How to make arabia as ottomans eu4


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  1. August 23, 2013, 7:30 am # 1
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    [EU4 Vanilla] The Ottoman horror





    “Verily, Constantinople will be conquered. How excellent is the commander, the commander [of Constantinople]! And how excellent is the army, that army [which conquered Constantinople]! ”- Hadith of the Prophet Mohammed

    The rule of the Karaman was measured,
    If the opportunity arises, he's a dead man
    - Poem by Mehmed II.







    So, since a beginner's story was requested in the EU4 thread, I'll just follow it up. It's not a spontaneous decision either, but I've been thinking about writing a story for a long time, but I couldn't think of a game that could captivate me long enough and that either doesn't have a story yet or which is worth it, several to write about it.

    I also thought for a while about which nation I should play, the Ottomans were the favorite, stupidly I've played them for a long time, but didn't think about taking screenshots. The other candidates were France (but to be honest, it's too exhausting for me, at the moment I'm pretty annoyed by the game), Moscow (I've already played to my stomach in EU3 and well, the conquests in the East, to be honest, I found quite boring), Poland / Lithuania (but I'm not interested enough to write a story about it), Austria (for that I would have to deal with the HRE mechanics first and I'm actually not a fan of all the Diplo stuff there) and Castile (also Played enough in EU3 and somehow I don't feel like colonizing, besides, the initial ruler is a failure). I once ignored England because you can't really call the EU4 beginner-friendly.

    In the end I decided to just start over with the Ottomans, because in the current game I only rolled over the Middle East and I want to see what changes this time. I just hope for a little luck with the Crimea and some events. Does the Janissary Event always come or only sometimes? It would be a shame if I don't get it this time.

    Since the story is designed for beginners, I'll probably spend a lot of time explaining it. However, I will not play numbers games or break everything down 100% because I either only roughly understand the mechanics myself or I would like to leave it to other players who are more familiar with it (trading, for example).

    But I'll mention that when the time comes and I hope that if I make a mistake, I won't get too much on the lid ... because that can happen.

    Well, enough preliminary skirmish, let the game begin!

  2. August 23, 2013, 08:54 # 2

  3. August 23, 2013, 9:00 am # 3
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    ... or not, because before I finish the break, there is a lot to do.

    The starting situation:



    We are quite a large country for starting conditions, with an impressive army and a medium-sized fleet, surrounded by many smaller nations that are just waiting to be accepted into our glorious realm ... at least from the sultan's point of view.



    So open up the country overview and see what we can do. Our government is a despotic monarchy, which gives us 2 bonuses: -1 on the national risk of revolt and -10% on unlawful claims. This is one of the few things where I'm not 100% sure, but I suppose that by making peace you will get the provinces that you are not actually entitled to cheaper.

    You can also see the name of our Sultan Mehmed II. Fatih Osmanli, who is almost perfect with 5/5/6 values. That will give us a nice start.

    Accepted cultures are Turkish and Greek, I'll get to that in a moment. With the country modifiers we have + 1% missionary strength through the Sheikh ul-Islam title and 5% taxes through the Jizya. Such modifiers can be obtained either through events or decisions and they can be positive and / or negative.

    We haven't hired any consultants yet and a power gain of 8/8/9, 3 base value + the values ​​of the monarch. The consultants can increase this and two things can lower it: too many diplomatic connections or too many military leaders.



    The diplomacy view. We currently have one of four permitted diplomatic relations. If we should go beyond that, that gives -1 to the monthly diplomatic power points, as I said. Furthermore, our diplomatic reputation is on 2 (with 2.5 legitimacy bonus, is apparently rounded off), this can be increased with advisors and it influences the speed of annexing vassals / integrating a personal union. I will go into that later with concrete examples (at least I hope, but I have no idea whether the Crimea will play along this time).

    We are at war with Albania, we have a ceasefire with a lot of European countries, reasons for reconquest war against Aq Qoyunlu, Candar, Dulkadir, Karaman and Ramazan and we guarantee independence from Athens. The reasons for war come from owning provinces that we consider to be our core area. Athens' guarantee comes in handy because it prevents Byzantium from swallowing it. I will probably extend that to Rhodes, they are guaranteed by Venice, but that didn't prevent Byzantium from annexing them in the last game and I don't feel like waging 2 wars again this time because Byzantium has too many provinces to be annexed become.

    In addition, we can choose rivals here, see our accepted cultures, espionage efficiency, state of the art, prestige, stability and idea bonuses. Find the latter a little pointless here, but okay.



    The economy. In general, tax revenues are the highest, followed by production and then trade. However, you can also earn quite a lot of income through trade, especially with the Ottoman, because 3 trade centers are within easy reach. So I got 20 gold per month towards the middle / end of the 16th century! Let's see if I can do it again.

    We currently have a 5% bonus on tax revenue from the Jizya and 1.2% from the lack of piety. In the picture I have highlighted the military accommodation, because you can see that reinforcements / supplies cost extra and that not too scarce! You should plan for that in the war, otherwise you will quickly end up with empty coffers.

    Below you can see the inflation that is caused by loans in EU4 and when the income from gold provinces is too high compared to the rest (has not happened to me yet, no idea where the limit is). You can also raise war subsidies that I haven't used yet. Let's see if I can try this out. You can also take out loans that have a 4% base interest rate and increase inflation by 0.1 per loan.



    The trading screen. 1.62 Income is not really great now, but we haven't even conquered Constantinople yet. I'll go into the trade in more detail later when I start building the buildings.

    First of all, I only show the trade routes on the map. Constantinople currently has a trade value of 4.04, of which 0.71 continues to flow to Ragusa and we have 33 influence there. The Crimea has a trade value of 2.76, of which 0.25 is sent on to Kiev because Lithuania and Moldova use their influence there, while nothing flows towards Constantinople because nobody is active there. You can either collect money or use influence in a trading center, neither is possible. We are not currently operating in Crimea because Alexandria is better suited for it.

  4. August 23, 2013, 9:35 am # 4

  5. August 23, 2013, 09:53 # 5
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    In Alexandria we have an influence of 2.11, the trade value is 3.81, of which 1.04 is forwarded to Constantinople, 0.65 to Venice and 0.44 to Genoa. Right from the start, this is where the dealer sits and has an influence on it, albeit with only a small value. It's only going so much in that direction because all the smaller nations are helping here and Venice / Exactly itself also has little influence in the area. I will probably lose Alexandria in the short term as soon as more nations become active there.

    You can increase the influence through buildings and the ownership of the respective provinces in the area and of course the trade center itself. I will show that again and again during the game.



    The technology window, through the Ottoman tech group, we have a 25% malus on the research costs, which increases the price from 600 times to 750.

    Because of the great ruler we will be able to keep up with the Europeans, at least initially. The first technologies are all useful. Ideas bring good advantages, the marketplace and dock significantly influence trade (in combination with the rest of the buildings) and the armory increases our manpower. In this game, however, I will focus on administrative and military research, because diplomatic research is only useful for colonization apart from trade. The trade range bonus at this level is very interesting if you intend to place a trader in more distant areas, e.g. in the Caribbean or Africa. The military also has 0.25 military tactics, 0.5 land morale and 0.1 infantry melee strength. You can also see that the cavalry is twice as good in close combat as the infantry.



    The idea window, through the nation's own ideas, which are different in each country, we get a start bonus of + 10% discipline and a 33% reduction in costs for the core creation, both of which are quite strong. If there are 3 ideas below, a further level is unlocked, the first brings 33% more to the religious unit. Pretty practical, because we will have many Orthodox provinces, especially at the beginning, and so we would have to endure the Mali due to incomplete religious unity. With an additional risk of revolt and increased stability costs, these are also quite severe if you are not careful.



    The choice of ideas. I will favor the religious branch, the defensive branch and later the economic branch. Yes, I know that administrative power is used a lot and that is why you should take military ideas first, because you generally have more of them, but I can cope with that through the good ruler and the branch of religion gives me the advantages that are not to be despised :

    - As shown in the picture Unam Sanctum, which gives me a permanent reason for war against all pagans.
    - 1 additional missionary
    - 25% less stability costs
    - + 3% missionary strength
    - Tolerance of true faith +1
    - + 1% annual prestige
    - Tolerance of the heretics +2

    And when the tree is closed, 100% on improving relationships. The advantages are unlocked in stages and each time cost 400 power points of the respective branch. Compared to the tech costs, that's still cheap.

    Why defensive ideas and not offensive because I will mostly attack? Because with the Ottomans I have to worry less about the national manpower or the troop limit and we already have a 10% bonus on discipline. When it comes to defensive ideas, the first 4 bonuses that appeal to me are:

    - +1.00 army tradition per month, is not so popular now, but at least something
    - 0.5 morale, since morale is essential in combat, the mMn is the strongest bonus here
    - +1 to the siege value of the leader, as sieges can last a good year, this is useful to finish faster
    - 10% less maintenance costs! They're pretty hard for me, unfortunately the bonus is so far behind that it is actually almost useless again when I reach it, because I'll be swimming in revenue by then.

    I'll probably take quality and / or aristocracy later, let's see when the time comes. But the whole thing is a bit a matter of taste and everyone probably handles it differently. Only a few basic things are really important, such as the size of the country and thus the potential manpower / troop limit, focus on colonization / proselytizing / diplomacy, any necessary ideas for decisions and similar considerations.



    Like the centralization of the economic ideas I need for the militia act. And anyway, the branch is quite useful, so I'll probably take it. Details when the time comes.

  6. August 23, 2013, 10:14 am # 6
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  7. August 23, 2013, 10:29 am # 7
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    The tab for missions and decisions. You always get the choice between 3 missions that change at certain intervals (1 year?). Actually, all three of them are useful because I plan to diplomatically vassalize Dulkadir, which is actually unnecessary because I have a core on it, but I want to show here how it works and I can afford it. Maybe it's even better that way, so as not to start one war after the other, which the AI ​​doesn't necessarily like and I'll still wage wars enough.

    Religious unity is also my goal, but more of a long-term one, because it takes quite a long time and a lot of Orthodox provinces will be added first. And because Byzantium is my first destination, I'll take the mission right away. Only brings 5 ​​prestige, but still.

    At the moment I can only make one decision, the accusation of sectarian practices shown in the picture, which brings -1 risk of revolt as long as the current ruler lives and gives me 15 piety. The picture shows a second green tick for the Devshirme system (+1 revolt risk for + 10% national manpower), but for that I need 100 military power and I've already recruited a general (which costs 50).



    Here are the conditions for the militia act, one must have centralization as an idea, along with a few other requirements.



    The stability / expansion tab. Here you can see the current stability and war fatigue, which, as you can see in the picture, can have quite severe negative effects. As a result, my first war in the France game in combination with the overstretching pretty much ruined everything, which is why I reloaded. Well, as is well known, you learn from mistakes.

    Particularly noteworthy are the national revolt risk, which already increases by 1 (!) At such a low level, and the costs of establishing the core province. That can be pretty bad at the end of the war. War fatigue can also be reduced by investing 75 diplo points, which is quite expensive, but reasonable. You should also be careful and not wage long wars.



    The stability brings either positive or negative modifiers depending on the level. The increased taxes and missionary strength are quite useful, so I'll try to keep them high. However, there are a lot of events that can spark you in there and so far I've only had 2 positive ones ... one exactly when I had +3 stability anyway. Typical.

    The low religious unity increases my costs by 47%, which is quite a bit.

    Then you see values ​​on colonial expansion that I won't go into here because I haven't looked at them yet and will probably colonize late in this game too, if at all (if you still have to colonize the khanates, so far I am not yet got around). And the spreading or overstretching, as it was translated into EU3 (I also thought it was better, spreading doesn't really fit). I'll go into that later when I have them.



    At the bottom you can still see the rebel overview. There are currently Bulgarian and Greek underground activities in the Ottoman Empire due to the recent conquest of the respective provinces (but before 1444, i.e. before the game starts). the 9.4% is the sum of the revolt risk of the individual provinces belonging to it and if rebels occur there and conquer all my provinces, their demands are automatically enforced, which would mean the liberation of Bulgaria or the annexation of the Greek provinces to the Byzantine Empire. That also costs prestige, leads to autonomy for 20 years (which either prevents declarations of war or makes them expensive, I suspect) and gives me a claim to these provinces so that I can recapture them. No thanks.

    In the picture you can still see the values ​​that flow into the national risk of revolt. So legitimacy is quite useful and important here, while war fatigue, religious unity and overstretching are dangerous. As with many things, one can also use counselors to reduce it. There are no ideas for this, but some forms of government, like my current one, give a bonus of -1.

    edit: forget pictures.

  8. August 23, 2013, 10:50 am # 8
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    Thank you for taking the trouble to write a beginner story!
    I think that as a newcomer I will take a lot of useful tips with me.

  9. August 23, 2013, 11:14 am # 9
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    Religion. We are Sunni, which gives us a bonus to tolerance of our own beliefs and a 100% increased chance of an heir.

    The mechanics here are different than with the Christians, here there is piety instead of the papal river and cardinals. I also find it more practical.

    With low piety there are bonuses on tax revenue, manpower and tech costs, which I think is great. High piety brings 3% missionary strength, +1 morale and 50% fortress defense, which is also very strong. Both are only useful depending on the situation (apart from morals, which can always be used), which is why some planning is necessary. The piety is increased / decreased on the one hand by events (which popped up very often in my first game, let's see if this is the case again this time) and declarations of war against one's own belief or another belief. Wars against Sunnis decrease the value, wars against the infidels increase it.

    So you should think about how to wage your wars and not even conquer something there, once there, but rather concentrate on the west / north or the east / south. I think that's a good idea.

    Below is an overview of the current provinces with the "false" beliefs that are covered up in the pictures, but I'll show them later. But you can see that my religious unit (forgot to translate this, paradox? ) is only 50% because I currently own many Orthodox provinces in the Balkans.



    The last overview tab is the military tab. Here you can see the currently used units and their values ​​or you can change them if there are better ones or if you want to use more defensive / offensive units depending on the situation. In the case of the fleet, on the other hand, only the latest type of ship is used, probably because there is no defensive / offensive distinction.

    Below you can see various things, such as the fleet / army tradition, which increases through battles won and influences the values ​​of the recruited admirals / generals. Likewise the respective morale and the current troop limit. If you exceed that, you pay extra for each unit. The military tactics determine the damage suffered by the armies, while the discipline is responsible for distributing them. Defense, on the other hand, affects the length of enemy siege intervals, which typically last 25-35 days.

    To the right of that is an overview of the leaders, at the moment I've already recruited one, 1/2/1/1 is pretty good for the low army tradition. I've seen worse ones.







    Above you can see the displays for the current treasury, manpower, prestige and legitimacy and the respective modifiers. As you can see in the previous pictures, an EU4 gives significantly more feedback about the relationships between the individual parts than does EU3.

    Prestige is good for trade influence, morale and diplomatic relations, while legitimacy, above all, significantly lowers the risk of revolt and gives a nice bonus to diplomatic skills, which, as I said, influences annexation / integration or even accelerates it considerably with a high level of legitimacy and a good advisor can be a difference of several years to a whole decade!

    That's it for the first time with the country overview, I hope that I did not exaggerate with the explanation and formulate obvious things too much.

    Already almost 4 hours of writing and not even started. Now there is also a short break for a quick break.

    Are there any questions?

  10. August 23, 2013, 11:22 am # 10
    Now that you've explained everything, I can also think about a story

  11. 23 August 2013, 11:33 # 11
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    Fine thing this AAR! Hopefully you will last a long time with the accuracy.

  12. August 23, 2013, 12:08 pm # 12
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    My face, I only understand station Oo But still:

    I'll read through everything again ^^

  13. August 23, 2013, 12:10 pm # 13
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    Thanks. I will try.

    Quote by Nahoimi
    Now that you've explained everything, I can also think about a story


    Break ended, let's go on.

    Next, I'll go through the different map modes in the lower right, because there are some pretty useful ones.







    The religion mode. Green is Sunni / Shiite, brown is Orthodox, yellow is Catholic. The dashed line is the state religion. As you can see, our missionaries in the Balkans have some work ahead of them, while in the Crimea and Arabia there are almost only Sunnis, which means that I no longer need the piety bonus.



    The diplomacy mode. Green is our heartland, dashed are my core provinces / claims to other nations, countries highlighted in red are at war with us and turquoise colored allies. I don't know about vassals, I think they're light green, we'll see that then.



    The sphere of influence. Athens is guaranteed and therefore in the Ottoman sphere of influence. But I don't know whether there are bonuses on diplomatic annexation in EU4 as in EU3, at least nothing is displayed in the tooltip, or at the time I had nothing in the sphere of influence. I'll take care of it this time.

  14. August 23, 2013, 12:26 PM # 14
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    Quote by Xeronas
    My face, I only understand station Oo But still:

    I'll read through everything again ^^
    Yes, the game is a bit overwhelming at the beginning, it also took me an hour to look at the interface.



    The cultural areas. But the colors don't show whether the respective culture is accepted or not, there is a separate mode that I also show. You can see the respective culture without having to click through all the provinces. Whether this is really important now can be debated, but it is quite useful. And has great colors.



    The regions mode, not to be confused with the culture mode. In EU3 I could never see any benefit for this, but in EU4 I had the mission for the first time to delight all provinces of Asia Minor with Turkish culture (or was it to create core provinces? Well, something like that). So I found the overview very useful, what now counts in Asia Minor and lo and behold Rhodes is one of them.



    Here the risk of revolt, offers a color overview and a display when you move the mouse over it. There are, however, other options. Still, you can use it, I rarely do.



    The economic mode, here you can see the tax revenue. Izmir is pretty juicy, the rest is around 6-9. Except for the yellow and red provinces, either the religion or the culture is wrong or both, which significantly reduces the income. Or there is still nationalism, which often happens right after the war. I just think it's stupid that it lasts so long ... ~ 30 years.



    The manpower display. Very good if you want to see where you can find armories & co. should build without having to click on each province individually.

  15. 23 August 2013, 12:39 p.m. # 15