This article is not considered accurate for the current version of the game. Its status was last updated for Vanilla.
- Tolerance of heathens:
- Religious unity:
- Triple manpower increase in religious wars.
- Cavalry combat ability:
- Cost of reducing war exhaustion:
- National tax modifier:
- National trade income modifier:
- Ship costs:
- Manpower recovery speed:
EU IV starts on the 11th November 1444, the date of the Ottoman victory over the Christian alliance at Varna.
- Main article: Ottoman missions
Practically all of the Ottoman 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 claim the City of the World's Desire: Constantinople. Further missions will request the Ottoman Empire to expand and conquer the regions of North Africa, Syria, Egypt, Iraq, as well as individual provinces - all to increase trading power in the Spice Trade and to unite Sunni 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 not seen before in history, it's no wonder that the Ottomans have many dynamic historical events. Many of those historical events are the conclusive aftermath of the expansion and government reforms of the Ottoman Empire - such events can revolve around the relationship between the Ottoman Empire and the trade state of Venice, the left-over Greek Orthodox Patriarchy, enacting reforms that might not be popular with everyone, or suppressing nationalistic rebels. The Ottomans' dynamic historical events show that to lead an impressive empire, impressive decisions must be made.
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.
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.
By adopting the Devshirme System we have increased the efficiency of our recruitment process considerably.
As the Ottomans, one of the most defining factors when it comes to planning out a strategy is understanding your position. Constantinople is renowned for being the "center of the world" for almost half an era, having access to the Black and Mediterranean sea by ports and access to Europe, Asia and Africa by land. Expanding and keeping a stable country as the Ottomans is about understanding this position. Once you own the City of the World's Desire, practically every border you have will point in a different direction with different means of expansion. Once you understand this, you will realize that the difficulty in playing the Ottomans does not lie in having difficulty expanding or winning wars, it's paying attention to multiple fronts, and never letting them slip from your attention.
The player should note that there is no easy way move trade value from the New World to Constantinople. Trade from the Chesapeake or Caribbean trade nodes can not enter the Mediterranean. It is possible to send trade from Mexico to Nippon and westward across Asia, but that route is difficult to control. The player should keep this limitation in mind when considering colonial Idea groups.
The player will have to interact through decisions with the Janissaries, who will initially give the Ottomans great military power but over time will demand more and more compensation.
Early game strategy
The Ottomans have an excellent start in 1444. They hold large amount of lands and are surrounded by smaller countries that they have cores on, which guarantees quick and inexpensive expanding for the first couple of years. They start off in a war with Albania that, because of the superior armies, will quickly be won with sieging their single province. After that, the Ottomans should focus on regaining all of their cores, but must be cautious not to draw attention from the Mamelukes or any large European power, as their interference could seriously halt the early (usually fast) expansion. The Ottomans also experience a plethora of helpful missions that give solid goals and rewards - whether it's to take over the City of World's Desire or to remove the Knights from the map once and for all, many Ottoman missions will give you free claims and solid rewards.
Overview and General Principles
Given the Ottomans' position as the dominant Muslim power in Eurasia, their comparatively minimal tech penalty (+25%), and their fantastic military-centric national ideas, they are the ideal nation of choice for unifying Islam. The decision requires you to hold 14 provinces stretching from Córdoba to Lower Sind. A handful of provinces (Córdoba, Messina, Palermo) are held by European nations with potentially powerful allies. Given this fact, and the relative lack of serious threats after removing The Mamluks, you may wish to aim for Westernization by the mid-1500s. The sooner you gain Western tech, the closer you will stay in military tech to Spain and Naples. Arguably the 25% tech penalty makes little difference until the late 1600s, but as you are the aggressor you will want to gain every possible advantage.
Notwithstanding your eastern conquests against technologically overmatched foes like the Timurids and Malwa, most of your work is going to happen in the Mediterranean. With that in mind, you really want to set yourself up as the dominant naval power in the region. The entirety of the Mediterranean and Black Seas are considered inland, so use cheap but effective Galleys as the backbone of your force. Keep an eye on the ledger - Naples and Spain are really the only regional powers with the potential to field worthwhile navies. Having naval dominance will allow you to establish blockades, restrict troop movements, and get easy wargoal points. In addition, a large fleet of trade ships will give you dominance over several lucrative trade nodes in the region.
Ideas to consider include Offensive, Quality, and Aristocratic for military might, Naval to further boost your navy's strength, Religion for faster conversion of Shiite provinces and other benefits, and Innovative for tech cost reduction and a free leader.
Consolidating the Levant, Arabian Peninsula, and eastern Maghreb
Several of these (Constantinople, Iraq-i Arab, Mecca, Medina, Damascus, Aden, Muscat) are within easy range for you in the Arabian Peninsula and Levant. Through your conquests of The Mamluks, Hedjaz, Najd, and the small peninsular states of Oman and Yemen, you will naturally acquire those provinces. Ifni and Córdoba lie far to the west, so begin your push through North Africa by completing the acquisition of Egypt. If the Mamluks have obtained or vassalized Tripoli, the 5-year truce period may slow you down. Eventually though, you should be able to bring them under your banner with little difficulty.
Pushing West and grabbing Sicily
Naples will almost certainly be an independent power by the time you are within striking distance, so continue pushing through North Africa, grabbing Tunisia and Algiers if you can. Though Naples is on Western tech, you can easily overpower them on attrition alone. Use your naval power to blockade the strait into Sicily, and grab both Messina and Palermo in a peace deal. Naples will usually ally Austria, who tend to field pretty large armies. However, between your naval power and a blockade of the strait, it won't even matter.
Dagestan, Samarkand, and Lower Sind
This is by far the most tedious part, and requires continual effort throughout the course of the game. Samarkand is the capital of the Timurids, and is located very far to the east. As often as possible (every 5 years if you can) you want to fabricate claims and DOW the Timurids. Keep chipping away at their holdings, creating a line to Samarkand.
Lower Sind is held by Malwa, and if you got to Samarkand by going along the coastline then you should be right up against it when you get close to Samarkand. Spain or another colonial power may make a play for India with the "Get a Presence in India" mission, which gives a free claim on Lower Sind and the other Indian provinces. If Malwa still holds it, they should be several tech levels behind you, making for an easy grab. If a Western power holds it, you'll have to do more planning and take advantage of the distance difference.