The game doesn't simulate the decline of the ottomans very well unfortunately. best way to beat them is to have lots of strong allies willing to fight them.
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So you've clearly never heard of building spy network on them and dukaldir at start, and pushing for war asap. Always used to work if ottos already at war in westYou certainly can, although most mp groups don't usually outright ban them, but encourage getting skilled Mamluk, Austria, and Poland players to match them. At least having a skilled Mamluks can at worst heavily slow down the Ottos player, since even if Mams loses, Ottos will be almost bankrupt (unless the Mamluks player severely misplays). However, in order to compete on even a slightly even playing field, the Mamluks player has to often resort to gamey tactics like selling Darnah (in Libya) to Candar in order to vassalize them and use a reconquest CB on the Ottos player, while also rushing Defender of the faith (before Ottos can click it), rushing golden era by getting more vassals and upgrading trade centres, and selecting a second ruler of the culture of your morale advisor so the mams player can take a +4 morale advisor at 50% cost (-25% from same culture as ruler, -25% from amirs estate privlege). The mams player will also need to quickly build a galley fleet in order to block the bosphorus once Kocaeli is sieged down (if they even can).
The rushed reconquest CB from vassalizing Candar is often necessary to counter the Ottomans player using an equally-gamey tactic to sell Mentese to Byzantium, then building to force limit, and using the perma claims on western Anatolia to reconquest Byzantium instead of having to wait for a 20 point spy network for a claim on Constantinople. The Ottomans player will also build forts on Hamid and Sivas (highlands in the east and west respectively) and often try to either ally or vassalize Albania so that their army will attach to one of the main Otto armies and get Skanderbeg to lead battles.
Ming OP pls nerfAll these people down voting me seem to have been oblivious to the fact that I said an Ottoman PLAYER is ridiculously OP. As in, in order for single players to have their "end game boss" multiplayers have to deal with a nigh-unstoppable demigod in the hands of even a semi-competent Ottos player (unless an extremely good Mamluks player reigns them in early).
-10 years of separatism and -2% global unrest are pretty good.no reason to take Humanist
So you've clearly never heard of building spy network on them and dukaldir at start, and pushing for war asap. Always used to work if ottos already at war in west
Bingo. And it gets pretty dull after 1000 hours if all you ever do as a European or Middle Eastern is tangle with them.I'm not sure why people don't think that the Ottomans don't have good ideas.
+5 Disc on Nov. 11, 1444 -- Amazing
+3 Tolerance of Heathens on Nov. 11, 1444 -- Amazing. Never worry about religion again, no reason to take Humanist or Religious Ideas.
-20% CCR +1 culture -- really good
+20% Manpower Recovery -- pretty good, considering that your manpower levels is seemingly critical for keeping the new psycho-killer AI from attacking you once you attack someone else
+15% Cav Combat -- Meh
-10% Cost of War Reduction -- Meh
+10% Tax -- Meh
+10% Trade Efficiency -- Pretty Good
-10% Ship cost -- Ok
+33% Land Force Limit Modified -- Amazing
While you can find much better Military Ideas in Poland or Prussia, this is a well-balanced set of ideas. It will help make you money enough to field all those units.
Then, there is all the stuff that buried under the surface in their mechanics, like the constantly amazing heirs, the excellent starting position with many weak neighbors, the superior Anatolian Units, very good missions with natural claim development, the crazy age bonus that melts forts with a glance. Sunni Religion, which is at least A-tier.
With improved AI economy, more generals (which the AI doesn't spend mana on) they can actually create general led doomstacks very early. Coupled with increased AI aggression and less frequent stackwipes, the Ottomans huge manpower battery makes it pretty terrifying.
I'm not crying here, I'm just being realistic. I defended the Ottoman relative power just one patch ago. All the AI nations are better, but the inherent advantages of Ottomans makes them multiplicatively better, not linearly better.
I cannot stress enought how much I disagree with these two. 10% trade efficiency does nothing for the thing that actually grants you a solid base for trade income - steering from nodes. It is only a 10% modifier to your collected trade. By the time those 10% trade eff. is an amount with serious, meaningful impact, you're so late in the game I wouldn't consider a National Idea slot dedicated to it "pretty good". If it was trade power or steering, sure, but efficiency? That is, at best, a meh idea.+10% Trade Efficiency -- Pretty Good
-10% Ship cost -- Ok
Anyone can get this with an advisor but agreed very good and saves quality however morale seems to matter with the combat reworkI'm not sure why people don't think that the Ottomans don't have good ideas.
+5 Disc on Nov. 11, 1444 -- Amazing
Muslims get dhimmi privliege, everyone else gets +2 tolerance as a burgher privliege+3 Tolerance of Heathens on Nov. 11, 1444 -- Amazing. Never worry about religion again, no reason to take Humanist or Religious Ideas.
Very good but admin's 25 is early on and you already get so many good claims on mission trees earlier-20% CCR +1 culture -- really good
Yeh good early game but you've got the economy for mercs and cannons post first 60 years+20% Manpower Recovery -- pretty good, considering that your manpower levels is seemingly critical for keeping the new psycho-killer AI from attacking you once you attack someone else
+15% Cav Combat -- Meh
Terrible-10% Cost of War Reduction -- Meh
Nah+10% Tax -- Meh
+10% Trade Efficiency -- Pretty Good
More meh considering said economy-10% Ship cost -- Ok
By the point you get this idea you'll already have a massive FL due to owning all Levantine provinces+33% Land Force Limit Modified -- Amazing
Not well balanced, some good but severely power crept by other tagsWhile you can find much better Military Ideas in Poland or Prussia, this is a well-balanced set of ideas. It will help make you money enough to field all those units.
Good but not amazing, can still get 1 in a stat, and players can always just reroll heirs cuz cba to lose 50 prestigeThen, there is all the stuff that buried under the surface in their mechanics, like the constantly amazing heirs,
Many get thisthe excellent starting position with many weak neighbors
Agreed, the superior Anatolian Units,
No very awkward claims, why do i need karaman before i can get aq egvery good missions with natural claim development,
For the first 60 years of the game or so and you still need to balance aethe crazy age bonus that melts forts with a glance.
AgreedSunni Religion, which is at least A-tier.
Scary but not terrifying as you can either smother in cradle or outblob them then fightWith improved AI economy, more generals (which the AI doesn't spend mana on) they can actually create general led doomstacks very early. Coupled with increased AI aggression and less frequent stackwipes, the Ottomans huge manpower battery makes it pretty terrifying.
Ai ottos should expand faster early game but also have reworked disasters, ming has had so many reworks to reliably collapse after they keep changing mechanics which accidentally make ming too stableI'm not crying here, I'm just being realistic. I defended the Ottoman relative power just one patch ago. All the AI nations are better, but the inherent advantages of Ottomans makes them multiplicatively better, not linearly better.
How often did you armies collect together? Did armies go over combat width?I played a number of games around Ottos (Venice, Genoa, Byzantium, Serbia, all a few times) and in this patch they are the strongest that I’ve seen. Stupid friendly AI in 1.33 is not helping either, but it seems like there is a bit more than that.
As an example, play a game with Serbia now and I fight them with almost 2/1 troops, higher morale (advisor), same discipline (icon), same tech 6 (me at least) and not much worse battle pips generals (Ottos F/S 5/1, mine F/S 0/4, but its shock that matters more at this level AFAIK) and I lose without it being even close.
Bigger picture wise, I am allied with Austria, PLC, Savoy and Pope (who called for Crusade against them) with 2:1 troop count and we are losing, so something seems different compared to previous versions. Previous run (yesterday) ended when they crushed me, Austria and PLC like bugs. In past one could hold ground and win a bit against them with such odds.
I have managed to ultimately destroy Ottomans by late 16th as Wallachia, Nd i consider myself to be a mediocre player and I have used no exploits and cheesing of many kind.
Sure it took a lot of reloads due to nightmarish initial position Wallachia is in (surrounded on all sides by three gigantic power blocs) but I chose that challenge for myself, I knew it would be absolute hell in real life as well, and goddamn forming Romania and taking Constantinople was so worth all this struggle.
This is semi (somewhat, quasi) relealistic game, you have hundreds of countries to choose, if you pick a tiny weak nation next to like top 5 most powerful and agressive empires from the game's setting then don't expect low difficulty. Geopolitics is not about fair play and balance, this is no Starcraft.
(80% of my success as Wallachia was very intense diplomatic maneuvering to secure as many as powerful allies as possible and manipulate situation to make them at war with Ottos)
They still get the benefit of being a lucky nation surrounded by tiny nations they get free claims on, and this game's ai proves time and time again that it is much more capable in that scenario than it is of taking advantage of a set of national ideas.Unironically yes. Everything else has been powercrept into oblivion with permanent modifiers from missions, tag switching, religion overhaul, HRE buffs, Ming buffs, monuments, etc. Ottomans are an end game tag with 1 good NI (CCR), crappy missions, and units which fall apart after the year 1600.
Fair point, but isn't that exactly what you want to do -- improve your draw from the pseudo-end node you are trying to create in Constantinople.I cannot stress enought how much I disagree with these two. 10% trade efficiency does nothing for the thing that actually grants you a solid base for trade income - steering from nodes. It is only a 10% modifier to your collected trade. By the time those 10% trade eff. is an amount with serious, meaningful impact, you're so late in the game I wouldn't consider a National Idea slot dedicated to it "pretty good". If it was trade power or steering, sure, but efficiency? That is, at best, a meh idea.
Ship cost is likewise. As the Ottomans, [Anything] Cost is never going to be a big concern. Especially not Navy. Venice can be beaten by invading the Terrafirma, and after they are gone, you have no serious competition for the eastern Med, and everything else can be reached by land. Like trade efficiency, it's meh at the absolute best of times and the list of ideas I'd rather have is long.
The Ottomans have a few really good ideas, which are shared by idea sets whose other ideas are vastly superior to the Ottomans. What makes them seem so good is that their best ideas - CCR and discipline - are frontloaded, which makes them powerful without serious investment in ideas. Compare this to something like France, whose 20% Morale is idea #2 and whose 5% Disc is in Ambitions, or Spain, which requires you to actually, you know, form Spain, and it's easy to see why a lot of people overestimate how good Ottoman ideas really are. I'm not saying that it's a bad idea set, because that would be equally ridiculous, but they don't rank up there with the amazing idea sets by their own merits.
So the host allowed someone to pick ottos with apparently no one else nearby sans the mamlukes player. Doesn't sound like a competent host. The mamlukes player also hasn't guaranteed byz for some reason reason, and a lv 3 fort has been taken just like thatWith all due respect, this is a horrible idea, and shows a lack of mp experience fighting a competent Ottomans player. Building a spy network as a Mamluks player requires 20 spy network size, by which time the ottomans player will have sold mentese to byzantium, built to force limit, acquired a permanent claim on the province they just sold in Anatolia, and decced on Byz, then likely have peaced out for Constantinople, allowing them to become an empire, which will give them a greater loan capacity than the Mamluks player-> thus GG Mamluks.
Because then you can fabricate on a province you can get to day 1, rather than teke which requires mil access when you want to choke ottos so they dont go through karamanPushing for war on dulkadir also makes no sense when the Mamluks player can easily beat the Ottomans to a diplo vassalization, especially if they hire a diplo rep advisor.
Byz is a war in the west, as well as an additional navy for straight blockingAny competent Ottomans player will never be "already at war in the west" unless that west is annexing Constantinople in the first year due to the gamey exploit of selling Mentese to Byz to get a perma claim on them when they build to force limit.