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Welcome to the 24th development diary for our empire building game Europa Universalis IV and today we turn our eyes to one of the most interesting nations and a favorite because of its location and variety – The Ottoman Empire.

Ottoman Possibilities

When your story begins in the Grand Campaign, the Empire prospers under the rule of a line of committed and effective Sultans. In fact, we take our starting date from the dramatic Ottoman victory over an alliance of Christian monarchs at Vama in November, 1444. The Ottomans have flourished economically due to their control of the major overland trade routes between Europe and Asia. The Ottoman Empire is one of the most powerful states in the world – a multinational, multilingual empire.

Will you be able to reign and expand your empire over three continents? Will you be able to become a dominant naval force, controlling much of the Mediterranean Sea as well as become a major player of the European continental political sphere? Will you become the only power with a just claim to the title of universal ruler?

Or will your military and bureaucratic structures come under strain after a protracted period of misrule by weak Sultans. Will you fall behind the Europeans in military technology as the innovation that fed the Empire's forceful expansion became stifled by growing religious and intellectual conservatism? And will the discovery of new maritime trade routes by Western European states allowed them to avoid the Ottoman trade monopoly unless you take over the trade routes?

Choose, and choose wisely. Let the game begin.

Most players make an immediate move to eliminate Constantinople, the capital of a now tiny and irrelevant Byzantine Empire. Turkish missions push you in this direction, too, and it’s a natural opening act (once the Western border is secure). Taking this rich city means controlling all traffic to the Black Sea, greater ability to limit European land incursions into the core Turkish provinces in Anatolia, and a chance to move the capital to the greatest city on earth.

But Turkish expansion is a double-edged sword no matter which direction you go. If you continue to move into Europe, you will add Orthodox and Catholic provinces to a realm already teeming with non-Muslim citizens. Expand west to consolidate your holdings in Asia and you risk alienating Muslim rulers that would be better as allies. And to the South you have the Mameluks, a potential rival for power over the Levant.
The Ottomans start in 1444 with a lot of assets, some in the form of ideas and missions we’ll get to in a bit. They also have a navy that competes only with Venice for power in the Eastern Mediterranean, a starting Sultan of great ability and – for the moment – military superiority to or parity with the European monarchs that wish to drive Islam of the continent.

Ottoman Dynamic Historical Events
As a major power throughout this period, we have written quite a lot of events for the Ottoman Empire, but there are two event series that truly stand out.

The Provincial System
The Empire contains numerous provinces and vassal states, and many were under the control of Beys, provincial governors that ruled over these districts as a general would on the battlefield. Historically, this worked well to keep the Empire running smoothly with local initiative to handle local problems in a land too varied for a one-size fits all policy. But it also depended on a Sultan that knew how to rein them in. In Europa Universalis IV, local Beys, especially in far-off provinces, may demand more autonomy in form of a Provincial System to stay loyal to the Sultan. If they are given too much autonomy, though, you might have problems with corruption of the Beys or revolts from unhappy soldiers that don’t respect the system in place. But then suppression has its own cost if the Beys band together to simultaneously rise against the Sultan...It’s a balancing act that comes into play if the Empire grows too large.

The Janissaries
The Janissaries were the heart of the Ottoman army, and through reforms and granting them more and more rights, the player as Sultan may build up his Janissaries into the elite infantry they represented historically. But beware! Granting them too much power might lead to their decadence, or worse, becoming a threat to the Sultan. Palace Coups or revolts might follow, and in the end, disbanding them might be the only alternative. Can you risk weakening your army in the short term while you find new sources of power?
Both of these event series represent the core problems facing the Ottoman Empire through this period. With a strong Sultan, you can make up for more inefficient government or a slightly weaker infantry, since you can spend your Monarch Power Points to shore up problems caused by a multinational, dispersed and devolutionary government. But a series of weak rules in an Empire that needs to constantly reinforce its legitimacy will face grave repercussions.

Ottoman National Ideas
The Ottoman Empire starts with a 10% bonus to its army discipline, and creates core provinces 33% faster and more cheaply.
  1. Ghazi: +33% Religious Unity & increase manpower when fighting religious enemies.
    Ghazi is a title given to great Muslim warriors, analogous to Khan or Caesar or Johan. It was also a term given to Ottoman warriors that spearheaded Turkish invasions and raids into non-Muslim land. Fight the enemies of Muhammad, and the nation will rally around you.
  2. Timariot System: +15% cavalry power.
    The Timariot Sipahi cavalry were, with the Janissaries, an elite core of troops within the Ottoman army. Tightly connected to the bey system, Timariot soldiers were given land in return for service, ensuring their loyalty.
  3. Autonomous Pashas: -3 Max War exhaustion.
    Powerful and respect governors and generals became known as Pashas. It came with great honors and responsibilities and those given control of territory within the empire became great lords that would work hard to preserve their privileges.
  4. Ottoman Tolerance: +3 Tolerance Heretic, +3 Tolerance Heathen.
    As was customary in many Muslim empires of the Middle Ages and Renaissance, non-Muslims were not forced to convert not were they regularly harassed beyond the occasional higher tax. In Europa Universalis IV the Ottomans have a much lower chance of religious revolts because of this tolerance.
  5. Law code of Suleiman: +10% Tax Income.
    Suleiman is one of the great rulers of history – a soldier, a lawmaker and a reformer. In fact, where the West knows him as Suleiman the Great or Magnificent, in his homeland he is called The Lawgiver. A central part of his reforms was re-examining the taxation of Turks, especially taxes levied on Jews and Christians, taxes for manufactured goods and anti-corruption measures.
  6. Tulip Period: +10% Trade Income.
    Named for the high priced flower that became a symbol of refinement, the Tulip Period was an early 18th century attempt to Westernize the Empire. A strong viziers and a time of peace allowed the Ottomans to focus on new trade relations and greater experimentation with foreign art and architectural styles. It was also a decade of decadence and distraction, in the eyes of many Turks, and subsequent failures on the battlefield ended this period of innovation and garden parties.
  7. Imperial School of Naval Engineering: 20% cheaper ships.
    Always a major naval power in its region, the Ottomans didn’t found a proper naval academy until the 1770s. Naval engineering was one of the centerpieces of the curriculum.

When the Ottoman Empire has reached it full capabilities and unlocked all of its National Ideas, it also get a +20% bonus to manpower recovery speed. With these ideas, they are a really expansionist military country, that have far fewer problems with holding a realm with diverse religion. Lower war exhaustion and stronger religious unity in the early game will help greatly with the rapid growth the Ottomans need to keep from falling too far behind its Western neighbors.
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Bonus Detail: Westernization

Experienced players are now thinking about how to goose the Ottomans so they can remain a dominant military and technological power. As you know, the Western tech group gains knowledge faster than others, and as the Ottomans do not belong to it they will eventually trail them.

In the original version of Europa Universalis III, you could sometimes get a random event (if the stars aligned) and you could upgrade into a better technology group. With later expansions this was transformed into a set of complex decisions and events that worked fine for the power user that understood all the consequences, but had severe drawbacks for new users and the AI. Westernization should be an option, but it should also be a clear statement of policy, not something you stumble or exploit your way into.

In Europa Universalis IV, Westernization is a completely defined feature, integrated in the technology system. If you don't belong to the Western technology group, you will now always see whether you have the chance to “level up”.

To start the westernization process, you need to have a neighbor of the Western tech group that is a fair number of levels ahead of you in technology, and you also need to have +3 stability. When you start the process, your stability drops to -3 and all your monarch power is wiped. You have switched to the western technology group, but you paid a heavy price for undoing centuries of tradition.

Then, each month, your progress towards being fully Western goes either forward or backwards. It can never go below 1%, but when you reach 100% you end the process, and get western units as well. So how does the progress work? Well, every month, your current stability is added to the progress. And there are fun events giving you -1 stability or hurting you somewhere else. Westernization should not be a decision taken lightly, especially for large empires. Your nobles and people will often resist and you may need to slow down your progress from time to time to avoid larger pains.

And yes, as a New World nation you can switch directly to western once the Europeans show up, but you have a fair amount of catching up to do anyway.
 

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I like the general setup of the Ottomans. They certainly look like they're going to be a very unique nation to play as.

As for westernization, I'm pretty pleased with the changes. I do wonder though how the tech groups have been balanced, given that we can no longer westernize off better non-Western tech groups (e.g. Chinese to Muslim).
 
Question though: Will provinces change their names according to culture, like in CK2?
 
I can see that side of the argument, but I always felt the required gap was a bit too wide, it's counterintuitive. There's a sweet sport between way too primitive and already nearly western, and I think it should be made a little bit closer to 'already nearly western'.

Where is the actual required difference mentioned?

If it's just "behind" that could mean a lot of things, to as simple as < Western Tech level.
 
Save Byzantium!
 
Ghazi: +33% Religious Unity & increase manpower when fighting religious enemies.
Ghazi is a title given to great Muslim warriors, analogous to Khan or Caesar or Johan. It was also a term given to Ottoman warriors that spearheaded Turkish invasions and raids into non-Muslim land. Fight the enemies of Muhammad, and the nation will rally around you.

I lol'ed.:p :D
 
I think there should be an alternative method for players who manage to maintain technological parity and take certain "open-minded" national ideas to become westernized without having to border a western nation. That or they could lose their technological penalties without actually entering the Western Tech group.

I agree. I would really like to see an open-minded, technologically sufficent non-Western country. That also can solve the unciv island nation problem which CaptRobau mentioned.
 
Interesting. I'd like to see more about the provincial system. Also, I wonder if it might'nt be better if you westernized tech by tech.

Finally, how does Turkey expand west into Asia? Just wondering.
 
Awesome :D I think I'll have to play as them first, now.

Westernisation is looking much tougher... will make playing as a non-Western nation a lot tougher.
 
By the way, about Eastern expansion- the Ottoman AI never really went into Asia in Eu3, focusing instead on Europe. Has this been changed now? Will they try to expand in both directions?
 
By the way, about Eastern expansion- the Ottoman AI never really went into Asia in Eu3, focusing instead on Europe. Has this been changed now? Will they try to expand in both directions?
Hopefully HDEs and missions will make them fight the Mamluks / Persians more often than in EU3. And hopefully Persia will often form in the first place so there isn't a huge power vacuum to the East of the OE...
 
I half expected one of the Ottomans' unique doodads to be something to annex / vassalise the Mamluks after occupying certain key points in Syria and Egypt. Otherwise it absolutely never gets done in EU3, at least by the AI.
 
I half expected one of the Ottomans' unique doodads to be something to annex / vassalise the Mamluks after occupying certain key points in Syria and Egypt. Otherwise it absolutely never gets done in EU3, at least by the AI.

That comes from a Mameluke event giving them a rather nasty cb.
 
If I recall correctly, infidels in OE (and some other Muslim states) were not forced to follow laws of Sharia, instead retaining their own laws that could be more forgiving. So yes, it's totally possible.

There's a lot of myths about Ottoman "tolerance." The Ottomans only seemed tolerant when compared relatively to the Christian states of Europe. The Ottomans practised systematic discrimination against non-Muslims. If you were a Dhimmi (Christian or Jewish), you were free to practice your religion although you had significantly less social and economic rights. Dhimmis weren't allowed to ride horses, carry weapons, and their children could be taken from them at any time in order to fill the ranks of the Jannisaries. Read this article: http://en.wikipedia.org/wiki/Christian_tattooing_in_Bosnia_and_Herzegovina

When your religious minorities are tattooing their children in order to prevent them from being kidnapped and/or raped by Ottoman officials, you have a tolerance problem.
 
To start the westernization process, you need to have a neighbor of the Western tech group that is a fair number of levels ahead of you in technology, and you also need to have +3 stability. When you start the process, your stability drops to -3 and all your monarch power is wiped. You have switched to the western technology group, but you paid a heavy price for undoing centuries of tradition.

A few issues/thoughts regarding this:

1) the player will presumably attempt to 'dump/spend' all existing monarch power prior to starting the process ... will the AI do so too (*before* starting it) ?

2) in regard to #1 above, perhaps it'd be best if the process requires a minimum total of 200 monarch power (any combination of military / diplomatic / administrative points)

3) an alternative to #2 is that you instead lose 50% of your existing monarch power (player does not necessarily feel compelled to 'dump/spend' to 0 prior, and it does not hurt the AI as much if they cannot do similar)
 
There's a lot of myths about Ottoman "tolerance." The Ottomans only seemed tolerant when compared relatively to the Christian states of Europe. The Ottomans practised systematic discrimination against non-Muslims. If you were a Dhimmi (Christian or Jewish), you were free to practice your religion although you had significantly less social and economic rights. Dhimmis weren't allowed to ride horses, carry weapons, and their children could be taken from them at any time in order to fill the ranks of the Jannisaries. Read this article: http://en.wikipedia.org/wiki/Christian_tattooing_in_Bosnia_and_Herzegovina

When your religious minorities are tattooing their children in order to prevent them from being kidnapped and/or raped by Ottoman officials, you have a tolerance problem.

Filling the ranks of Jannisaries which was the most privileged part of army and in a sense social structure, and also filling the ranks of Enderun which was the school of bureaucrats, there were Grand Viziers with Christian roots who were nicknamed after their hometowns.

Taking children for the ranks of army and killing their parents and burning their houses down would be a "tolerance problem".

You're being lil' bit anachronistic here...
 
Filling the ranks of Jannisaries which was the most privileged part of army and in a sense social structure, and also filling the ranks of Enderun which was the school of bureaucrats, there were Grand Viziers with Christian roots who were nicknamed after their hometowns.

Taking children for the ranks of army and killing their parents and burning their houses down would be a "tolerance problem".

You're being lil' bit anachronistic here...

You honestly think creating an army of enslaved child soldiers is a _good_ or _tolerant_ thing?

Yeah I'm sure it's theoretically better than being the target of a pogrom but holy fuck talk about a bleak, godawful choice: your life lost in a burst of ethnic and/or religious violence, or your kid stolen from you and forced into a life of violence and brutality.

And as the guy you're replying to said, rape of the stolen kids was probably relatively common based on modern experience w/ children in the care of adults who weren't their parents.