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Game #15 - Ottoman/Mehmed II
Game #15 - Ottoman/Mehmed II

In the next ALC game, I'll be playing as Mehmed II, leader of the Ottoman Empire. This thread is to discuss, before the game, how to best exploit that particular leader's characteristics, which is the main feature and purpose of the ALC series. Just so we're clear, I'm playing with the Warlords expansion pack and the difficulty level will be Monarch. The speed is Epic, the map is Fractal. Here's the fact sheet:
Traits: Expansive (+2 health per city. Double production speed of worker, granary, and harbor.) and Organized (Civic upkeep reduced 50 percent. Double production speed of lighthouse, courthouse, and factory.)
Starting Techs: Agriculture and the Wheel
Unique Unit: Janissary (Replaces Musketman; Strength: 9, Movement: 1, Cost: 80; Unique Characteristics: +25% vs. archery, melee, and mounted units.)
Unique Building: Hammam (Replaces Aqueduct; Cost: 100; Requires: Masonry and Mathematics; Unique Characteristics: +2 Happiness points)
As I wrote up that list of unique characteristics, I got more and more impressed. Mehmed has 5 cheap buildings, all of them pretty darned handy, a very useful cheap unit, 2 very useful starting techs, an outstanding UB that improves both health and happiness, and a UU that can, albeit briefly, kick the sorry butt of just about any non-gunpowder unit. This guy ought to totally pwn, don't you think?
Where to begin? Let's start with the traits. Expansive is one of those traits whose power is hidden. +2 health doesn't seem like much, and it isn't. The advantage comes from one of the cheap buildings: granaries. As I discovered in the Victoria game way back when, what you want to do with an Expansive leader is prioritize Pottery, whip those cheap granaries into existence, and keep whipping, since the granaries mean you'll have population for whipping that much sooner. The 2.08 patch has added cheap Workers, though they're only cheaper from hammers, not from food, unfortunately. Still, any advantage in getting such a vital unit built is sure to come in handy.
Okay, so we've got Pottery as an early game priority tech, and both the starting techs (Agriculture and the Wheel) help us there, providing prerequisites for it. Should we take an unusal tack and pursue Pottery as our first tech, get the granaries in place, then go for Mining and Bronze Working? We may want to slip Animal Husbandry in there after Pottery to reveal and claim horses for early defense, however. We may even want to consider chariot-rushing someone if the opportunity presents itself.
The other trait is Organized, one of my favourites. Cheap civics and a bevy of very useful cheap buildings. With both cheap harbours and cheap lighthouses, I think it makes sense to try to build several coastal cities. Mehmed is sure to be stong in the mid-game, able to run two of my favourite high-cost civics, Bureaucracy and Organized Religion, at half price.
The Janissary, like the French Musketeer, just begs for a bee-line to Gunpowder--maybe even as a free tech from Liberalism? Although Nationalism also has its appeal there, since it would allow us to draft Janissaries. The Ottoman UU, like its ordinary counterpart, has a short shelf life. The way to get the most out of it is to get to gunpowder early and get the units built ASAP. I'll be very interested in hearing your ideas on achieveing those goals.
Finally, the Hammam. Wow. How can you not like a building that gives you additional pre-Calendar happiness, when it's most needed and hardest to come by? Combined with the quadrupled health bonus of the UB and the Expansive trait, I think Mathematics is a target tech. And why not go after the Hanging Gardens? We'll have the happiness and the health to handle the additional citizens, or we could always whip them away.
Overall, Mehmed strikes me as a very strong leader with many benefits. His shortcomings appear to be (a) no huge economic advantages beyond cut-rate civics and (b) a unique unit with an imminent best before date. I see myself going after one of the more peaceful victory conditions--space race or diplomatic, following an early war of expansion and a quick mid-game war with Janissaries.