Ottomans Guide: Winning the Rise of the Turks
The Ottomans in 1337 are a mid-sized Anatolian beylik with an empire’s worth of scripted destiny. The Rise of the Turks situation gives the whole opening a built-in scoreboard, your unique content is — by community consensus — the deepest in the game, and your neighbors are a buffet of one-province beyliks. The catch is that the opening is a race with a rhythm: Anatolia first, consolidation second, Constantinople third. Skip a step and the empire arrives wobbling.
The opening race: Anatolia only
Everything in the first years happens inside the Rise of the Turks situation, and its actions are your toolkit:
- Press Claims is your bread-and-butter casus belli generator, and it comes with a conquest-cost discount in that war — use it for essentially every Anatolian grab.
- Offer Diplomatic Protection converts a neighbor into a friend: a big opinion and trust boost plus one bordering location, integrated. The price is a guarantee — you’re taking them off your own menu — so spend it on beyliks you intend to vassalize, not eat.
- Seek Byzantine Relations belongs to phase three; hold it (see below).
- Invite Turkish Migration unlocks once you hold more than 120 locations and seeds Turkish pops into a location of your choice — your late-consolidation tool.
The first targets pick themselves. The Germiyanids almost always lose their three subjects — Karasids, Saruhanids, Aydinids — within the opening months, scattering western Anatolia into easy bites. The greedier line, documented on 1.0.9-era patches (verify it still works on yours): declare on Germiyanids before the breakup and annex them whole — you inherit all three subjects in one war. Add the Ahis early, before they ally the larger Karamanids or Eretnids or get eaten by them. And check who can simply be asked: the Candarids start with high opinion of you and often accept vassalization through the ordinary subject action, no war required. Watch for the randomized events offering to vassalize neighboring beyliks — always take the vassal option even when they might refuse.
The division of labor that makes all this stick: vassalize the Greek-populated countries, conquer the Turkish-populated lands yourself. Your vassals convert their own pops for you; your direct conquests integrate cleanly. You start with a Greek pop majority in your own lands, which is exactly why this matters.
Consolidation: the two divides
Ottoman internal life is the management of two gaps — Greek/Turkish in culture and Orthodox/Sunni in faith — and the guide’s toolkit for closing them, in rough order of impact:
- Your extra cabinet seat on active conversion or assimilation duty.
- Vassals that convert for you (check the vassal is Turkish and Sunni before counting on this).
- The Feudal Theocracy government reform, which carries a serious pop conversion speed modifier.
- Invite Turkish Migration once past 120 locations.
Early on, the Persianate Bureaucracy event asks who your court is: keep your language (legitimacy and prestige), compromise (Greek pop satisfaction), or go Greek (the identity-run option). Take one of the first two in a normal campaign.
Meanwhile, put your construction budget where your people already are: Bursa, İznik, and İzmit hold your densest population and highest control — roads and buildings there first. They stay the economic core even after the capital eventually moves to Constantinople.
Phase three: the city of the world’s desire
Byzantium in this era is usually mid-collapse — often fresh from losing a war to Bulgaria or Serbia. Before you draw the sword, play the situation’s diplomatic card once: Seek Byzantine Relations is only available while you’re the stronger party and can fail, but if accepted it grants the Sovereign of Anatolia bonus (faster integration, monthly legitimacy for a decade). Its acceptance odds are best before your first Byzantine war, which is exactly why it’s a phase-three opener and not an afterthought.
Then Press Claims again — available while they hold Anatolian land — and fight the first Byzantine war with a defined shopping list: their Anatolian mainland, the province of Constantinople (budget patience; the siege is famously long), and a handful of locations around Selanik to release as a small vassal — that pocket carries gold and gemstone RGOs. Keep that vassal Greek in culture (you’ll want it later) but push Sunni conversion, watching its loyalty. And leave Byzantium alive: a rump Byzantium you’ll finish later beats Balkan lands lost to Serbia or Bulgaria now.
From there the campaign opens out: the scripted arcs run through capturing and developing Constantinople, the Enderun, capital politics, and the centralization-versus-tradition reform tradeoffs that define Ottoman flavor — a state that is strong outside and permanently negotiating with itself inside. Play the events; they’re the best content in the game right now.
Common death spirals
| Symptom | Likely cause | Check | Fix |
|---|---|---|---|
| Beylik targets all allied up by 1345 | Opening too slow; Ahis or Candarids drifted to Karamanids | Rise of the Turks screen, alliance web | Germiyanids window first, Ahis immediately after |
| Unrest wave across Anatolia | Conquered Greek lands directly instead of via vassals | Culture and religion map modes | Vassal-convert Greek areas; keep the cabinet seat on conversion |
| Constantinople siege bleeds you dry | Attacked Byzantium too early, no discount CB | Situation actions used? Byzantine strength | Wait for their Balkan war; Seek Relations, then Press Claims |
| Vassal swarm turns disloyal | Over-vassalized without trust or relative strength | Subject loyalty panel | Slow down; convert protection targets into genuine allies first |
| Balkans lost to Serbia by 1360 | Dismantled Byzantium completely in war one | Map: who took the rump? | Leave a living Byzantium as your placeholder |
Sources checked
The backbone is the wiki’s long-form Ottoman guide — written by a self-identified dedicated Ottoman player who labels his patch (1.0.6) and his uncertainty explicitly, which is exactly the sourcing behavior we trust most and imitate. It’s cross-read against a full-length Ottoman campaign retrospective on r/EU5 and a Paradox forum thread documenting the Rise of the Turks victory rules. Because the primary guide predates 1.2 and 1.3 — patches that touched estates, trade, and war heavily — treat specific modifiers (the protection action’s exact yields, the migration threshold) as patch-sensitive and check tooltips; the strategic shape of the opening is corroborated across all three sources and current-patch player reports.
Frequently asked
Are the Ottomans a good first nation?
Yes — arguably the best 'strong but interesting' start. You get scripted direction (the Rise of the Turks situation), rich unique content, and forgiving neighbors. The community's long campaign write-ups also rate Ottoman flavor as the deepest currently in the game, so you'll see more of EU5's event content here than almost anywhere else.
Should I destroy Byzantium in the first war?
Deliberately not. The wiki guide's line is to take their Anatolian mainland plus Constantinople itself and stop — Byzantium should survive long enough that Serbia or Bulgaria don't swallow the rest of their Balkan lands before you're ready to.
What actually ends the Rise of the Turks situation?
Establishing yourself as the dominant beylik — community documentation of the victory rules says conquering on the order of 500 locations concludes it, with the victor receiving Ottoman-tier rewards (the same rule that lets a non-Ottoman Anatolian power 'become' the Ottomans). As the Ottomans themselves you'll cross the threshold naturally through the Anatolia-then-Byzantium plan.
What do I pick on the Persianate Bureaucracy event?
It fires in the first months and offers a court-language identity choice. Keeping your current language grants legitimacy and prestige; the compromise option buys Greek pop satisfaction; switching to Greek is the fun option for a Greek-Ottoman identity run but not the strong play.
Do I need a DLC for this?
No. Unlike Byzantium (whose disaster arc comes with Fate of the Phoenix), the Ottoman opening and its situation toolkit are base-game.
Is there a reliable way to time the Constantinople achievement?
Yes — 'City of Man's Desire' (conquer Constantinople and end Rise of the Turks as the strongest Beylik) is rated Easy at 3.5% Steam completion despite the higher-than-Easy-typical rarity. A verified Steam achievement guide's specific tip: after consolidating Anatolia, wait for Byzantium to go bankrupt — reported to happen fairly reliably — checkable by hovering their Great Power ranking, where bankruptcy shows as a decaying −100 score modifier. Invading and taking Constantinople in the peace deal once they're in that state is significantly cheaper than attacking a solvent Byzantium.
Sources checked
Primary strategy is the wiki's long-form guide by a dedicated Ottoman player, explicitly written on patch 1.0.6 with one trick noted as 1.0.9-era — mechanics-level advice holds, but treat exact modifiers and event availability as patch-sensitive on 1.3. Cross-read against a long r/EU5 Ottoman campaign retrospective and a Paradox forum thread on the Rise of the Turks victory rules.
- Steam Community: 'EU5: All Achievements Guide' — achievement-specific tip for this nation community
- EU5 Wiki: Ottomans — long-form strategy by a dedicated Ottoman player (self-labeled patch 1.0.6, one trick noted as of 1.0.9) community
- r/EU5: 'Thoughts & feedback after an Age I–VI campaign' (full-length Ottoman campaign retrospective) community
- Paradox forum: Trebizond → Ottoman thread (Rise of the Turks victory rules, 500-location conclusion) community
- EU5 Wiki: Ottoman content (scripted events — Constantinople, Enderun, centralization arcs) wiki-verified