Well, if were talking about a full scale rework then here’s my two cents;
Unique units:
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(Age 2) Sipahi - 120/160/180 hp, 0,2 / 0,2 / 1,2 armor, 12/14/15 attack, 3.75 range, 1.5/s attack speed, 1.62 move speed, 20 sec train time, 120 food. Available in military schools without advanced academy
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(Age 3) Janissary - 150/175 hp, 2,0 / 3,0 armor, 14/16 attack, 6 range, 1.5/s attack speed, 1.35 move speed, 35 sec train time, same cost as now. Uses melee siege attack.
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(Age 4) Great bombard - 250 hp, 0,30 armor, 200 attack (+ 800 vs buildings, + 150 vs artillery and ships), 18 range, 20 sec reload, 0.5 move speed, same train time/cost. No splash damage. Replaces Bombard
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(Age 3) Mehter - same stats as now. Only improves infantry and cavalry. Does not provide bonus as an aura - instead gives a specific bonus based on what formation the unit is in:
Line formation - + 2/3 attack per age
Wedge formation - 15% move speed
Staggered formation - +5 line of sight
Stand Ground - +2/3 melee and ranged armor
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Remove janissary guns since it doesnt make sense anymore.
At the games point in history, the Ottomans included units from got knights (called rumeli sipahi - rumeliots) and janissaries and from the european side while they got the OG turkic horse archers (timarli sipahi) and azaps from the asain side. So as to not flood the roster, I took the more iconic ones from each side and generalized the timariot into the sipahi - there were more of these than kappikulu.
Ottoman timariots (sipahi) functioned like a medium cavalry after theyre arrows were spent. A cav archer that can switch to melee is too good in this game, so a decided to represent that with higher durability. The end result is something stronger than the Rus archer and more affordable than the camel archer. The pure food cost is an edge to its late game potential to give an cost vs pop argument vs the new janissary.
Janissaries were an all purpose unit that were used to fight in melee and at range, but again, balance. So we have an archer that has high hp, some melee armor, and high move speed as a nod to that they should be a pain to kill with melee units. The dont to any bonus damage to light units like typical archers, so I added that to the overall base damage to push the generalist angle more.
Last of the icons, the GB is now a gunpowder Hui Hui pao - I tried to make it worthless vs infantry and cav, but still strong enough in its niche to be an attractive unit. The extra low mobility is to hold it back from mowing through bases too fast due to reposition is taking forever and also lets the enemy artillery time to reposition out of range.
The mehter redesign feels like it should be closer to what is really was - an improvement to battle field organization. Its quite a bit weaker over all, but I feel that the current mehter is just too strong. The civs current unit roster means it kinda needs to be as powerful as it is, but having one unit carry a civ feels pretty wierd - so, since there’s better units proposed, a weaker mehter is also justified.
The removed techs/viz points are just to keep consistent with the changes to the units
Unique techs:
Jans, horse archers, and artillery cover the big icons of the Ottomans so I tried to fit in some of the significant but less known details here.
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(Age 2) Deliler - horsemen gain +15% attack and move speed.
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(Age 2) Thumb ring - archer units gain - 35% reload rate
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(Age 4)Timurid warfare - sipahi gain +5 melee armor
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(Age 4) Volley guns - ribauldequins gain +3 range and line of sight. Available from Mehmed Imperial Armory.
The Ottoman had a light cav were called Deli, and were kinda like a semi nomadic group operating near the frontiers. They were better known in the regions and generally overshadowed by sipahi/jans/cannons so a s
Thumb rings - specifically the ones for the asian style of archery where you pull the arrow to the cheek instead of the european style where you pull to the chest. Said style also was designed to be effective on foot or mount and was developed by the old trukic tribes in central asia. Honestly, belongs to Central Asia as a whole, including chinese and mongols. Since regional techs arent a thing the, giving it to the turks makes the most sense.
Timurid warfare is about the Tamerlane incident - it happened in the relevant era and was a huge enough deal to get some kind of nod to it. The main innovation of Tamerlane was that he made heavier armor popular among horse archers. This was a significant improvement to horse archers in melee combat since before, they had to leave that hands/arms totally exposed to use their bows. The Ottomans adapted that to their own later.
The innovation Ottos brought to gunpowder use wasnt giving firearms to infantry - they did that after they saw it work for the Hungarians/Austrians. What they did do, was develop and use more effective gunpowder field artillery - the volley gun was a big deal in their invasion of Egypt where they used it to counter the mameluke cavalry. Hence, a neat little upgrade to their ribauldequin.
Military Schools:
By age 4, they scale up to a pretty solid effective res bonus (900 - 1000 res/min) provided you take the two viz points for them. That said, this mech has to scale all the way to age 4 - you not only have the MS number gated by age but also the production speed bonus - so they start with too little to matter in age 2/3 where most of the games end.
My proposal is to make them an age 2 building with a max 4 build limit and rescale the train time bonus to 20/40% in ages 3/4. This way, they should give a reasonable boost to any age.
Landmarks/Viz points
- Istanbul Imperial Palace moved to age 4 - Enabled training of elite royal guard units*.
- Istanbul Imperial Observatory removed.
- Sultanhani Trade Network moved to age 3. Acts a market. Can be packed and moved. Garrisons up to 15/25 traders per age.
- Galata Tower added as an age 2 landmark - acts as a stone wall tower with high fire armor and can fit great bombard emplacements.
- Janissary company and mehter drums removed.
- Add Egyptian bread basket - Food traded from markets is fixed at a minimum of 80 food to 100 gold.
- Mehter reconnaissance - gives units true sight in staggered position.