states from the state interface, and the following modifiers will be applied to each province in this state:
|+20%||Local construction cost|
|+20%||Local regiment cost|
|Available only with the Cradle of Civilization DLC enabled.|
|−10%||Fire damage received|
|−10%||Shock damage received|
|+100%||Army drill gain modifier|
Janissaries can be recruited using the Macro-builder or from the state interface of states. The number of Janissaries available to a country is based on the proportion of heathen development relative to the force limit. This costs 10 military power per regiment raised. They do not use manpower when recuited. Over-reliance on janissaries may trigger the Janissary Coup disaster after the end of the 'Age of Discovery'.
Restore the Sultanate of Rûm
Rûm does not exist.
If the country is AI-controlled then it
- Main article: Rûmi events
Many of Rûm's events are derived from those of the Ottomans due to both having the Ottoman Government form. The events applicable only to the Ottomans will not fire under Rûm, however.
Rûm has access to some decisions available to the Ottomans:
Expand the Devshirme System
Disband the Janissaries
Please help with verifying or updating this infobox. It was last verified for version 1.24.
In 1622, the 17-year-old Sultan Osman II, decided to curb the Janissary excesses. The year before he had been defeated by the Poles during the 'Moldavian Magnate Wars', which he mainly blamed the cowardice of the Janissaries for. He was also outraged over being 'subject to his own slaves.' Rumors about the Sultan preparing to disband them soon reached the Janissaries who revolted and imprisoned Osman. Shortly after he was strangled to death.
Make Constantinople Capital
Maybe the easiest way to form Rûm is to start as Karaman and reset until:
- Hungary and the Mamluks are both rivaled to the Ottomans
- You have a level 1 diplomatic reputation advisor available
First, go through the following actions:
- Set your focus to military points
- Hire a level 1 military advisor
- Set your attitude to the Ottomans as
- Sell your ships
- Improve relations with Hungary and the Mamluks
Soon you'll be able to ally the Mamluks. Getting Hungary is a bit more difficult, but if you tech up to 4 before them, hire the diplomatic reputation advisor and build up to the force limit, it should be doable. Now all you need to do is wait for your truce to end and the Ottomans to enter some other war, ideally on the European side of their country. Declare war on them promising land to both your allies. The ideal outcome is that the Ottomans are sieging down Hungary, peacing them out separately, but if they don't it's likely best to break the promise of land to them. The Mamluks is different story. While they usually desire a couple coastal provinces, they will rarely want to take them in the war. So just transfer occupation of all the land they desire, you probably don't need to give them anything. For yourself, you should prioritise getting forts. Maybe you can even get the provinces on both sides of one of the straights. This is desirable since it means that ships can no longer stop you from entering Europe.
After that first war is over, just repeat until the Ottomans are no more.