Ottomans

This article may contain outdated information that is inaccurate for the current version of the game. It was last updated for
1.18.

Kingdom rankOttomans
Dosya:Ottomans.png

**Primary culture**Turkish (Levantine)

**Capital province**Edirne (149)

**Government**Ottoman Government

**State religion**SunniDosya:Sunni.png

**Technology group**AnatolianAnatolian technology group

Ottoman ideas
**Dosya:Icon tech idea unlocked.png Traditions:**
**+5%** Discipline
**+3** Tolerance of heathens

Dosya:Core creation cost.png **Kanunnames**

**−20%** Core-creation cost
**+1** Max promoted culture

Dosya:Manpower recovery speed.png **Ghazi**

**+20%** Manpower recovery speed

Dosya:Cavalry power.png **Timar System**

**+15%** Cavalry combat ability

Dosya:Cost of reducing war exhaustion.png **Autonomous Pashas**

**−10%** Cost of reducing war exhaustion

Dosya:National tax modifier.png **The Law code of Suleiman**

**+10%** National tax modifier

Dosya:Trade efficiency.png **Tulip Period**

**+10%** Trade efficiency

Dosya:Ship costs.png **Found the Imperial School of Naval Engineering**

**−10%** Ship costs

Dosya:Icon ideas.png **Ambition:**

**+33%** Land force limit modifier
Europa Universalis IV starts on November 11th 1444, the day after the Dosya:Ottomans.png **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 the Şablon:İcon/o Orthodox and Şablon:İcon/s Sunni faiths. 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 Dosya:Byzantium.png Byzantium and its vassal, Dosya:Athens.png Athens. The Aegean Sea is controlled mainly by Dosya:Venice.png Venice and Dosya:Genoa.png Genoa hindering control of the Constantinople trade node. The Anatolia region is a home to several Turkish Beyliks. Further east, in the Taurus and Caucasus mountains, the hordes of Dosya:Aq Qoyunlu.png Aq Qoyunlu and Dosya:Qara Qoyunlu.png Qara Qoyunlu control some outlying Ottoman territory, and shield the Dosya:Ottomans.png **Ottomans** from their historical rival the Dosya:Timurids.png Timurids. To the south, historical and trade rival the Dosya:Mamluks.png Mamluks control a sprawling trade empire that extends into Africa, while their vassal Dosya:Hejaz.png Hejaz controls the holy cities of Medina and Mecca. To the west, the Balkan nations are ripe for the taking - Dosya:Moldavia.png Moldavia is the only safe nation due to it being a march of Dosya:Poland.png Poland which blocks expansion. Further expansion into the west is halted by Dosya:Austria.png Austria and Dosya:Hungary.png Hungary, while across the Adriatic, Italy is mostly protected by the Holy Roman Emperor and Dosya:Aragon.png Aragon.

The Ottomans have a unique government type named the Ottoman Government. 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. The Ottomans follow the Şablon:İcon/h Hanafi school of Islam.

## Ottoman Government

The Ottoman Government is a unique government type with fixed dynasty and the following benefits:
Government
This government is permanently lost if the country is no longer muslim or if the government type is changed during the Revolution disaster or by revolutionary rebels enforcing their demands.

### Harem

The harem helps ensure that there will never be a lack of heirs for the 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.

*See also: Ottoman events#Harem*

Ottoman events

### Pashas

This government may assign a pasha to one of its states from the state interface, and the following modifiers will be applied to each province in this state:
Static modifiers
Removing the Pasha causes all the provinces in the state to suffer a Şablon:İcon/l **+5** local unrest penalty for 10 years.

## Missions

*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 Şablon:İcon/s lands against Christendom.

## Events

*Main article: Ottoman events*

Many 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 Dosya:Venice.png Venice and Dosya:Genoa.png Genoa, the left-over Greek Şablon:İcon/oOrthodox Patriarchate, enacting reforms that might not be popular with everyone, or suppressing nationalistic rebels.

## Decisions

### 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.*

* Ruler's Şablon:İcon/a administrative skill is at least 4

 Effects* LoseŞablon:İcon/a**−50** administrative power
* Ottomans gain the modifier *Provincial Government System* for the rest of the campaign:
	+ Şablon:İcon/g**+10%** National tax modifier
	+ Şablon:İcon/g**+1** National unrest

### Adopt the Devshirme System

*By adopting the Devshirme System we have increased the efficiency of our recruitment process considerably.*

* Has not enacted this decision before
* Is not in the Janissary Coup disaster

 Effects* Lose Şablon:İcon/m **−100** military power
* Gain the modifier *Devshirme System* until the event ‘The Lapse of the Devshirme’:
	+ Şablon:İcon/g**+10%** National manpower modifier
* If Şablon:İcon/c Cradle of Civilization is not enabled:
	+ fires the event ‘The Janissaries’ in 12 years

### 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.*

* If Şablon:İcon/c Cradle of Civilization is enabled:
	+ Has fewer than 3 janissary regiments

 Effects* If the country has the modifier *The Janissaries*:
	+ Removes the country modifier *The Janissaries*
* Else:
	+ The Janissaries will not appreciate this decision, and some will revolt because of it.
* Ends the Janissary Coup disaster

### 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.*

* Own Constantinople (151)
* Capital is not Constantinople
* Have not enacted this decision before
* Primary culture is Turkish
* Is Muslim
* Controls the province Constantinople

 Effects* Gain Şablon:İcon/s **+1** stability
* Constantinople:
	+ Becomes core
	+ Becomes capital
	+ Changes culture to Turkish
	+ Changes religion to Sunni
	+ Changes province capital name to Kostantiniyye
* If the global flag `constantinople_restored` is not set:
	+ Constantinople:
		- Gains Şablon:İcon/b**+4** base tax
		- Gains Şablon:İcon/p**+4** base production
		- Gains Şablon:İcon/m**+3** base manpower
	+ Sets the global flag `constantinople_restored`
* Government rank becomes Empire

## Strategy

The early targets should be Dosya:Albania.png Albania (before Dosya:Venice.png Venice takes its core here), Dosya:Byzantium.png Byzantium (taking Constantinople) and small Turkish beyliks in Anatolia (before Dosya:Mamluks.png Mamluks or Dosya:Qara Qoyunlu.png Qara Qoyunlu conquer them). The Ottomans are strong so it's possible to do several wars at the same time.

Dosya:Aq Qoyunlu.png Aq Qoyunlu owns one Dosya:Syria.png Syria province which can be released, easily diplomatically vassalized and later fed 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 Dosya:Timurids.png Timurids or Mamluks).

Other early war targets are Dosya:Trebizond.png Trebizond, or Dosya:Georgia.png Georgia before Qara Qoyunlu will vassalize it (Ottomans has mission for it) and Dosya:Theodoro.png Theodoro before Dosya:Crimea.png Crimea or Dosya:Genoa.png Genoa takes it.

After getting these possessions, the major Asian neighboring powers should be already crippled and do not represent a threat. Ottomans can then conquer Dosya:Serbia.png Serbia, Dosya:Bosnia.png Bosnia, Dosya:The Knights.png The Knights, finish Southern Greece and vassalize Dosya:Wallachia.png Wallachia (missions for all of them). There is a 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 Dosya:Hungary.png Hungary ending by releasing Dosya:Croatia.png Croatia, Dosya:Transylvania.png Transylvania or Dosya:Nitra.png 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. The player should be careful and have a bigger navy than Venice and its allies together.

### Şablon:İcon/o Convert to Orthodox

Ottomans can convert to Orthodox in several ways:

* The quickest way occurs prior to annexing any territory by sending a missionary to an Şablon:İcon/o Orthodox 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 Dosya:Byzantium.png Byzantium and at least two of the four nations of Dosya:Athens.png Athens and Dosya:Albania.png Albania, Dosya:Theodoro.png Theodoro, or Dosya:Trebizond.png Trebizond. After Constantinople is secured and the decision clicked sending a missionary to any Şablon:İcon/o Orthodox 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 Şablon:İcon/p 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.

Note, there are two handicaps to this as reduced Şablon:İcon/rreligious unity incurs a Şablon:İcon/c corruption penalty and initially Orthodox are unable to convert Şablon:İcon/sSunni provinces.

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 Şablon:İcon/oOrthodox 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 Dosya:Trebizond.png 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 Şablon:İcon/sSunni Anatolia prior to switching to Orthodox

### Şablon:İcon/c Convert to Coptic

Conversion to Coptic is done fastest by taking the 3 Coptic provinces Van, Yerevan and Nakhchivan from Dosya:Qara Qoyunlu.png Qara Qoyunlu. Converting to Coptic removes the unique government type from Ottomans.

However, all Coptic holy sites are easily conquered, so the Ottomans will get the benefit of the five Coptic blessings very early on.

Give those provinces to the Dhimmi estate, and spawn 3 Coptic rebel stacks by revoking those provices a year later, after making the Dhimmi disloyal by asking for gold.

### Şablon:İcon/c Convert to Catholic

Conversion to Catholic is also possible as the Ottomans. This can be done in an many ways however, the easier ways include securing either a Şablon:İcon/c Catholic province from Dosya:Bosnia.png Bosnia, Dosya:Ragusa.png Ragusa, Sayuda from the Dosya:Mamluks.png Mamluks or waiting for Dosya:Athens.png 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. However, this can be shortened by utilizing Dhimmi revolts.
Note, there are two handicaps to this as reduced Şablon:İcon/rreligious unity incurs a Şablon:İcon/c corruption penalty and initially Catholics are unable to efficiently convert Şablon:İcon/sSunni provinces.

### Şablon:İcon/i Form Holy roman Empire

After being Şablon:İcon/c Catholic the Ottomans can be elected and take a lot of Şablon:İcon/i imperial authority by adding european provinces to the HRE then pass the reforms.

### Technology

*Main article: Technology*

The Ottomans begin the game in 1444 in the Şablon:İcon/a Anatolian military technology group at level 3 for Administration, Diplomacy and Military with Feudalism embraced.

Overview:

* Şablon:İcon/c60% Ratio. As a Sunni nation, Cavalry numbers may be up to 60% of a total army size, excluding Şablon:İcon/a artillery, before the Insufficient Support penalty is incurred. Note that this will be reduced to the standard 50% Calvary ratio upon conversion to another religion.
* Şablon:İcon/a Anatolian units: see Anatolian land units. Early game Şablon:İcon/a 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 Şablon:İcon/iIndian and Şablon:İcon/cChinese (who have a much harder time embracing institutions). Conversely, Anatolian cavalry has no fire pips until tech 18, compared to 10 for Western.

### The Janissaries

The Ottomans may have the event *“The Janissaries”* fire if their ruler is above 5 monarch power in any category and they have 50 Şablon:İcon/a army tradition. If accepted, the Janissaries give considerable military bonuses to the Ottomans for the remainder of the game. In addition to the extra power their Anatolian units have, the bonuses from the Janissaries catapult the military strength of the Ottomans far above that of their neighbors. However, accepting this event will additionally unlock the unique *“Janissary Decadence”* disaster for the Ottomans in 100 years. While the disaster can take an enormous toll on the Ottomans if left unattended, it is easily ended by taking the decision *“Disband the Janissaries”*, which removes the military bonuses. In addition, the disaster can be avoided entirely if the Ottomans ruler has above 5 skill in any category; a condition made much easier by having the Ottoman Government. As a player, building up the Janissaries as soon as possible is advised due to the considerable power it gives early in the game, and because the disaster is easily avoided by choosing an heir that disables the disaster. As a player playing against an AI Ottomans, it is often advised to wait to fight them until they disband the Janissaries and lose the military bonuses.

Avoiding the Janissary Decadance disaster is made even easier with the ability to disinherit heirs without a skill above 5.

### 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 Dosya:Commonwealth.png Commonwealth, Dosya:Russia.png Russia, Dosya:Great Britain.png Great Britain, Dosya:France.png France, Dosya:Ming.png Ming and Dosya:Spain.png Spain.

### Suggested Early Ideas

The needs of the Ottomans are fairly diverse and can be approached in a number of ways. Given that the Ottomans can release and do re-conquest for Syria/Persia/Iraq and also can diplo-vassalize Fezzan and feed it high coring cost north African land, taking Şablon:İcon/i Influence ideas that have both reduced Şablon:İcon/d diplomatic annexation cost and reduced Şablon:İcon/a aggressive expansion impact which can prevent Şablon:İcon/c coalition formation. Later Şablon:İcon/d Diplomatic ideas can be taken to more effectively reduce aggressive expansion by giving Şablon:İcon/p**−20%** province warscore cost and Şablon:İcon/i Improve Relations so any AE quickly cools down.

Şablon:İcon/a Administrative ideas are recommended as the Şablon:İcon/c**−25%** core reduction cost can stack with the Şablon:İcon/c**−20%** from Kanunnames. The lowered cost and maintenance of mercenaries will help the Ottomans to field a large force of mercenaries.

If the Ottomans choose to go Şablon:İcon/o Orthodox, Şablon:İcon/c Coptic, or Şablon:İcon/c Catholic, Şablon:İcon/r 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 power. This is especially strong with the Şablon:İcon/c Coptic faith as it will yield even more coring cost reduction, and a casus belli with nearly all neighbors (among other bonuses). Şablon:İcon/a Administrative ideas may be required to manage the administrative power cost of coring all that land. The bonus Şablon:İcon/m **+1** missionary, Şablon:İcon/m **+3%** missionary strength and Şablon:İcon/m**+2%** missionary strength vs heretics will be of great help in maintaining Ottomans' Şablon:İcon/r religious unity.

If Ottomans stay Sunni, Şablon:İcon/h Humanist idea group is usually the best option for handling rebels and fits well with an aggressive conquest style where Ottoman don't have time to convert all heathen provinces. It also gives provinces for the Dhimmi estate, which can be quite lucrative.

As for military ideas, with Ottomans' tendency to often be at war and having high military tradition, military ideas like *Offensive* shine with good generals and siege ability. However with Anatolian troops being so strong early game even a idea group like *Aristocratic* can be helpful to put military points into other areas. Extra manpower, extra diplomat to annex vassals, keeping military traditions high and getting an extra siege pip are very good to keep the Ottomans as an unbeatable military force. If low manpower is a problem, mercenaries and *Quantity* ideas can go a long way.

## Achievements

Şablon:Achievement
Şablon:Achievement

**Country guides**

* [[:Şablon:Country navbox/Europe]]
* [[:Şablon:Country navbox/Africa]]
* [[:Şablon:Country navbox/Asia]]
* [[:Şablon:Country navbox/North America]]
* [[:Şablon:Country navbox/South America]]

1. ↑ Does not have the country modifier *Devshirme system* or the country flag *lapse\_of\_devshirme*
2. ↑ Custom tooltip for *Yoklama*: See the end of the Janissary Coup disaster