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Tinto Flavour #25 - 6th of June 2025

Hello, and welcome one more Friday to Tinto Flavour, the happy days in which we take a look at the flavour content of Europa Universalis V!

Today, we will take a look at the flavour content for the Ottomans, one of our Tier 1 countries, the Turkish Beliks in general, and the Rise of the Turks situation, in which all of them are involved!

The Ottomans were founded by Osmanoglu Osman Bey, a chieftain of the Kayı tribe of the Oghuz Turks, around 1299. Residing around the Northwestern coast of Anatolia, they were initially one of the many Beyliks to occupy the border territory of Rûm, a once-powerful Sultanate. Under the leadership of Osmanoglu Gazi Orhan Bey, they have consolidated and greatly expanded their domain, securing vital land along the coast of the Bosphorus. Bountiful raids, victories, and diplomacy have secured them as one of the region's most powerful rising Beyliks...

Country Selection.png

As usual, please consider all UI, 2D and 3D art as WIP.

Ottomans1.png

Ottomans2.png

A lovely day in 1337 on the coast of the Bosphorus…

The Ottomans, like the other Anatolian Beyliks, start with some Reforms and Privileges, of which some are unique:
Estates1.png

Estates2.png

Reform Anatolian Beylik.png

Privilege Ghazi Lords.png

They also start with a unique and troublesome succession law:
Fratricide.png

And this policy:
Royal Harem.png

These are some of the advances available, which you may notice are quite relevant:
Advance Ghazi.png

Advance Uc Bey.png

Subject Uc Bey1.png

Subject Uc Bey2.png

Advance Heirs of Rum.png

Advance Akincular.png

Unit Akincular.png

Advance Kanun.png

Policy Kanun.png

Advance Tulip Period.png

Advance Imperial School.png

Although the most important advances for the Ottomans are:
Advance Janissaries.png

Building Janissary Barracks.png

Advance Janissary Guards.png

Unit Janissay Guards.png

There’s a different Janissary unit available in each age; for example, this is the one available for Age of Reformation:
Janissary Musketeers.png

This is very relevant, as the key flavour content for the Ottomans, and the rest of the Anatolian Beyliks, is a situation that triggers a couple of months into the game; I'll let one of our Content Designers, @PDXBigBoss :
image (36).png

The situation focuses on the rise of the Ottomans, in most cases. However, this does not mean that another Beylik cannot take their place, with their own unique flavor, reforms, and outcomes!

image (40).png

This unique reform is granted to the strongest Beylik, if they are the Ottomans.

image (41).png

This reform is only available for the Strongest Beylik, if they are NOT the Ottomans!

This is the panel of the situation. Many countries, beyond the "Strongest Beylik" can play a part in it, the ever-shifting environment of politics, diplomacy, and eventual war. While the Strongest will gain access to a few unique actions, most actions are available to any Beylik.
image (42).png

The Ottomans are by far not domineering across the region, let alone beyond it, in 1337. Foreshadowing or…?

image (43).png

  • Press Claims - The ability of the Strongest to fabricate a claim against an enemy in Anatolia.
  • Raise a Bey Fortress - It's a unique building that increases the Fort Level of a location and produces an ample, steady supply of manpower, much earlier than many other countries can. It can only be built in cities across Anatolia. Upon its construction, you will be greeted by a positive event, whose historical information is tailored specifically to the location you build it. This means that it will be different if you build it in Bursa, Izmit, Konya, Smyrna, etc... While this is good and all, these fortresses are a symbol of authority, for better or worse. This means that if a location with a Bey Fortress gets sieged down, you will suffer a blow to the stability and legitimacy of your rule, and your people will lose faith in your ability to win the war. The maluses will be far worse should the enemy even annex that location, so be careful…
image (44).png

Location Importance is a composite metric, tailored specifically to the Situation. It depends on many factors such as development, market access, road connectivity, and more. This is used to determine the volume of certain bonuses and utilizes a nice little “game concept” tooltip to explain its application and usage.

  • Seek Relations with the Byzantines - as long as the Romans hold Constantinople, and they are "relevant" any Beylik that is strong enough will be able to leverage diplomacy to extract gifts from the Empire. These gifts may be the hand of a daughter in marriage, ample coin, the recognition of a Beylik as legitimate sovereign of Anatolia, or the demand of capable characters to prop up your administration in exchange for relations and good faith. They can - and often do - decline, but are they really in a position to barter ?
  • Offer Diplomatic Protection - through marriage, the exchange of territory and diplomacy, as any Beylik we can offer an alliance and guarantees of sovereignty to another lesser Beylik. Of course, history has shown such friendships are short-lived…
  • Create Uc Bey - A unique subject type for the duration of the situation. A powerful weapon when used appropriately, the Uc Bey guards the frontier of the Beylik against foreign threats. They will be an army-based country with a powerful Government Reform, making them the perfect guardians. However, you will need to integrate them and centralize later on, should you survive and come out on top after the situation ends…
A couple of locations in the Situation map mode previously shown, are marked in red and yellow. This is for two reasons:
  • Anatolia in 1337 is traversed by a Great Trunk Road, controlling important points across it (Konya, Sivas, etc) unlocks a scaling Estate Privilege for your Merchant Estate, let's take a look:
    image (45).png
The privilege will grant 1% Trade Efficiency for each of these locations that we control directly…

  • Konya and Sivas are also home to Seljuk Mints, which were used by the former Sultanate to produce coinage and project an aura of legitimacy and authority. Owning and developing these locations will be vital when it comes to spreading our Control across the region through a unique building…
image (46).png

image (47).png

As the Strongest Beylik consolidates holdings with a majority of Greek Culture, this event will appear, heralding the beginning of a great Turkic Migration. It enables a unique action for our country to call upon Turkic migration from the East, to populate the coasts of the Aegean Sea and Anatolia. Historically, this was very vital and it carries the same importance in-game, as having a majority of our culture in locations will allow us to fully core them, thus increasing our control!

The number of migrants that will travel is dynamically balanced. The pops will always come from a province with an ample population, and the amount of pops will always be "relevant" to the target province we are trying to populate:
image (31).png

And a nice little short-term modifier to ensure a swifter cultural integration​

Once the strongest Beylik consolidates themselves, and crosses the Dardanelles, the Press Claims action will evolve, allowing the Beylik to declare war through a good Casus Belli across the Balkans, as well, posing a direct threat to the Kingdoms that populate that region:
image (30).png

Once the player conquers 300 locations, including at least 30 urban locations, and we own Konstantiniyye, we will be greeted by this event, which heralds in the Classical Era of your (now) Empire. In most cases, this will be the Ottomans.:
new classical era screenshot.png

This event will also grant us the rank of Empire, which comes with significant bonuses and some double edges in the form of a unique disaster for Empires…

image (28).png


But what happens if the Karamanids or another rises, instead? They are greeted by a different outcome, a choice. They will be able to adopt the Ottoman tag, inheriting the Ottoman content, events, reforms, everything they have to offer, whilst still holding on to their flag, name, color on the map, dynasty, history, etc. However, should you choose not to do this, you will be able to reform the Sultanate of Rum....

Moreover, other Beyliks across Anatolia have dedicated flavor content to themselves. The Germiyanids, Aydinids, Eretnids will have a few events associated with their history in the middle of the 14th century, onwards.
image (29).png

Germiyanids Ruler perishes, who is 79 at game start. A nasty event, reminiscent of Shah Rukh

image (27).png

The Eretnids are displeased with Jalayrid rule, trouble steers!

image (48).png

On top of that, the Ottomans have around 200 DHEs, making it a proper Tier 1 country in terms of flavor…

… And much more, but that’s all for today, as it’s already very long! As today is Friday, this will be the schedule for next week, which will be completely on @Roger Corominas , as I’ll be off:
  • Monday -> Tinto Maps Feedback about Japan & Korea
  • Tuesday -> Tinto Flavour about Korea & Manchuria
  • Wednesday -> Tinto Talks about the Shinto religion & Shogunate IO
  • Thursday -> ‘Behind the Music of Europa Universalis V - Composing the Grandest Score’ video!
  • Friday -> Tinto Flavour about Japan & the Nanboku-chō Jidai & Sengoku Jidai situations

And also remember, you can wishlist Europa Universalis V now! Cheers!
 

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Tribes with 0% power is unrealistic. Tribes were the holders of ABSOLUTE majority of power in this age of the Ottomans. Their numbers were MUCH bigger also. 50k is too small. It should be at least 3 times as much. Maybe even more. Tribes were the ones that pressured the Ottomans to start wars, because they want plunder.

Sultan Murat founded Janissaries spesifically to counter the major influence of Tribes, the akıncıs. Tımar system was also introduced to settle them to make them abandon their unruly and nomadic roots. Ottomans of the classical period tried their absolute best to rein in the tribes. Many of them fled to join the Safavids, who were much more friendly to their way of life. Tho there is a religious aspect to this. But they reinforce each other.
[...]
2nd edit: I think game merges Mystics and ulema, which I think should be seperate. If you add mystics as an estate, ulema's power is understandable since this era is dominated by mystics rather than the Ulema. Ulema's power continued to increase as the time passes and mystics' declined. If you are going to merge them for convinience, though it would be unrealistic since mystics were opposing the Ulema at every turn, please increase the power of the ulema. If not please add mystics to represent the balance.
So far EUV is disappointing when it comes to Tribes... I was hoping this Estate would matter, but if neither Ottomans nor Golden Horde has enough of them or any Tribe Estate Power to speak of - what's even the point in having them in the game? Just a buffer to make it harder for them to turn into Peasants? Alright, but if so then why are there so few of them, so few that you won't care about them??
(I'm just venting.)

This sounds like the same issue Victoria 3 has - PDX is unwilling to create extra Estates, same as the V3 Interest Groups being a fixed number.
I don't see why PDX can't just add a "blank" Estate that has Satisfaction and Estate Power but which functions differently based on the Privileges granted (or locked in) in the tag - the Estates already have very different names, so the only real problem would be to use an icon for the Estate that is widely applicable for very different types of this chameleon Estate.
 
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Why develop two sets of colours, when you could just make the base one useable?

I haven't heard anything about a colour blind mode, btw...
To be fair - there is a colour blind mode, IIRC as many as in V3, which is Protanopia, Deuteranopia and a third one.

That said, while I think it makes sense to make the default mapmodes more contrasted no matter what, it would be great if the colour-blind mode ALSO applied to mapmodes (which we don't know that it does, yet) and the reality of colour-blindness is that two colour-blind people can have wildly different deficiences.
I'm on the spectrum, I have a small deficiency, I've got Protanopia; another person might have Deuteranopia and have it real bad; a third person might only see in black-and-white.

To play the devil's advocate, you'd need a lot of options to cater to all of these versions of colour-blindness (and why shouldn't they? Just add some tool to change hues and contrast etc. in any and all mapmodes) but time invested costs money so one can only expect so much from a company beholden to profitability.
 
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What’s that? Seljuk Mints in Asia Minor you say? How about some real Seljuks instead, living in Byzantine Empire, marrying with Palaiologoi and practicing orthodoxy no less!

 
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Well for flavor I would immediately recommend these names:

Crown: Mirî
Nobility: Ümera
Clergy: Ülema
Burghers: Esnāf
Commoners: Re'aya
Tribes: Aşiret

These are the names Ottomans used for these properties and classes collectively.
Wouldn't it make more sense for the Ottoman Crown estate to be called the "Sublime Porte"(or Bâb-ı Âlî in Turkish)? Apparently something similar was already in use from the time of Ohran so unless there's already a government reform with the same name I think it would fit as that was the name of their government in this time period, also I think that it makes more sense for the clergy to keep their name in the liturgucal language of the faith(Arabic in this case)
 
Wouldn't it make more sense for the Ottoman Crown estate to be called the "Sublime Porte"(or Bâb-ı Âlî in Turkish)? Apparently something similar was already in use from the time of Ohran so unless there's already a government reform with the same name I think it would fit as that was the name of their government in this time period, also I think that it makes more sense for the clergy to keep their name in the liturgucal language of the faith(Arabic in this case)

As far as I understand, "Crown" in the estate section relates to power and land the Crown holds in the state & territory it controls as opposed to estates (I.E things like vakf or private land). In this case I feel Mirî makes more sense as that was the name used by Ottoman government to refer to incentives, money and land allocated as state holding. Government in general was referred by many names, indeed including Sublime Porte (In Perso-Arabic conjugation as "Bâb-ı Âlî" but "Kapu" having a connation of household already in Turkish, hence things like kapukulu) but I feel that should refer specifically to either governing household (I.E the government) rather than material possessions of the state as opposed to the estates.
 
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@Pavía I believe it would be valuable to consider the following adjustments if this map belongs to the year 1420-1520
IMG_1583.jpeg

1.Model Serbias collapse and decentralization early on, reflecting the well documented implosion following Emperor Dushans death. This would better represent the political realities and create room for smaller principalities.
2. Introduce Venetian coastal influence with realistic mechanics, especially around key cities like Shkodra and Lezhë, to represent the gradual Venetian presence that shaped regional power dynamics. The vendtians and Ottomans were not just econimic rivals.
Key Battles:
The First Ottoman-Venetian War saw Venice attempting to defend its possessions in the Balkans and Greece but öater on losing territories like (Negroponte).
The Second Ottoman-Venetian War further weakened Venetian holdings, with the Ottomans capturing important coastal fortresses.
The Third Ottoman Venetian War also erupted from this ongoing tension highlighting the long-term rivalry.
Venetian Influence in Albania: Venice controlled several key coastal cities such as Shkodra (until 1479), Durrës, and Lezhë, and they supported local rulers and leagues like the League of Lezhë to counterbalance Ottoman advances.
Ottoman Expansion: The Ottomansconquest of the Balkans threatened Venetian trade dominance, leading to frequent military conflicts and shifting alliances with local Albanian and Balkan principalities.
3. Represent the League of Lezhë and Skanderbeg’s resistance as a meaningful event or playable faction, giving players like me the opportunity to experience this coalition that significantly impacted Ottoman expansion.
Give them the opportunity to play their history and representation we are quite a few on reddit discussing about the game:
IMG_1590.jpeg
 
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Rûm or Ottoman path shouldnt be a choice, if you unite large bits of Anatolia without conquering parts of Balkans, you should be locked to Rûm path, and if you go with Ottoman route, taking Balkans first then you should be able to get contents of Ottomans as any other beylik


Right now, even flavour dictates Ottomans to unite Anatolia first, which is pretty inaccurate, one of the reason why we think Ottoman state got successful was because it bordered Byzantium and turned their attention to them first before fighting other beyliks

Therefore game should reflect that

If you own more than 50 location in Anatolia without owning at least 50 location in Balkans, that beylik should be locked to Rûm path, and there can be one more stage too like having 100 location in balkans before having 100 locations in Anatolia, after that condition ends and you can expand into every direction now you are locked to Ottoman path and cannot form Rûm
 
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Rûm or Ottoman path shouldnt be a choice, if you unite large bits of Anatolia without conquering parts of Balkans, you should be locked to Rûm path, and if you go with Ottoman route, taking Balkans first then you should be able to get contents of Ottomans as any other beylik


Right now, even flavour dictates Ottomans to unite Anatolia first, which is pretty inaccurate, one of the reason why we think Ottoman state got successful was because it bordered Byzantium and turned their attention to them first before fighting other beyliks

Therefore game should reflect that

If you own more than 50 location in Anatolia without owning at least 50 location in Balkans, that beylik should be locked to Rûm path, and there can be one more stage too like having 100 location in balkans before having 100 locations in Anatolia, after that condition ends and you can expand into every direction now you are locked to Ottoman path and cannot form Rûm

Adding to this for context the borders of Ottoman state after death of Murad I, who was the successor to Orhan Ghazi who rules at 1337. So after 50 years of game progress this is what it looked like for Ottomans which doesn't include any unification of Anatolia before going for Balkans, the opposite, it required Ottomans to have a powerbase in Balkans to unify Anatolia in the first place, which was shattered a little over a decade after this by Timur and their Balkan holdings again provided important for them to re-establish control over Anatolia:

3_-Murad_I_map.PNG


I feel like most other Turkish beyliks except perhaps Aydin should really be forced into Sultanate of Rum and even Ottomans going for Anatolia first should perhaps be forced into a Sultanate of Rum, Ottomans were fairly unique with their circumstances and behavior frankly.
 
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Contrary to the popular view, Ottomans are not OP by any means

-Anatolian Beylik government reform goes when you get above Duchy rank

Being of Turkic or Turkoman primary culture, and under the Kingdom rank.

Therefore that bonus will gone after earlygame, as after Ottomans took Constantinople

-Legacy of Osman modifier is dynamic, if another Beylik becomes more powerful, Ottomans lose that, or when the rise of the Turks situation ends as it ends when you conquer Constantinople and classical era of Ottoman Empire event starts and you get empire rank (or when Age of reformation starts I dont know the end requirements but it is told that it ends)

This means that Ottomans will lose its insane modifiers including raiding religious enemies for slaves which was under the Legacy of Osman modifier

(There is no upgraded version of Janissary barracks anyways, so around the time you become empire Janissary barracks will be obsolete)

This means that the bonuses of Ottomans after its initial consolidation will be:

+10/15% Tax efficiency (via Kanuni Osmani)
-10% Distance cost to capital(same)
+ Janissary Units
+ Akıncılar Unit
+5% morale(ghazi lords)
+5% levy size(ghazi lords)
+5% Discipline (from Seljuk roots advance)
+5% integration speed (Heirs of Rum adv)
+6.5% Trade Efficiency (from adv and trunk road
+20% Crown Power (From Mints)
+2.5% Estate satisfaction(eyalet pol)
-0.10 land proximity drop (from Eyalet pol)
+efficiency of Cabinet (probably the bonus from Enderun)

And some more from the advances they havent shown,

overall nothing extremely OP, so they shouldnt nerf Ottomans by any means, my advice is stop crying about Ottomans being OP because it isnt it loses the insane ones once it becames a medium sized Country, the remaining modifiers are quite nice but not broken by any means

(If legacy of Osman is not removed then Ottomans is indeed very powerful, but by looking how that reform is granted it is very likely it is removed after the situation)

Notes:
!Decentralization seems like the path for Ottomans otherwise you need to give up a lot of modifiers as both Uç beys, Ghazi lords, and Eyalet policy gives decentralization, so dont nerf Crown power from Seljuk Mints

!Timar system is a government reform, therefore autocracy should be picked instead of it as Ottomans ideal path is Decentralization, and they will lack Crown power

Overall it seems better for Ottomans to stay as beylik instead of taking Constantinople, so that you wont face disasters empires face and keep two OP government reforms which worth more than Empire rank clearly even if some events will only pop up if Ottomans own Constantinople or have Empire rank

(Empire rank only increase your diplo capacity, diplomats, number of artists and great power score)

But of course most fun path is playing as intended, but I am just saying that prolonging the situation will be meta if it doesnt have any fixed end date like age of reformation etc


Edit: Btw if Legacy of Osman indeeds got removed, add another Cabinet seats bonus to Ottomans towards the midgame as Byzantium have permanent cabinet seats +1, and when the Situation ends, Ottoman wont have any extra cabinet seats left as both Anatolian Beylik and Legacy of Osman is temporary

IMG_9902.png
 
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  • Yay, the locations, pops, base tax, army and navy were added.
    • I would prefer location to be listed as <non-rural#> of <total#> as both are important bits of information. so if there was 3 cities/towns it would be '3 of 23'.
  • I do feel that the flag with the frame hanging in the foreground looks better than the flag without a frame hanging out in the foreground, but it still looks weird as it appears to be randomly hanging in the forground. I know this is probably a losing battle but I think this would work better if you kept the model the size it is and moved him further right then cropped the background so this part would be in a portrait orientation or ratio instead of landscape. I would them move the things that are place 'in' the picture and over the picture into a column along the left to return the 'whole' into the same panel width (This could include the newly added stats if you need more things). This would keep the background and the model but bring it together while not hiding big chunks of it under the framed flag or name tag.
    • I would aim for having the 'throne' somewhat over his shoulder and adjust the image angles as appropriate.
  • I am still against changing the attribute icon colors based on the attribute but you have managed to make them more visible no matter the color, so there is that.
Country%20Selection.png


  • Is this using the height map?
  • I do appreciate the smaller models for cities/towns
  • I do not like the random RGO buildings all around. (like the clay mounds in Iznik, lumber atpazari, stone field, etc) I think this detracts from the map and not add to it.
  • Are there any location that do not have a 'port'? Do we need an indication in every location? These also don't seem to 'fit' with the shore.
  • I also don't like the castle 'tokens' on the second map (didn't want to add the map image for one point)
Ottomans1.png


  • I like the 'hewn stone' look of the Reform/Privilege bars but would prefer if they weren't all exactly the same. The imperfection in one makes it feel more reel, all of them being exactly the same pull it back to a façade. I would increase the size of the texture and then have them start at different points in the texture (and maybe direction within the pattern).
  • Can we right justify the title of Satisfaction
  • Remove the pipe after the Crown power value
  • The satisfaction icon/donut chart looks grainy. I think it is because of the stark difference in the black versus the surrounding colors. I would suggest having it transparent so the color of the banner would show though. If not that then the tan of the privilege line. I would also look at increasing the size of the eyes/mouth as they are washed out in these images.
  • I think that the '=' is not needed if the satisfaction isn't moving. Just have the up and down arrow to indicate movement and the absence of those meaning no movement.
Estates1.png


  • I think the flavor text style used in event would look good in tooltips with the adornments and all.
  • I am a fan of full justification instead of the ragged edge for block text.
Reform%20Anatolian%20Beylik.png


  • As succession doesn't always relate to a family tree (and some people don't see that as a tree) have you looked for other icons?
  • I think this is where forcing things into a common presentation layer is hurting. The 'ranking' section reads weird. It isn't listing what would make them the 'boldest and most cunning' so it is not a 'how things are ranked' list.
Fratricide.png


  • If you put the classification into the sub-title like done in other tooltips you wouldn't need to spend a full row on it.
    • 'Policy | Royal Court Customs'
  • If a the 'When Implemented' list is empty don't include it.
  • While I under stand that you are trying to differentiate between the ongoing effects ('Modifier') and on change effects ('When Implemented:') I am not sure if the title of 'When Implemented:' is good as both the ongoing and on-change effects occur when the policy is implemented.
Royal%20Harem.png


  • Remove the 'Available in...' row as that is already indicated in the title bar
  • Ghazi Lords has an Icon so use it
  • Change 'unlock' lines to follow the same format as other modifiers
    • <Icon, on left> 'Ghazi Lords Estate Privilege<on left>' 'Unlocked<on right>'
Advance%20Ghazi.png


  • I really hope this is extremely WiP as it feels like it was just thrown together.
  • Some lines appear to wrap well before the end of the line.
  • I wonder if the the various groups could be broken down into 'Annexation Limits', 'Benefits for Overlord' (Overlord Effects), and 'Benefits for Subject' (Subject Effects) though I am not sure what I would do where it effects them both (like the Food Access pact, given by subject, received by Overlord)
  • ships or regiments build in subjects ports and location
    • owned by the overlord, correct?
    • damage/attrition is reflected back to overlords MP and sailor buildings (i.e. overloards pops die)?
    • does this include upgrading and repairing ships in subjects ports(if that is still a thing)?
  • Are the RGO/Buildings built in the subjects territories owned by the overlord (foreign building) or the subject?
  • Could the whole building rules be changed to one line (probably with icons) to indicate which are valid?
  • Is the 0.00 diplomacy cost because this isn't pointing at a real Uc Bey? If so, I would have a rule that if this is generic then don't include calculated values (In this case the sentence still reads well if you just dropped the exact value).
  • You already use Subject and Overlord, use them in the 'war' rules instead of 'country'
    • Again if this is a 'generic' versus 'specific' thing I would have it default to 'subject'/'overlord' if the country names do not exist. i.e. default the subject name to 'Subject' if the name does not resolve.
  • I would have three presentation models for the 'war' lines. (Offensive would be the same just with the one word changed.
    • 'Subject will always join Overlord's defensive wars'
    • 'Subject will never join Overlord's defensive wars'
    • 'Subject will join Overlord's defensive wars if:'
      • include list of reasons.
  • What does 'Levies Always Allowed' mean?
  • Why are the last items in each of the benefits sections 'highlighted'
  • The flavor texts appears to be formatted as if it was the same width as the advance tooltip.
Subject%20Uc%20Bey2.png


  • Yay, the giant picture is gone shrinking the tooltip. (I am not against having pictures, I am against having singular tooltips take up the majority of the screen.)
  • Why is a unit weight per strength of 100% bad? The color coding of the unit statistics should reflect how they compare to either a basic unit of the same age or maybe the best available base unit.
    • this would compare to the base cavalry of the discovery age so I can see where it is better/worse;
    • possibly if I hold a key like <alt> it would compare it with the most current cavalry unlocked so I can see how this compares to things I can actually make
  • I think that the unit statistics should get the icon/value treatment that the country tooltip received. This could help with the size of the tooltip.
  • As this appears to be a general tooltip (and not a specific build unit) I feel that the Maintenance cost should reflect a unit at maximum strength and not list the per capita values.
  • In the goods lists maintain the same amount of decimal places within the list. Construction looks fine here but I would display horse as 0.10 in the maintenance.
  • I think the size of the tooltip would be better if we switched from the good lists to the horizontal goods parchments used for production methods.
  • Can we use the single person profile manpower icon that is shown on MP buildings here? This will help reinforce that manpower (and sailors) is an intermediate currency and not a specific pop-type.
  • Can you provide the tooltips for 'Combat Performance' and 'Terrain Impacts' so that we see what all it does to see if we can come up with a better format?
Unit%20Akincular.png


  • Like the title bar.
  • We don't need the 'military building' icon on the pop-type line as it is in the title bar.
  • We should be able to move the 'placement' requirements line to the end of the pop-type line without it being crowded removing the need for an extra line.
  • Can we unify and use this man power icon everywhere
  • I like the imperfections (nicks) on the goods parchments as it gives verisimilitude, but having them all the same removes it. Can you have a hand full of backgrounds and randomly chose which to use to reduce the rubber stamp feeling?
  • Using the same presentation model as the production method for the construction goods would go a long way into reducing the size of the tooltip.
  • If I can't convince you to use the same amount of decimal places in good lists can you are least line up the places. (either change all the ones to 1.0 in this list or at least put the '1' over the '0' of 0.4.)
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  • I like the change of the format for the event picture/model
  • I would move the portrait out of the middle of the picture as that is where the typical images used for event back grounds have their focus.
  • (An odd option would be to see what it would look like if the model was embedded into the text section (in this case on the left) as if it was more of an illuminated text (thinking of the first letter images). This would also allow you to not have a model where appropriate. I would wonder if you would need the 'title' banners as the character would be indicated in the accompanying text.
  • Does the addition of the Government Reform break... Never mind, I see that the reform allows one more reform.
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  • Do we really need to indicate three times that you cannot remove/change this reform?
  • As this is only 10% implemented do you get 10% of the modifiers?
  • So now we are showing three values, implementation date (which we now know is the +0% point), the completion date, and the progress. Would this be better served by a progress bar of sorts instead of three lines?
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  • I do not see how the two numbers in the tool tip can be combined to make the number hovered (18.27)
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  • I see you getting tricky and showing an event with the option tooltip in one picture to keep you picture count down.
  • I do like that our leaders model wasn't randomly inserted into the picture.
  • I dislike providing a name of a modifier list in event options and making me go into a deeper tooltip to know what it does.
  • The list feels weird. You are showing one thing that is everywhere. Then one generic for location and then two that are prorated. It does take a while to parse are that are (almost) all given the same importance as they are listed at the same level (the bullet). Simplest change would be to tab in the two items at the bottom to better indicate that they are sub the 'based on...' clause. Another would be to indicate some things adjusted by Location Importance on the Izmit line. Together with previous item maybe some thing like this
      • We gain +10.00 prestige
    • Izmit gains: (some values adjusted by Location Importance)
      • Stronghold City for 10 years
        • list of what stronghold city provides
        • list of what stronghold city provides
      • Control +9.68
      • Prosperity +4.40%
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  • Don't we use Market access donut charts elsewhere? Why have it as a line item here?
  • If you are changing the color of the parchments you need to change the background of the numbers too
  • Could the level part be one line? Level 1 of 4 or 1/4?
  • Does destroying the building remove all the levels? Is there a way to remove one level vs all?
  • Do we need to repeat the building name (and sometimes location) in the action buttons?
    • It also took me a second to realize the left button was to add a level to this building.

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Thanks for reading.
 
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This is the current distribution:
View attachment 1314115
Stripes are there to help identify when a location has the conditions available to be promoted to another tier.

I know most if not all of this has already been mentioned
  • It was hard to tell what the base colors mean at first glace but I am assuming
    • Green (City/top), yellow (town), red (rural).
  • In this case it is hard to see what is intended as the background and what is stripe. As the greens line up and there is only red/green and yellow/green I can only assume that the green is the stripe.
    • Is the color of the stripe indicating what it can convert too? i.e. all that rural can become a city?
    • Is the stripe always green and used to indicate that it can increase? i.e. all that rural can become a town?
    • If it is the latter then don't use green in the original scale as you are changing it's meaning when it becomes a stripe?
  • I am wondering if we could use a special key like <alt> that if I have that depressed the 'can promote to a new tier' stripes are shown?
  • Was this a ploy to make me say that I don't like striped occupation, because I still prefer striped occupation and it is less confusing as it has added information to help clarify what it is stating.
Thanks for reading and just in case someone needs to know, even after playing vic3 I dislike flag occupation and prefer striped occupation.
 
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As far as I understand, "Crown" in the estate section relates to power and land the Crown holds in the state & territory it controls as opposed to estates (I.E things like vakf or private land). In this case I feel Mirî makes more sense as that was the name used by Ottoman government to refer to incentives, money and land allocated as state holding. Government in general was referred by many names, indeed including Sublime Porte (In Perso-Arabic conjugation as "Bâb-ı Âlî" but "Kapu" having a connation of household already in Turkish, hence things like kapukulu) but I feel that should refer specifically to either governing household (I.E the government) rather than material possessions of the state as opposed to the estates.
It is gamification. The Ottomans have no nobility either and all land belonged to the sultan. You literally did not own land. You could own everything on the plot of land, e.g. the house, the tree, the fruits, but not land itself. By game logic that would be 100% crownland.

However I dont think the devs are going to screw around with creating random new estates pre release. Maybe post release.
 
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Rûm or Ottoman path shouldnt be a choice, if you unite large bits of Anatolia without conquering parts of Balkans, you should be locked to Rûm path, and if you go with Ottoman route, taking Balkans first then you should be able to get contents of Ottomans as any other beylik


Right now, even flavour dictates Ottomans to unite Anatolia first, which is pretty inaccurate, one of the reason why we think Ottoman state got successful was because it bordered Byzantium and turned their attention to them first before fighting other beyliks

Therefore game should reflect that

If you own more than 50 location in Anatolia without owning at least 50 location in Balkans, that beylik should be locked to Rûm path, and there can be one more stage too like having 100 location in balkans before having 100 locations in Anatolia, after that condition ends and you can expand into every direction now you are locked to Ottoman path and cannot form Rûm
I disagree. Maybe for the AI this can be an option, but player agency should be prioritized. If I want to create a powerbase in Anatolia first before I want to go on a conquest on the Balkan, I should be able to do that without being forced into a specific government or conquest path.
 
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I disagree. Maybe for the AI this can be an option, but player agency should be prioritized. If I want to create a powerbase in Anatolia first before I want to go on a conquest on the Balkan, I should be able to do that without being forced into a specific government or conquest path.

It is like wanting Spanish Empire bonuses without any colonization or Austria bonuses without any Diplomacy and PU

If you want to unify Anatolia first, it means that you want to go Rûm

It doesnt force any conquest path as you are the one choosing whether to unify Anatolia first or later

About being locked to government, you dont get locked depending on your choice your reward changes (form Rûm or Ottomans)

This was already a concept in eu4 which you choose which path you want to go from a mission tree and depending on your choice the requirements are different

If you want to form Ottomans by uniting Anatolia, it means cheating by mission tree logic
 
It is gamification. The Ottomans have no nobility either and all land belonged to the sultan. You literally did not own land. You could own everything on the plot of land, e.g. the house, the tree, the fruits, but not land itself. By game logic that would be 100% crownland.

However I dont think the devs are going to screw around with creating random new estates pre release. Maybe post release.

I know it's gamification and the whole three estates thing doesn't really fit anywhere outside of Europe (and it doesn't fit much of Europe either) but it is the system they feel best able to play into the mechanics in the game. I don't necessarily disagree, as much as I think that estates itself should be unchained from their configuration and also used loosely for various social classes as well.

Also it is true that all land was technically state land and that Ottomans emphasized that they are the sole owners of the territory they governed over, it was something they were good at even in how they managed to co-opt both settled and nomadic people in serving their consolidation of power. However both on legal terms and in practice there existed private, public and trust land, which were not really under Ottoman control. Indeed even the technically government land that was not private, public or trust that was meant to be Mirî wasn't always under Ottoman control (See Rise of Ayans towards end of the period).

So I think it is adequate enough of an abstraction and blanket representation even if it isn't perfect and made for Europe more than anything else.
 
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Suggestion: This is a minor nitpick, but I think the religious breakdown in this window is not the best. I think developing the names would look better, as "Orthodox Christianity, Sunni Islam and Shia Islam. Judaism is fine like this bc AFAIK there is no internal division represented. The way you have shortened the names for the map looks good IMO but the way you've done it in this window does not.

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Adding to this for context the borders of Ottoman state after death of Murad I, who was the successor to Orhan Ghazi who rules at 1337. So after 50 years of game progress this is what it looked like for Ottomans which doesn't include any unification of Anatolia before going for Balkans, the opposite, it required Ottomans to have a powerbase in Balkans to unify Anatolia in the first place, which was shattered a little over a decade after this by Timur and their Balkan holdings again provided important for them to re-establish control over Anatolia:

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I feel like most other Turkish beyliks except perhaps Aydin should really be forced into Sultanate of Rum and even Ottomans going for Anatolia first should perhaps be forced into a Sultanate of Rum, Ottomans were fairly unique with their circumstances and behavior frankly.

Actually my proposal will help that, as it will be very hard for Karamanids to form Ottomans as they have to conquer Balkans without owning much territory in Anatolia which is hard as they are far away from Balkans
 
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