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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...

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

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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:
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They also start with a unique and troublesome succession law:
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And this policy:
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These are some of the advances available, which you may notice are quite relevant:
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Although the most important advances for the Ottomans are:
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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 :
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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!

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

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

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  • 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…
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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…
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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:
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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:
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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.:
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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…

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

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The Eretnids are displeased with Jalayrid rule, trouble steers!

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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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I get that the Legacy of Osman reform is meant to push the Ottomans in the historical direction, but should reduced antagonism (AE) be part of it? The expansion of the Ottomans alarmed a lot of nations in real life. Some of them even organized a coalition to try and stop their expansion. It didn't work, because the Ottomans stopped it at Varna, the day before a certain game begins...
 
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I hope Having Ottoman content as any other Beylik wont make Rûm useless path, also Karamanids and Kubadids should always form Rûm

And I also hope that Rûm doesnt require weird conditions like Constantinople in eu4

Here is my suggestions:

Path to Rûm is different depending on your starting Beylik


1-Seljuk Path:

Available to Kubadids at start
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Ruled by the Taceddin Altunbaş who is the son of the Last Sultan of Rûm which collapsed in 1308, restoration of Rûm for Kubadids should be minimal, taking back only the lands his father controlled before his death (+ Lands of Karamanids as they were a key contender and as you might notice Karamanids control the Heartland of Rûm which is required by all formation conditions)

Formation condition:

Restore the Saljūqiyān-i Rūm:
-Own 90% of the locations indicated in the upper map
-Own Konya and Sivas
- Have dynasty: Al-e Saljuk

-> Capital Becomes Konya
-> Becomes Rûm


2- Restore the Sultanate of Rûm:

Available to All beyliks
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This represent the restoration of Sultanate of Rûm by retaking its core holdings which they hold longest not their greatest extend only achieved by the Aleaddin Keykubad or the lands lost during the First Crusade

Formation Condition:
-Be the Strongest Beylik
-Own 90% of locations in the map
-Own Konya and Sivas
-> Capital becomes Konya
-> Becomes Rûm

3- Form Sultanate of Rûm:

Available to Beyliks whose capital is in Western anatolia or Marmara areas
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This represent forming Rûm by conquest as Ibn Qutalmısh did and represent the state of Rûm before the First Crusade whose Capital was in Nicea, and situation of the Western Beyliks are similar to him as they are formed via conquest of Byzantine territory as Rûm was passive under the Ilkhanate

Formation Conditions:
-Be the Strongest Beylik
-Own 90% of locations indicated
-Have 50% of locations under your vassal (indicated by dashed lines)
-Own Nicea and Konya
-Have capital in either Western Anatolia or Marmara areas
-> Capital becomes Nicea
-> Becomes Rûm

4- Danishment Path

Available to Hacıemirids
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Danishmentids were one of the first era beyliks like Rûm before it got into civil war and annexed by Rûm, Ruler of Hacıemirids is descendant of Danishmentids therefore they should form Danıshmentids instead of Rûm

Formation Conditions:
-Own 95% locations in the map
-Own Sivas
-Have dynasty Hacıemiroğulları
-> Capital Becomes Sivas
-> Becomes Danıshmentids


Note: Eretna is remnant of Ilkhanate formed by a Uyghur warlord, therefore it cannot form Rûm (maybe it can after the Kadı Buhaneddin)

Also Ahis has a strange government type kinda like council of trade guilds, I dont know what they can form, maybe Rûm as a republic as Rûm represent Anatolia so makes sense
 
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Love this. Now, i have a suggestion, because i think it might teach new players a neat fact.

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Could you insert "Rumelia" Instead of "Balkans" here? I Mean when you hover over it it will still show it is the balkans, but at least in flavour texts for the Turks it would be really neat to see "Rumelia" Since the flavour text is in their point of view?
 
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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 presume its Red -> Yellow -> Green

isnt it slightly confusing that all "upgrades" are the colour of Green when its also the colour of a city.
Imho either the stripes should be the colour of the possible upgrade ie. Red with Yellow Stripes to go from rural to town. and Yellow with Green stripes for Town to City.
Or the stribes should be generic but a fourth colour, thats not Red/Yellow/Green.
 
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TBH I did not like this. It feels very OP, Ottommans / strongest turks in the region have very insane buffs from the situation and unique government reforms etc that have no tradeoffs at all and are just straight up big buffs. I think major buffs given in a reform or situation etc should come with a (smaller) debuffs to minimally balance things. I also dislike that it gives +10% control, I expected the game to be frugal about control bonuses and increasing control in general, and they getting a lot of control with no downsides at the start of the game feels wrong.

I am sad to say this but this whole DD feel like a big powercreep to me, which I hoped EU5 would avoid.
 
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TBH I did not like this. It feels very OP, Ottommans / strongest turks in the region have very insane buffs from the situation and unique government reforms etc that have no tradeoffs at all and are just straight up big buffs. I think major buffs given in a reform or situation etc should come with a (smaller) debuffs to minimally balance things. I also dislike that it gives +10% control, I expected the game to be frugal about control bonuses and increasing control in general, and they getting a lot of control with no downsides at the start of the game feels wrong.

I am sad to say this but this whole DD feel like a big powercreep to me, which I hoped EU5 would avoid.
Or they could make it so you get debuffs when you reach critical mass/expand to a point? Would work better than straight up giving it debuffs from the get go, as to ensure turks come out on top in majority of the games without the player intervention
 
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Fratricide succession law should be introduced by a decision/reform. Only in the 15th century was it legitimized, and the Country should incur some penalties when a succession occurs.
 
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Will the Ottomans be as dominant as in EU4? Will there be similar incentive to strangle the Ottomans in the cradle due to their early power spike?
 
Great TF!

Couple of questions, is there some law/policy etc representing Sultans ultimate control of all the land in the empire, which was, one of the reason of Ottomans success in early years, and its weakening after Suleyman the Magnificent death, which consequently, weakened the empire.

What about taking over Khalifa title after conquest of Mamluks, and Caliphate effect in general? You said it's an IO at the moment, so how will it impact Ottoman society and politics?

The migration event/decision, are you able to invite Turkomans too?

Royal harem should give increased fertility or something adequate.

General question, not only for Enderun and Imperial school of naval engineering, but other academies, imperial schools etc, would their output be in any correlation with funding? Cost could scale with advanced tech, which could be one of the reason Ottomans would start to fall behind European powers since mid game.
 
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I fully appreciate the dedication to not give specific tags "magical" bonuses, but making Situations a bid for power from which any nation can come out the winner. Peak alternate history, which is what EU should be all about !
 
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TBH I did not like this. It feels very OP, Ottommans / strongest turks in the region have very insane buffs from the situation and unique government reforms etc that have no tradeoffs at all and are just straight up big buffs. I think major buffs given in a reform or situation etc should come with a (smaller) debuffs to minimally balance things. I also dislike that it gives +10% control, I expected the game to be frugal about control bonuses and increasing control in general, and they getting a lot of control with no downsides at the start of the game feels wrong.

I am sad to say this but this whole DD feel like a big powercreep to me, which I hoped EU5 would avoid.
Tbh the Ottomans did have no weak spot at this time. Later they did, due to overextension and corruption, but for the first 2-3 centuries of the game they really were steamrolling. I have no idea what downsides should their bonuses have, and giving them random debuffs just for the sake of downsides is even more gamey, in my opinion.
 
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From the first time I saw the Ottomans revealed something kinda bothered me, was it the Arabic spelling for Gazi? Nope.. Is Orhan Gazi or Orhan Bey being used here? If it is Orhan Gazi why is Bey present and if it is Orhan Bey why is Gazi present. Sounds like 'Bro Orhan Dude' from my pov. Stacking titles, I wouldn't say it is incorrect usage, simply a minor gripe lol
 
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Apologies if this should wait until the Castile/spain flavor but is there any events for the Ottomans accepting Sephardic refugees from Spain? It was such a massive demographic shift and the Ottoman Empire had a huge part of the world’s Jews at a point

Also, is there any flavor for Sabtai Zvi and Sabbateanism?
 
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