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Downloads Home » Campaigns » Ottoman Empire and Modern Turkey

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Ottoman Empire and Modern Turkey

Author File Description
Celebi Megatron
File Details
Version: The Conquerors
Style: Build and Destroy
Number of scenarios: 10
This campaign is about one of the largest, greatest and long lasting empires of all time;
Ottoman Empire (1299-1923) and its succeeding country; Turkey (1923-Today).

This campaign was originally created in 2005. After 7 years, in 2012, I wanted to retouch it to fix some issues, to add more eyecandies and to add a new scenario in it.

This was downloaded over 2000 times. I am not sure if that was a good idea to retouch this in 2012 because I do not know how many people are still addicted to this classical game and how many of you still enjoy playing campaigns but I enjoyed a lot while improving my campaign.

Last Update: On 2013, fixed few issues.


1- Anatolia (1330)
2- The Great Siege Of Constantinople (1453)
3- The Caliphate (1517)
4- The Battle of Mohàcs (1526)
5- Sokollu Mehmed Pasha (1522-1579)
6- Treaty Of Kasr-i Sirin (1639)
7- Russo-Austrian-Turkish War (1736-1739)
8- Crimean War (1853-1856)
9- Gallipoli (1915)
10- The Turkish War Of Independence (1920)

The whole campaign is highly detailed with realistic geography, lots of eyecandies and several nice triggers. In addition, it is totally based on truth.

This is like a summary of the history of Ottoman Empire and Turkish Republic. I suggest you to read the history and victory messages. Hints will guide you if you got stuck on something.

Feedbacks and reviews are very welcomed!

I hope you enjoy it. I will also be thankful if you guys support it on Steam Workshop as well =)

Created by Kutay Kartoz

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AuthorReviews   ( All | Comments Only | Reviews Only )
Official Reviewer
Map Design4.0
"Ottoman Empire and Modern Turkey" is an epic campaign, mostly build and destroy, describing the history of the Ottoman Empire and the birth of the Turkish nation. It takes the player through centuries, assuming the roles of different Ottoman leaders and war heroes, fighting historical battles on real world maps.

Though I am not generally a big fan of build and destroy gameplay, this game has fascinated me and managed to keep me hooked throughout the ten scenarios.

Playability: 4
Though it is mostly classic build and destroy gameplay, there are things that make the experience much more enjoyable than an ordinary random map: the detailed real world maps, the triggers (few but effective) and the occasional change of style from one mission to another (a few of them are fixed force). Also, there is the concern for historical accuracy that one does not see that often in scenarios.

My personal problem with the game is mainly the fact that gameplay and map design does become repetitive after a while, maybe more variation could've been brought by some more trigger work. I think the game would've benefited from having less scenarios, but with more attention given to each of them, gameplay wise. This is not to say that the scenarios are rushed or not thought out carefully, quite the contrary. It's just the repetitivity of the gameplay that could be worked on, on those scenarios that focus solely on b&d.

Balance: 5-
Most of the scenarios were rather challenging for me, a total noob when it comes to b&d, but it never got frustratingly difficult so I could say that it was extremely well balanced for a player of my standard. The exception consists of the fixed force scenarios, which were for the most part extremely easy and I would recommend to the author to increase enemy presence and power in those scenarios. Also, the abundance of resources and ready-made economy might be a turn-off for some more experienced b&d'ers than me.

Creativity: 4
It is hard to really tell what differenciates this game from a regular b&d campaign, but it has something of its own that really captivates one's attention and imagination. I'm guessing it has to do with the real world maps combined with the extensive history section, and the good detail in map design. There are also a few creative trigger touches such as the thunderbolts in one of the latter scenarios, and there are also a few sections with music playing that really help get the atmosphere going, like the one with the siege of Constantinople. The author has mostly succeeded in making the player feel part of these Ottoman campaigns. One slight drawback from this was in the final scenarios, which are supposed to be happening in the 20th century. I would've preferred to see more cannons and hand cannoneers, than chu ko nu's and longbowmen in those scenarios. I perceive that as a departure from the game's imposed feeling of realism.

Map Design: 4+
The real world maps are well executed. The author has kept things simple generally. Terrain mixing is minimal and the dispositions of elements such as rivers and forests remind of the Ensemble Studios campaigns. However, the use of gaia objects is very good, without being over the top, and some parts of the map look really brilliant, with a very picturesque combination of buildings and nature that I have seldom seen used. The use of flower beds however is a bit too extensive, and as stated previously, map design does become repetitive after the first 5 or so scenarios. A little more variation would have done wonders for this.

Story/Instructions: 5
This is without a doubt one of the most in-depth historical campaigns the Blacksmith has seen and it deserves recognition for that. The research that the author has put into this is very obvious. Every single scenario has an extensive history section and its own bitmap (though some of the latter ones don't display colors properly). The history is also continued in the scenarios in a very realistic way. If you get bored reading long history lessons you can always jump straight to playing the game, and you will enjoy it just as much. Instructions and hints provided are also extensive and well written.

Additional Comments:
This is a campaign in the vein of the Ensemble Studios ones, but much better executed in almost every way, with attention given to details and extremely well documented . I highly recommend it for b&d and history fans.
Official Reviewer
Map Design3.0
"Ottoman Empire and Modern Turkey" is a large scale campaign featuring heavy build and destroy gameplay with a number of fixed force missions sprinkled in. An immense length of time is covered with its ten episodes featuring nearly a thousand years of Ottoman history leading up to the rise of modern Turkey. The campaign has a heavy focus on historicity but unfortunately I find the contents to be of a fairly low level of design proficiency.

Playability 2

The gameplay was quite simplistic in many cases bearing too great a resemblance to skirmish mode random maps while FF missions resembled any number of 3 star-rated scenarios here on the blacksmith. Despite having all AI files installed the opponents played little differently from the standard AI and had weird unit control behavior attempting to relentlessly task its units to attack despite being on islands, for example. Atleast two or three maps were virtually unplayable due to catastrophic lag. Worst of all the maps hand the player an easy starting position and the enemies can barely put up even a token resistance. Random resignations from the AI plague the campaign from the opener to the finale, allowing the player to win without achieving victory conditions. This is always disappointing to see.

The first mission was a build and destroy with many opponents, some side objectives, and the ability to gain the enemies towns and population for forcing them to resign. However the starting arrangements were similar to a slightly modified skirmish mode random map start, and the AI wasn't prohibited from building walls and randomly resigned without needing to fullfill objectives. It made for a chaotic and unpleasant gameplay. Even worse, no AI even put up a cohesive fight with a single stack of janisaries sufficient to easily win the map, with the help of battering rams against the castles. One or two of the AI resigned before i even attacked them, so perhaps they were even changing diplomacy-atleast i received no offers from the AI to switch allegiances. This all resulted in the game feeling unintentional, not crafted with attention to detail or with any aim to making a cohesive experience.

This state of affairs continues into mission two, with a portrayal of the fall of Constantinople, a top covered by dozens of scenarios and one that has been reviewed by yours truly many times. This map would rank closer to the bottom of the pile and is distinctly inferior to Shaytana's "The Fall of Constantinople" from '99. The player has a huge army with over a full stack of bombard cannons, while the enemy forces are completely static and await their doom where they stand. The city is enclosed by a ring of Accursed Towers as would be natural for many to spam down as 'tough' fortifications. I found it quite simple to win with less than half of the starting soldiers. Purely the bombard cannons and Janisaries sufficed, though i kept some camels straggling behind incase an unexpected charge of paladinos occured. Little known historical fact;the Ottomans didn't use camels in their armies in this period during the siege of Constantinople. Neither did the Jannisaries use hand cannons, but thats just typical Age of Empires for you.

The naval battle in Mission Five was particularly disappointing with its lack of custom AI support. The main boss fleet of Andrea Doria was alive and well at the end of the mission due to its AI resigning on its own, and I was still granted the win. During this mission i experienced many lag spikes, in addition to having a cupcake game with thousands of gold\stone mines on the map and even being gifted 100,000 gold for destroying an enemy castle within the opening minutes of the scenario.

Mission Six felt like a further devolvement of the campaign, with a straight up arabia 1v1 with just a mountain range added down the middle of the map and both players receiving a deathmatch style opener. The player was starting in the imperial age over the castle age Persians. It was very simple to boom up and defeat the elephants with lots of janisaries and bombard towers.

The Crimean War mission seemed like an epic invasion scenario. All was good as four allied armies landing in the Cream with hundreds of men each, with no lag. We pressed inland and routed many Russians, buts that when the lag hit. Insane, end of the world lag. Every 10-20 seconds a spike, back to smooth gameplay, then another spike. I tried torpedoing my allies but it didnt reduce the lag at all. I had to cheat past the mission.

The finale mission was probably the most fun mission, but it was really a rinse and repeat of mission one but done better. Even so the player has a hefty advantage with Janisaries and can easily push against all AI simultaneously as i did. There really is no depth to the mission beyond that of any old random map skirmish mode.

Balance 2

While scoring this section one has to keep in mind your own skill level, I have to say ive played many campaigns tough and easy in recent months, and this is surely a solid candidate for cupcake land. Every map has immense resources, easy starting position with a prebuilt economy, and opponents that rely on the standard AI fail to put up a meaningful resistance. The player has the powerful Turkish civilization, whose only real weakness is that gold is finite on most maps, unlike this campaigns maps. Easy access to Janisaries, Bombard Towers, and Castles mean the AI needs to bring tough armies, but I rarely encountered armies even on the level of a random map. Often the enemies base was poorly designed for B&D crippling the already weak standard AI. The Fixed Force segments gave the player huge armies, allowing me to win handily without using all available troops. One mission had the enemy only allowed to make Huskarls while the player has Janisaries and friendly Teutonic Knights on the field.

"The Battle of Mohacs" is one i had to quit about 7 minutes in due to insane amounts of lag every half minute. But after examining the map its quite clear this is also cupcake land. The player starts with a 130+ pop imperial base with 3 TCs with a good economy and can boom into a huge economy with many castles within minutes. His army has Janisaries, Paladins, Heavy Cavalry Archers, and a sizeable component of Elite War Eelephants. Its easy to research Elite Janissary and the blacksmith techs within 5 minutes and push out with an unstoppable force. The enemies had small economies, weak militaries and only had castle age techs at that point.

Creativity 3

The campaign was fairly simplistic in construction but it did bring new concepts with each mission, mixing up the gameplay in an attempt to avoid becoming stale. A large storyline was created but more of it needed to be introduced into the game rather than exist solely in the winning messages. There was some music and sound effects used, but of such a low quality they tended to detract from the experience.

Map Design 3

The maps are on par with random maps, while mostly being crafted in a Real World shape for the various locations. One or two maps literally were straight up random maps, with just a mountain range added in the center. There was very little detailing or terrain work of any kind besides some extra flowers. The second to last map with the beach invasion had many unsightly exposed cliff diagonals. In summary, if you have ever clicked the "Generate Random Map" button in the editor or glanced through some of the related Real World Maps provided by ES, you have seen this campaigns mapping already.

Story\Objectives 4

What is the difference between a book of history and a scenario in a game? Its the interaction the player has with the materiel. If your campaign reads like a book, what is its purpose in existing? Using the opening and exit of a scenario to shoehorn in loads of story elements is a very low effort method of storytelling. In this case the campaigns text could easily be printed as a booklet instead and would stand on their own better without this campaign. And the biggest problem is all this text is delivered only after the mission ends. As in mission four, the player is thrown into a battlefield against many enemies, with a european ally. Who, why, where? There is no explanation of whats going on, until the wrapup conclusion. Many missions start off with only two or three words. Kill him, protect this, do that. Only after winning does the author clue you in on what transpired.

Strangely during mission three i took a random trigger loss while attacking the final green player so i could reach the flags with my hero unit. I examined the hints and objectives again but i cannot find a single clue what happened there. The hints even suggest i should eliminate the towers and other defenders before attempting to travel there.

In the end i awarded a story score of 4 just for the effort to attempting such a historical campaign, initial setup of missions, and the excellent exit texts combined with the effect of a large scale overarching story plot. Its a bit of a stretch all things considered but I felt like being generous to an author who choose to pursue a more historical game.

Conclusion:Unfortunately i would recommend avoiding this campaign. Unless you have a personal interest in Turkish history there is little here to warrant a playthrough. Multiple missions are laggy unplayable messes, the AI resigns out of the blue, and the story really lacks a proper integration into the game. Some I would recommend instead are Rise of the Muslims on steam, any Thanathor campaign on steam, and lastly an old classic "Ottoman Onslaught" by Mark Stoker.

[Edited on 08/05/17 @ 09:59 PM]

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Map Design3.5
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Size:5.26 MB