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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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because you unlock ideaslots by achieving higher tech.
You unlock idea groups slots. I really doubt by the end of 16th century you won't be able to allow 3 idea groups unless you are western, and 3 groups would give us 24 ideas.

You don't see anything wrong with an Ottoman Empire that has a higher tolerance of paganism than tolerance of Islam? :p
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.
 
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.

Islam distincts between infidels and followers of "religions of the book" (Christians, Jews). The former, including pagans, were actively persecuted, while the latter could indeed follow their own laws and were exempt from military service in exchange for a special tax.
 
It is utter rubbish that we are still expected to neighbour a western nation to "Westernise". I can understand it for the Americas, as those nations are isolated for most of the game (and the world, historically). But for nations in the East, Asia, Africa, who had frequent visits by Europeans, trading with them as well; You would think that a border is completely irrelevant. Take for instance Morocco and Iberia. Why does Morocco have to border the western nations in Iberia when there is only a 20km gap of water?!
How would Japan, or any other uncivilized island nation, ever Westernize then without being partially invaded by a Western country?
Indeed. Partial invasions don't happen often in EUIII multiplayer games. Its either a "fake war" with intentions to help the other side (ie: two players are helping each other, to get one of the nations westernised) or a real where, where its a fight to the death.
2. You have to be so many tech levels behind a European country: This kinda means that if you want to westernize, you have to intentionally fall behind and do badly. If you wisely spend your tech points and maintain technological parity with the west, no westernization for you!
Agreed. It is stupid that nations have to be narrow minded to embrace westernisation.

The path to westernisation should be embracing tolerance, innovation, free trade, free subjects and the appropriate government type to nurse its development.
No borders, because these non-western nations are now trading goods for technology.
No technological "levels", because your nation is already innovative and a free country (free subjects), free for all people to learn.
No discrimination to those of other faiths who could be potentially smarter, because of their education (tolerance).
 
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To be honest I never liked the "you have to be a fair bit behind in tech to westernize" part in EU3 and I'm not sure why it would make a comeback for EU4.
That and the fact that you had to get a good king (which you had almost zero control over) made westernization one of the weakest parts in EU3 for me.
 
The Ottomans sound like they are going to be a very interwsting power to play as. I'm really enjoyiing these country specific dev diaries, they are showing how playing each power is going to feel different. Like the sound of the westernisation changes, makes a lot of sense for this to be modeled as a process. In addition to unlocking units at the end, will there be any tiered bonuses as you progress towards 100% westernisation? For example, will a state which starts westernising suffer a penalty to research which is gradually eroded as thjey progress towards 100% to model the transition?
 
If this city in Hudavendigar is Bursa, its position is wrong. However I corrected all the city positions in my map mod for Eu3 and suggested to utilize it for Eu4.
 
What about countries of significantly lagging tech groups. They need to get several westernization processes as in EU3 or one but larger?

no, its just one process.. same for everyone.
 
The westernization mechanic has certainly improved a lot. I think I would like it.
Now with Ottoman tolerance, the Ottoman Empire seems to be the best country for a world conquest (as higher tolerance would probably mean lower monarch point consumption for expansion).
 
"Ghazi is a title given to great Muslim warriors, analogous to Khan or Caesar or Johan"

LoL

And good to see that the names have changed of those provinces, Izmit and Hudavendigar.
I also like the ideas and events very much. Are there any extra events or missions for those other Turkish nations (Candar, Karaman, Ramazan, Dulkdadir, Mentese etc.)?
 
"If you are the Sultan, come and lead your armies. If I am the Sultan I hereby order you to come and lead my armies."
-Mehmed II, to the former Sultan, Murad II, before the Battle of Varna

I do hope there will be ways to Westernise that aren't entirely defined by adjascent provinces. After all, if you play as a non-continental nation, you don't have too many options. This was a period where sea-trade overtook-land trade, after all.
 
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3. You lose all your Monarch points, that just means that players are going to spend all their monarch points before they westernize.

I don't think that's a problem. The idea isn't to punish the player by stripping him of points but simply to leave him with no points immediately after westernising. It doesn't matter how the player loses them, it's just important he can't stockpile them ahead of time.
 
It is utter rubbish that we are still expected to neighbour a western nation to "Westernise". I can understand it for the Americas, as those nations are isolated for most of the game (and the world, historically). But for nations in the East, Asia, Africa, who had frequent visits by Europeans, trading with them as well; You would think that a border is completely irrelevant. Take for instance Morocco and Iberia. Why does Morocco have to border the western nations in Iberia when there is only a 20km gap of water?!

Morocco would be adjacent by land to enclaves held by Portugal, Spain and England during the game's time frame.
 
2. You have to be so many tech levels behind a European country: This kinda means that if you want to westernize, you have to intentionally fall behind and do badly. If you wisely spend your tech points and maintain technological parity with the west, no westernization for you!

Well this makes sense. If you are not falling behind on tech then your subjects would never allow you to do such an outrageous thing as westernising. Only if they see they cannot keep up would they ever grudgingly accept it (and not even always that). When you are up to date, there is just no need.

3. You lose all your Monarch points, that just means that players are going to spend all their monarch points before they westernize.

Of course, otherwise you'd stockpile monarch points and buy back your stability immediately.
 
To be honest I never liked the "you have to be a fair bit behind in tech to westernize" part in EU3 and I'm not sure why it would make a comeback for EU4.

If you're not actually behind in progress, how do you justify throwing out your heritage and adopting western ways?
 
If you're not actually behind in progress, how do you justify throwing out your heritage and adopting western ways?

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'.