Well, Ottos WERE good at sea, but spot on that the civilization is about TURKS not that single particular empire.
As much as I like the direction of focusing on the horsemen, the sipahi sounds painfully weak, even with the extra armor. Plus, the cavalry archer became a medium cavalry unit in the ottoman/timurid era so that goes back into the same issue of overly Ottoman centric.
The noise of the janissary talks drowned it out (thanks for the merge /s) but consider my redesign for the civ;
Turks
Cavalry and Gunpowder civilization
- Civilization bonuses:
- Villagers use their ranged attack by default
- Natural food sources have 50% more food (sheep, hunts, berries)
- Scout line upgrades free
- Cavalry units cost 25% less gold
- Ballistics, husbandry free.
- Team Bonus - Mounted units deal +3 damage to other mounted units.
The current turks hyperfocus on the end of the period where the civ transition into the ottoman empire. Valid, but it takes it a bridge too far when 3/4 of the civ is ignored. This concept aims to reflect the other 800 years of the turks in the time period - Oghuz and Seljuks mainly.
To make this, yet 'nother CA civ stand out, the focus would be on the OG horse archer tactics - in game, they have a natural compatibility with hussars, but irl the complement was cataphracts.
The cavalry gold cost reduction aims to make it a bit more feasible to have knights and CA at the same time. Otherwise the more practical, CA/huss is always there.
The easy access to ballistics and husbandry are to further reinforce the highly mobile, missile based approach. In the endgame, Janissary and Artillery is really all they need to cover the link to ottomans.
Janissary:
Unique upgrade to the hand cannoneer.
HP - 60
Attack - 22 (+5 vs infantry)
Accuracy - 75%
Reload - 3.45
Frame delay - 0.2
Range - 8
M. armor - 4
P. armor - 0
Speed - 0.96
Upgrade - 1000 food, 650 gold
The period does fit when the janissaries started using guns over bows but having it in age 3 doesn’t make sense, chronologically. The improvements to durability are reflect the operating tactics of janissaries - shoot their ammo bag, then go in for melee. Tercios weren’t adapted by ottomans for a while (if ever).
Silhadhar
Heavy cavalry, strong vs most units, especially cavalry. Weak vs spears and monks.
HP - 130, 140
Attack - 13, 16
Reload - 1.8, 1.7
M. armor - 2, 2
P. armor - 3
Speed - 1.45
Bonus: +3 vs cavalry, +5 vs cavalry
Cost: 70 food, 55 gold
Elite upgrade - 1200 food, 800 gold
For castle age, a heavy horsemen unique unit to highlight the Seljuks. I know that it was a cavalry type present in the seljuks and lasted well into ottomans. For a castle - imperial time span, it fit right in. The stat spread is to mimic a paladin thats stronger in melee but weaker at range with an overall advantage of being faster. The anti cavalry is a nod to the regional development of a sword type dedicated to horseback duels developing in the area.
Unique technologies:
- Sipahi - + 20 hp for mounted archers
- Sahi cannons- +2 range for Bombards, Bombard Towers, Cannon Galleon line.
These are already perfect, imo. A nice and relevant boost to CA in age 3, and the very nice boost to siege related gunpowder is alot more in line with the real gunpowder specialty of the later Ottomans.
Missing: Halberdier, Gambesons, Arbalester, Elite skirmisher, Paladin, Camel line, Steppe Lancer line, Siege onager, Siege ram, Fast Fire ship, Herbal Medicine, Block Printing, Seige engineers, Stone shaft mining,
Gains: Pikeman, Onager, Illumination, Crop rotation