Ottoman Treaty Guide

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Canada _NiceKING_
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Ottoman Treaty Guide

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Image

✔ RE Patch
✔ Treaty Patch

[spoiler=RE Patch]BOOM

The main goal of this boom is to get you to Age III as fast as possible for 2 more Town Centers that can train villagers automatically for you free of charge.
Remember the villager limit milestones [25>45>75] to upgrade them right before you reach it.
Prepare just enough house and don't over build house because you need to save a lot of wood for Town Center, villager training upgrade.
If you hit the villager limit [which need to be upgraded in mosque] or got housed, your villager will stop coming out of your Town Centers. This can be the dealbreaker of your boom.

Age I

Collect the crates, one villager on each crate and shift click them to hunt animal right afterward.
400 wood start. Build 1 house, Mosque and market. Get first vill training upgrade (100w) in Mosque.
300 wood start. The same but do not build a market.
All villagers go to food, age up as soon as you collect enough 800 food, age up with 400 wood.
First card gold trickle, then economic theory card.
While aging, switch some settlers to gold. New settlers to gold.

Age II
Collect 100 wood from ageup (if you had 300w start) and build a market. Research first wood upgrade.
Distribute your villager to collect just enough 1200 food/1000 gold (possibly 6 vils on food, the rest on gold) then select to age up very fast.
Collect the remaining 300w.
Switch all villagers to wood.

Age III
Send Refridgeration
Build 2 extra Town Centers right away with your explorer. You should finish building total 3 Town Centers before 10 minutes mark of the game.
Set gather point for newly trained villagers to wood, keep most of them on wood to research all villager training speed upgrade in Mosque.
Research the first villager limit upgrade. 200g (100g 100f on Treaty Patch).
Research remaining villager training upgrades that are available.
Switch a few villagers to food and gold and upgrade natural resource gather rate for food/gold in market.
After market upgrade and all villager training speed upgrade are done, switch all villagers to food/gold for Age IV.
Advance to Age IV when you hit 2000 food/1200 gold, select to age with 1000 gold bonus.
While aging put some villagers on wood [~10] to research the second villager limit upgrade [from 45 villagers to 75 villagers].

Age IV
Send 2 factories, build them right away, keep them on gold and upgrade the gold production rate from factory. If you need food for age 5, then upgrade food gather rate and put facs on food.
Send Ranching and Stockyards card afterward. [if you doing cow boom].
Collect the 1000 gold crates from Age bonus and distribute villagers between food/gold [more on gold than food] to hit Age V as soon as you have 4000 food/4000 gold.
While aging, research all remaining wood upgrades from market.
Remember to research the last villager limit upgrade [from 75 villagers to 99 villagers].
If you doing cow boom - build 2 livestock pens behind your Town Centers, upgrade them [Selective Breeding] and train cows.

Age V

Build Capitol and research wood/food/gold upgrade ASAP.
Send Sustainable Agriculture card, your mill should be fully upgraded by now.
Only keep villagers on wood until you have enough to spam 10 mills and some 500-600 extra for wall then switch all villagers to food.
All of your villagers should be on food now to prepare for the Sublime Porte card [exchange food for a greater amount of wood].
[cow boom] Eat your cow as soon as it fattens, 2 vills on each cow, click the cow to eat then shift click the mill so they come back to work on food after eating cow. Effective livestock management can grow your food stockpile significantly.
Send Sublime Porte card at 28-30 minutes mark. You should have about 45-55k food.
Build about 5 plantations and upgrade them, you can delete up to 5 mills if you don't have enough space in your homebase, then switch almost half of your villagers to gold.
Spam barrack, stable, artillery foundry and upgrade units.

CARD ORDER

Capitalism [Gold Trickle 1.25/s] > Economic Theory > Refridgeration >Factories > Ranching (if you doing cow boom) > Stockyards (if you doing cow boom)> Sustainable Agriculture > Royal Mint-> Cigar Roller > Wood Trade Card-> Advanced Asernal > Riding School > Engineering School ->anything you wish.

FIGHT

UNIT COMBO

Ottomans only have 2 Infantry and two cavalry units, but they still have a variety of Unit Combos.
Abus\Hussar\Native (Andes)
The most effective combo while using natives. (Used against all civs in the natives)
Jan\Abus\Hussar
Probably one of the most effective, and highest regarded combos for Ottomans, works relatively well against most civs.
Jan\Abus
Slightly more cost effective in certain matches, but probably overall weaker than adding hussar into the mix.
Abus\Cavalry Archer
Should ONLY be used in an Ottoman Mirror.

STARTING ARMY

100 Jan start: Useful in certain match ups in certain situations, possibly considered the best since it allows you to choose where to fight.
Artillery Start: 6-8 culverin, 10-15 Abus, rest Janissaries. This will probably always lose, but ensures you a heads up battle rather than running around.

EXAMPLE MATCH UP

VS Aztecs: Can be a difficult match for Ottomans, but by far not the hardest. Abus are technically useless against Aztecs Eagle Runner Knights. For this reason Ottomans main army base must consist primarily of Janissaries, with no more than 10-15 Abus guns out at a time. Horse Artillery can also be used instead here. Extra towers card can be very beneficial because Aztecs have a very ineffective mortar unit, meaning he has to invest a lot of population into Arrow Knights, and less into Eagle runners. Therefore giving you an advantage. DON’T do 100 Jan start against Aztecs.

VS India: This one can be played with two different unit compositions, but they’re still very similar, and possible both as effective. Jan\Abus\Hussar can work very well against any of the Indian combos he could throw at you. Alternatively Jan\Huss\Horse Artillery and 10 Abus can work as well, this is especially effective if the India uses a sufficient amount of Howdahs, since Abus don’t do very well against them.

VS Dutch: In theory should be a very difficult match because of the Dutch army size. It should be played with a massive Abus base army with some culverins. Don’t use any Janissaries in your army composition, instead simply use your Hussars as anti-cav if he ever makes Hussar, yours are stronger and will beat his. This will work well because he could be forced to use Hussar, which hurts the Dutch economy. Use Artillery Start.

VS Sioux: Ottomans should lose this match, but in any game verse Sioux, you can win. The Ottoman can do two things here, either fight the Sioux head on, or make the Sioux chase him around by running. To fight him head on, the Ottoman, like any civ verse Sioux, will have to make a large Skirmisher, or in this case, Abus base with a fair amount of howitzers. Don’t bother to make anti cav to try and stop the Sioux War Chief, since this is hopeless and a waste of economy. Instead you’re supposed to use walls to keep your howitzers safe, slowly and continuously walling forward with your howitzers behind them. Running around should be quite self-explanatory, a lot of walls and map control will ensure you that you choose where to fight. 50 Cav archers if he’s doing a Dog box, otherwise artillery start and do 4-5 howitzers instead of culvs, rest Jan\Abus.

VS Portuguese: A very difficult match up, possibly one of the hardest for Ottomans (not including OP civs). The Ottoman will have to do Jan\Abus\Huss\Culverin. If you’re in a bad position, or if he’s microing Dragoons effectively, you will have to drop the Hussars, since this will only make you drain. Not much more to say here. Artillery start or 100 Jan start.

VS British: You have a window of opportunity here. Jan\Abus\Culverin works exceedingly well against British in early game, so use this advantage and try to either drain him enough points, or gain a significant amount of ground before he gets LongBows out. Longbows will completely decimate you, there will be nothing you can effectively do against them. Artillery Start, or 100 Jan start.


VS Iroquois: Best chance would be to get him fast at the beginning before he has got his trade posts set up. If you don’t, you’re guaranteed loss imo, you can still attempt to drain an Iroquois by 2 vs 1 him with a mate, but it will be very difficult to drain, or push him when hes got 32+ Huaminca on Andes. Artillery Start with less Janissaries, more Abus, and adding 2-3 Horse Artillery, and 6-8 culvs. VS Spain: Sort of just have to play it like British, with a good amount of Janissaries, and block their lancers with Hussars. This shouldn’t be winnable at a high level of play. Use either 100 Jan Start, or Artillery Start.

DECK (Cow Boom)
Image

Watch Otto Boom and Fight (RE Patch):
https://www.youtube.com/watch?v=aV1QUuPNZg4
https://www.youtube.com/watch?v=aT_oh7FEoeE[/spoiler]
[spoiler=Treaty Patch]BOOM

The main goal of this boom is to get you to Age III as fast as possible for 2 more Town Centers that can train villagers automatically for you free of charge.
Remember the villager limit milestones [25>45>75] to upgrade them ASAP because they give you extra settlers and increase settler limit.
Prepare just enough house and don't over build house because you need to save a lot of wood for Town Centers and villager training upgrades.
If you hit the villager limit [which need to be upgraded in mosque] or got housed, your villager will stop coming out of your Town Centers. This can be the dealbreaker of your boom.

Age I

Collect the crates, one villager on each crate and shift click them to hunt animal right afterward.
400 wood start. Build 1 house, Mosque and market. Get first vill training upgrade (100w) in Mosque.
300 wood start. The same but do not build a market.
All villagers go to food, age up as soon as you collect enough 800 food, age up with 400 wood.
First card gold trickle, then economic theory card.
While aging, switch some settlers to gold. New settlers to gold.

Age II
Research the first villager limit upgrade (100f 100g). It will give you 2 Settlers and increase settler limit.
Collect 100 wood from ageup (if you had 300w start) and build a market. Research first wood upgrade.
Distribute your villagers to collect just enough 1200 food/1000 gold (possibly 6-7 vils on food, the rest on gold) then age up very fast.
Collect the remaining 300w.
Switch all villagers to wood.

Age III
Send Refrigeration card.
Build 2 extra Town Centers right away with your explorer. You should finish building total 3 Town Centers before 10 minutes mark of the game.
Set gather point for newly trained villagers to wood, keep most of them on wood to research all villager training speed upgrades in Mosque.
Research remaining villager training upgrades.
Send Royal Mint card.
Build another house. You should have 2 houses by now.
Switch half of your villagers to food and research the second villager limit upgrade (200f 200w 200g). It will give you 4 Settlers and increase settler limit.
Distribute your villagers to research all remaining food/gold upgrades in market asap.
Switch all villagers to food/gold for Age IV.
Advance to Age IV when you hit 2000 food/1200 gold, select to age with 1000 gold bonus.
While aging, research 2nd wood upgrade in market and put some villagers on wood [~10-12]. Build 1 more house. You should have 3 houses by now.

Age IV
Research the 3rd villager limit upgrade (300f 300w 300g). It will give 8 Settlers and increase settler limit.
Send Factory card, build it right away, keep it on gold and upgrade the gold production rate from factory. If you need food for age 5, then upgrade food gather rate and put factory on food.
Build a house. You should have 4 houses by now.
Collect the 1000 gold crates from Age bonus and distribute villagers between food/gold [more on gold than food] to hit Age V as soon as you have 4000 food/4000 gold.
While aging, research all remaining wood upgrades and research Mercantilism (1500g) in Mosque ASAP to send 2nd factory.

Age V

Build Capitol and research wood and food upgrades ASAP. Do not research gold upgrade, do it after the wood trade.
Send Sustainable Agriculture and Food Silos cards.
Only keep villagers on wood until you have enough to spam 11 mills and some 500-600 extra for wall then switch all villagers to food. Put 9 vills on each mill.
All of your villagers should be on food now to prepare for the Sublime Porte card [exchange food for a greater amount of wood].
Send Sublime Porte card at 25 minutes mark. If you using natives, you should trade ~55-60k food, without natives ~45-50k.
Build about 6-7 plantations and upgrade them, you can delete up to 5 mills if you don't have enough space in your homebase, then switch almost half of your villagers to gold. 7 vills/plantation.
Research all the remaining market upgrades.
Spam barrack, stable, artillery foundry and upgrade units.
Do not forget to upgrade Great Bombard in the factory.

CARD ORDER

Capitalism> Economic Theory > Refrigeration-> Royal Mint >Factories > Sustainable Agriculture > Food Silos > Cigar Roller > Wood Trade Card-> Advanced Mosque > Battlefiled Construction/Advanced Arsenal >Riding School-> Engineering School ->anything you wish.

FIGHT

UNIT COMBO

Ottomans only have 2 Infantry and two cavalry units, but they still have a variety of Unit Combos.
Jan\Abus\Hussar
Probably one of the most effective, and highest regarded combos for Ottomans, works relatively well against most civs.
Jan\Abus
Slightly more cost effective in certain matches, but probably overall weaker than adding hussar into the mix.
Do not forget about Cavalry Archers. They are stronger now, use them when needed.

STARTING ARMY
Your choice. Do not forget to send 15 Jannisaries and 3 Bombards from the Mosque for overpop.


EXAMPLE MATCH UP

VS Aztecs: Can be a difficult match for Ottomans, but by far not the hardest. Abus are technically useless against Aztecs Eagle Runner Knights. For this reason Ottomans main army base must consist primarily of Janissaries, with no more than 10-15 Abus guns out at a time. Horse Artillery can also be used instead here. Extra towers card can be very beneficial because Aztecs have a very ineffective mortar unit, meaning he has to invest a lot of population into Arrow Knights, and less into Eagle runners.

VS India: This one can be played with two different unit compositions, but they’re still very similar, and possible both as effective. Jan\Abus\Hussar can work very well against any of the Indian combos he could throw at you. Alternatively Jan\Huss\Horse Artillery and 10 Abus can work as well, this is especially effective if the India uses a sufficient amount of Howdahs, since Abus don’t do very well against them.

VS Dutch: In theory should be a very difficult match because of the Dutch army size. It should be played with a massive Abus base army with some culverins. Don’t use any Janissaries in your army composition, instead simply use your Hussars and Cavalry Archers as anti-cav. Use Artillery Start.

VS Sioux: Ottomans should lose this match, but in any game verse Sioux, you can win. The Ottoman can do two things here, either fight the Sioux head on, or make the Sioux chase him around by running. To fight him head on, the Ottoman, like any civ verse Sioux, will have to make a large Skirmisher, or in this case, Abus base with a fair amount of howitzers. Don’t bother to make anti cav to try and stop the Sioux War Chief, since this is hopeless and a waste of economy. Instead you’re supposed to use walls to keep your howitzers safe, slowly and continuously walling forward with your howitzers behind them. Running around should be quite self-explanatory, a lot of walls and map control will ensure you that you choose where to fight. 50 Cav archers if he’s doing a Dog box, otherwise artillery start and do 4-5 howitzers instead of culvs, rest Jan\Abus.

VS Portuguese: A very difficult match up, possibly one of the hardest for Ottomans . The Ottoman will have to do Jan\Abus\Huss\Culverin\Cavalry Archer. If you’re in a bad position, or if he’s microing Dragoons effectively, you will have to drop the Hussars, since this will only make you drain. Not much more to say here.

VS British: You have a window of opportunity here. Jan\Abus\Culverin\Cavalry Archer works exceedingly well against British in early game, so use this advantage and try to either drain him enough points, or gain a significant amount of ground before he gets LongBows out. Longbows will completely decimate you, there will be nothing you can effectively do against them.

VS Iroquois: Best chance would be to get him fast at the beginning before he has got his trade posts set up. If you don’t, you’re guaranteed loss imo, you can still attempt to drain an Iroquois by 2 vs 1 him with a mate, but it will be very difficult to drain, or push him when hes got 32+ Huaminca on Andes. Artillery Start with less Janissaries, more Abus, and adding 2-3 Horse Artillery, and 6-8 culvs.
VS Spain: Sort of just have to play it like British, with a good amount of Janissaries, and block their lancers with Hussars. This shouldn’t be winnable at a high level of play.

DECK

Image


Watch Otto Boom and Fight (Treaty Patch):
https://www.youtube.com/watch?v=PyqFkPxslt0[/spoiler]
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No Flag howlingwolfpaw
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Re: Ottoman Treaty Guide

Post by howlingwolfpaw »

you dont advocate for the infinite bombard?
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Sweden martinspjuth
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Re: Ottoman Treaty Guide

Post by martinspjuth »

howlingwolfpaw wrote:you dont advocate for the infinite bombard?

Read above, this guide is only for RE Otto.
In a Patch deck you would put out cow cards and put in church card, food silos and infinite bombard.
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Re: Ottoman Treaty Guide

Post by howlingwolfpaw »

ok, with all the guides posted I thought this was for the patch
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Re: Ottoman Treaty Guide

  • Quote

Post by _NiceKING_ »

Added guide for the patch
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Re: Ottoman Treaty Guide

Post by dthrill_08 »

Great guide even if I am a 'Nilla' player. I struggle most against French. They're Genderm just kill my Hussars, CA and Abus guns. I can do decent with Germans because Hussars/Jan and Abus does well. God I hate French with any Civi lol. A good French player is tough to beat. Especially in Nilla where they are mustering 94 villies! Stupid glitch.
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Re: Ottoman Treaty Guide

Post by _NiceKING_ »

dthrill_08 wrote: A good French player is tough to beat.

even a bad french player isn't easy to beat :mrgreen:
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Re: Ottoman Treaty Guide

Post by dthrill_08 »

_NiceKING_ wrote:
dthrill_08 wrote: A good French player is tough to beat.

even a bad french player isn't easy to beat :mrgreen:



Lmao! I understand that AOE3 was created for rush games and they never intended to be "No Rush" games. French are broken in no rush. They have all eco cards and villies that gather much faster. Even with a 30% melee damage for Cavalry Archer's, they get destroyed by Genderms.

One of the strongest Skimishers, great dragoons and Genderms. Sure, give them Engineering school... lmao. I love my Ottoman and they were my first class to master but I refuse to play against a French.
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Re: Ottoman Treaty Guide

Post by pecelot »

dthrill_08 wrote:I understand that AOE3 was created for rush games and they never intended to be "No Rush" games.

I think you got the point right, after devs decided to add such a game mode it was presumably too late to balance it properly :!:
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Re: Ottoman Treaty Guide

Post by Ainzcalaca »

Deck please
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Re: Ottoman Treaty Guide

Post by Hazza54321 »

me abus

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