Ottoman general discussion

Other civilizations have an option to build bridges too.

When I change stone bridge characteristics, it becomes precache red box visual error… But wooden bridge you can destroy and rebuild again and ships + units can move under wooden bridge too.

Content Editor has lots of limitations, and bugs. It is not easy to add new ideas.

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Yep, it feels like calling a Queen, instead of a King and is truly dishonorable.
Back in the medieval period, especially in Asia, gender was a huge part, as It decided which gender will have more power naturally.

Yeah Katun is the female equivalent of Khan…

Those are women who led the Mongols. There were others, maybe even ones we don’t know about, but there at least the two who also participated in battle and led.

So are you offended because the tool tip of the unit in game still says “Khan” when it’s female… or because the unit is female sometimes?

Because the unit is female sometimes. It must be a male unit. Female unit with such title cannot exist and I cannot imagine one in my brain.

So it’s not just being a bit silly and nitpicky, it’s being sexist.

We know there were women leaders of the Mongols, so you can’t really hide behind “historical accuracy” as your excuse.

It sounds like gender is still a huge part for you.

That seems like more of a YOU issue than a game issue.

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Anyway we are way off topic now, we were talking about the Ottomans and someone mentioned “SJW”, as if that had any relevance to the topic, and then we have that guy crawl out of the woodwork getting offended by women being in his video game.

Ottoman horse archers:

Horse archers are good because they are ranged and they are mobile. I would worry that they would be extremely strong with the Mehter. A ball of archers with a Mehter is already very strong with the movement speed and attack speed buffs.

If I were to give it to them it would be just a Castle or Imperial tech or mayyyybe a level 3 Vizier point. It would give Sipahi an activatable that let them shoot arrows for a few seconds.

It would have a decently long cooldown and would only last long enough for a few shots.

That way it becomes a fun micro ability to use before engaging in melee, or while avoiding spears, or while raiding, but it can’t be used very often to avoid making them OP.

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After battling with the content editor for hours i made a mod that adds horse archer to ottomans and i also changed the stats of janissary a little bit mod name is:“Ottoman Horse Archer and Janissary” people who want to try it can look i also thank @MomentoTR89 for his help

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Hey…at least they don’t have for now…we can expect the devs add one campign for them in the future dlcs…

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Focus on the discussion, any off-topic comment that seeks to generate controversy or feed trolls will not be tolerated.

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By the way I highly doubt they will make a change in the civ from now on. Yes a dev came here and showed they read these but I highly doubt we will ever see a horse archer unit or any change in that extent for the Ottomans or any other civ.

rip hopes of any otto rework

we cant know that they may add horse archer adding it in to game is no big deal and game changer so who know maybe we see a horsearcher among the ottoman units

Actually, the Horse Archer will one day become a shared unit just like what happened with the Imam, which was once a unique unit for the Abbasid Dynasty but became available to other civs when the Malians and Ottomans got added. Not to mention, the horseback archery was so widespread that it’s such a joke for the Horse Archer to be available to only one civ as a unique unit. It’s like the Knight being a unique unit of the Holy German Empire.

for example english didnt have horse archers or french or hre so there can be a generic weak horse archer but even then those civs shouldnt get them

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That’s a good idea. Of course, I sure didn’t mean give the Horse Archer to every civ but give it to just the civs that used archers on horseback like the Chinese, Persians, Magyars, Viets, Ottomans, and Bulgarians.

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Should be regional methinks. Ottos lead gunpowder mainly as field artillery - better seige cannons, anti artillery and volley guns (ribbauldequins). IIRC gunpowder for infantry and cavalry was incorporated after a fight with europian (austrian?) gunpowder infantry did almost beat them one time. Till then, the name of the game was swords and bows for infantry and cavalry so its weird as heck for them to NOT have ranged cav of some kind.

Reviewing old versions of the game (Vanilla, season One, season Two, etc), especially the campaign and going through the fandom wikia, I discovered one or another change that occurred in units and that could then be considered viable to rescue the janissary.

In the abbasids, the camel at the time of departure had a very low attack, to the point that it was the same as the current janissary. His bonus was also anti-cavalry. To summarize, here the data

Camel Rider Update

Ok, so we have that the camel rider was very weak…against everything except cavalry. What did the developers do to improve them? Base attack increased and bonus decreased. That should work partly with the Janissaries. So I did an analysis in excel. Let’s first look at the status of the base Jenisaro vs a man-at-arms:

As noted, while only 6 handcannoners can take down an elite man-at-arms, not even 10 Janissaries at the same time can kill one, you need at least 13. On the other hand. If a single handcannonner were to fight an elite man-at-arms, if you manage to hit him 6 shots he’ll take him down. The janissary on the other hand, not even in 20 seconds does it. Consider aside, that the handcannoner has 130 HP, while a janissary has only 90 and 105 elite!

Anyway, to solve it I created 2 versions, considering the rounded attack bonus they would have when developing chemistry (+20% attack, which usually rounds up).

With version 1.1 at least they are able to get them down in the elite version if they focus on 10, and in post-imperial they only require 9 hits to get down to one, and attack the next one, whose attack speed stands out.
With version 1.2, the change is only slightly more minor, they require 1 less attack, but the anti-cavalry bonus has gone through the roof.

On the other hand, with light armor units, in the case of spearmen, the result is more than optimal:

It only takes 4 handcannoners to beat one hit spearmen, 8 janissaries in the current version, and 6 with my version 1.1 and 1.2. I believe that the advantages are significant with the modification that I propose.

Oh, and of course, PLEASE increase the Janissary’s HP from 90/105 to 100/120, or 95/115. I think that’s actually the biggest weakness they have. They are the only gunpowder unit that has such a low HP, even considering that they have an elite version.

If I were to make a change it would be this.

Ottomans seem to be doing quite well overall though, have to be careful about any buffs.

Janissary should either become a heavy unit and remove the range penalty and get melee armor ONLY (counters would be siege and crossbows, other noncav range units would be soft counters cost for cost) or

Reduce the penalty down to 25% from 50%, this way castle jans still die to 2 shot mangonel but now require 1 extra shot from crossbow and 2 extra shots from veteran archers.

Also the 2 free jans pzivor points tech now caps out at 4 jans maximum (2 per school) BUT also gives jans +0.75 range (4.25 tile range maximum)

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Its mainly the military school pressure and mehters thats keeping ottos alfoat. I wouldnt expect adding viable jans to tip any scales, unless

Otto knight balls with the odd mehter is prolly gonna remain be the best general purpose army for the civ barring extreme changes.

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