- +5% Discipline
- +3 Tolerance of heathens
- −20% Core-creation cost
- +1 Max promoted culture
- +20% Manpower recovery speed
- +15% Cavalry combat ability
- −10% Cost of reducing war exhaustion
- +10% National tax modifier
- +10% Trade efficiency
- −10% Ship cost
- +33% Land force limit modifier
Europa Universalis IV starts on November 11th 1444, the day after the Ottomans victory over the Christian alliance at Varna. They begin owning most of Anatolia and the southern Balkans. For new players the early game will likely be focused on consolidating the country's position in those regions. Internally the country is divided between Orthodox Christians and Sunni Muslims. Economically they hold the majority of the Constantinople node trade power with very easy access to the rest.
In the Balkans, the important trade center of Constantinople and the region of Morea are held by the declining nation of Byzantium. Its vassal Athens, and Albania hold Turkish lands. The Aegean Sea is controlled by Venice, Naxos, Genoa, and The Knights, hindering control of the Constantinople trade node. In the Anatolia region, several Beyliks ( Candar, Dulkadir, Ramazan and Karaman) control cored Ottoman territory. Further east, in the Taurus and Caucasus mountains, the hordes of Aq Qoyunlu and Qara Qoyunlu control some outlying Ottoman territory, and shield the Ottomans from their historical rival the Timurids. To the south, historical and trade rival the Mamluks control a sprawling trade empire that extends into Africa, while the Hedjaz control the holy cities of Medina and Mecca. To the west, the Balkan nations of Wallachia, Serbia, and Bosnia are ripe for the taking. Moldavia is the only safe nation due to it being a march of Poland which blocks expansion. Further expansion west is also halted by the Austria and Hungary.
The Ottomans have a unique government type named the Ottoman Sultanate.This government is in many ways synonymous with the royal household, but with a harem feature that ensures that there will never be a lack of heirs for the Ottoman Ruler.
- 1 Ottoman government
- 2 Missions
- 3 Events
- 4 Decisions
- 5 Strategy
- 6 Suggested Early Ideas
- 7 Achievements
The Ottoman Government is a unique government type which helps ensure that there will never be a lack of heirs for the Ottoman 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.
The Ottoman Government has the following benefits:
The Sons of [Root.Monarch.GetName]
"His Imperial Majesty [Root.Monarch.GetName] [Root.Monarch.GetTitle], sovereign of the house of Osman, Sultan of Sultans, Khan of Khans, Commander of the Faithful and Successor of the Prophet of the lord of the Universe, Custodian of the Two Noble Sanctuaries, Qayser-i Rum, Emperor of the Three Cities of Constantinople, Adrianople and Bursa has a reputation as a great man and is unchallenged as a ruler.
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.
- Main article: Ottoman missions
Practically all of the Ottomans missions revolve around expanding their borders. In the early stages of the game, many of the missions revolve around reclaiming the lands of Anatolia, as well as the iconic mission to conquer the City of the World's Desire: Constantinople or Conquer the Crusader's Last Bastion (Rhodes). Further missions will request the Ottoman Empire to expand and conquer the regions of Balkans, North Africa, Syria, Egypt, Iraq, as well as individual provinces - all to increase trading power in the spice trade and to unite lands against Christendom.
- Main article: Ottoman events
Since the Ottoman Empire spanned over a huge area for many years, and experienced intense reforms and changes in governing an empire never seen before in history, it is no wonder that the Ottomans have many dynamic historical events. Many of those historical events are the aftermath from the expansion and government reforms of the Ottoman Empire - such events can revolve around the relationship between the Ottoman Empire and the trade states of Venice and Genoa, the left-over Greek Orthodox Patriarchate, enacting reforms that might not be popular with everyone, or suppressing nationalistic rebels. The dynamic historical events of the Ottomans show that an impressive empire requires impressive decisions be made.
Adopt the Devshirme System
By adopting the Devshirme System we have increased the efficiency of our recruitment process considerably.
Adopt the Provincial Government System
Appointing provincial governors, or 'Beys' can certainly improve administration of taxes and such but with less direct control over our provinces there is also the possibility of ambitious governors spending most of their time caught up in intrigues and internal feuds.
Disband the Janissaries
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
The glorious city we have recently conquered will make a splendid capital for our nation. Constantinople is the greatest city on earth, and our government would make it so much stronger.
Please help with verifying or updating this section. It was last verified for version 1.18.
The early targets should be Albania (before Venice takes its core here), Byzantium (taking Constantinople) and small Turkish beyliks in Anatolia (before Mamluks or Qara Qoyunlu conquer them). These steps do not require coring. Ottoman is strong so its possible to do several wars at the same time.
Aq Qoyunlu owns 1 Ottoman core too and one Syria province which can be released, easily diplomatically vassalized and later feed by Syrian cores from Mamluks (with significantly reduced aggressive expansion). Qara Qoyunlu owns one Ottoman and one Syrian core and should be taken as soon as possible (best if QQ is in some exhaustive war e.g. with Timurids or Mamluks).
After getting these possessions, the major Asian neighboring powers should be already crippled and do not represent a threat. Ottomans can then conquer Serbia, Bosnia, The Knights, finish Southern Greece and vassalize Wallachia (missions for all of them). There is an seductive mission for conquering Caffa but it is advised to pick it only after the Shadow kingdom event happens, otherwise the Emperor will protect Genoa.
A single successful war with Hungary ending by releasing Croatia, Transylvania or Nitra may cripple this neighboring power and be a stepping stone to conquer HRE lands. However a strong European ally would be probably required for this war. France or Bohemia can often decide to ally Ottoman and help in the wars against the common enemy Austria.
Another exhaustive war would be with Venice to take it and its vassals' Balkan possessions - these are essential otherwise Venice will steal the trade income from Constantinople and Alexandria. Player should be careful and have bigger navy than Venice and its allies together.
Ottomans can convert to Orthodox in several ways:
- The quickest way occurs prior to annexing any territory by sending a missionary to an province triggers enough unrest to create a possible rebellion. Ottomans are sufficiently Orthodox to be able to convert by accepting the rebels demands. However, if this is done the Ottomans lose out on the decision to make Constantinople the capital missing 11 development points. The upside is that Constantinople will not need to be converted.
- A second way to convert and securing the extra 11 development from the make Constantinople the capital decision is by conquering Byzantium and at least two of the four nations of Athens and Albania, Theodoro, or Trebizond. After Constantinople is secured and the decision clicked sending a missionary to any province with unrest below 0 will create a rebellion that will allow accepting demands to convert to Orthodox. Religious rebels generated in the province of Trebizond have the advantage of being able to force convert Anatolia while completing sieges on provinces. A rebel generated in Edirne or Kirkkilise are the closest to Constantinople and can force convert that province - which otherwise can not be converted until a combination of patriarch authority, an inquisitor and Religious ideas are taken.
- both methods should be done prior to the annexation of the Anatolian Beyliks as the extra provinces will reduce the percentage of Orthodox.
|Available only with the The Cossacks DLC enabled.|
If the Dhimmi estate have low loyalty, revoking the heathen provinces granted to them will spawn zealots of the province's religion. As soon as the game starts, Impose New Religious Tax interaction from the Estate tab can be taken, reducing Dhimmi loyalty to 35. Many Orthodox provinces start out as belonging to the Dhimmi estate, and can be revoked after a year has passed. The Zealots spawned will convert every non-Orthodox province they occupy to Orthodox if the occupied province is not within a fort's Zone of Control, including Konstantiniyye after Make Constantinople the Capital decision has been taken, if the fort in Edirne is destroyed.. Zealots will not be able to cross the strait to Anatolia as there are almost always AI ships in the Sea of Marmara. They instead will march all the way around the Black Sea until they are defeated in battle by a nation along the way, or arrive back into Ottoman lands. The player can annex Trebizond and send a missionary to the province (as outlined above) after granting it to the Dhimmi Estate, then revoke the estate ownership after a year if they wish to force convert Sunni Anatolia prior to switching to Orthodox
Conversion to Coptic is done fastest by taking the 3 Coptic provinces Van, Yerevan and Nakhchivan from Qara Qoyunlu. Converting to Coptic removes the unique government type from Ottomans.
|Available only with the Rights of Man DLC enabled.|
However, all Coptic holy sites are easily conquered, so the Ottomans will get the benefit of the five Coptic blessings very early on.
|Available only with the The Cossacks DLC enabled.|
Give those provinces to the Dhimmi estate, and spawn 3 Coptic rebel stacks by revoking those provices a year later after asking making the Dhimmi illoyal first by asking for gold.
- Conversion to Catholic is possible as the Ottomans. This can be done in an many ways however, the easier ways include securing either a province from Bosnia, Ragusa or waiting for Athens to convert its province and then securing it. However, as the amount of Catholic is small relative to the empire it will take a several years of waiting as a rebel stack forcibly converts provinces.
Please help with verifying or updating this section. It was last verified for version 1.18.
- Main article: Technology
The Ottomans begin the game in 1444 in the Anatolian military technology group at level 3 for Administration, Diplomacy and Military with Feudalism embraced.
- 0% penalty to technology cost until renaissance appears.
- 50% Ratio. Cavalry numbers may be up to 50% of a total army size, excluding artillery, before the Insufficient Support penalty is incurred. Same as Western, less than 60% Eastern or 80% Muslim.
- Anatolian units: see Anatolian land units. Early game Anatolian units (up to military tech 15) are superior to Western by 1 pip. Notably, Janissaries (infantry at military tech 9) have 1 offensive fire pip; the only other tech groups to get fire pips this early are Indian and Chinese. Conversely, Anatolian cavalry has no fire pips until tech 18, compared to 10 for Western.
Goals After Early Moves
The Muslim Ottomans future goals revolve around the ability to Unify Islam which involves conquering holy sites(provinces) and being 100% Muslim.
Post Decision Goals
If the Ottomans have completed the 3 listed decisions they are likely the physically largest and most developed nation on 3 continents. At this stage the question becomes how big can the Ottomans grow. Rivals may include Commonwealth, Russia, Great Britain, France, Ming and Spain.
Suggested Early Ideas
The needs of the Ottomans are fairly diverse and can be approached in a number of ways. The Western Focus achievement can be aided by the judicious use of Offensive for the military bonuses and Influence with aggressive expansion reduction can prevent aggressive expansion points and coalition formation or Diplomatic can be taken to more effectively reduce aggressive expansion by reducing the province war score cost -20%.
If the Ottomans choose to go Orthodox, Coptic, or Catholic, Religious ideas may be a good choice as Deus Vult yields the Holy War casus belli making the acquisition of territories east or south of the Ottomans free from the use of diplomatic points. This is especially strong with the Coptic faith as it will yield even more coring cost reduction, and a Casus Belli with nearly all neighbors (among other bonuses). Administrative ideas may be required to defray the administrative point impact so much coring requires. The bonus missionary +1, missionary strength +3 and +2 will be of great help in maintaining Ottomans religious unity.