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Janissarry prev aoe2de.png
The Turks are primarily an offensive civilization focusing on gunpowder units and powerful siege units on the battlefield. Military bonuses provide the Turks with a powerful advantage over defensive civilizations at long range. This civilization is among the best in the Imperial Age, and is flexible on both land and water. However, they are less effective if played defensively for the most part of the game, especially in early games; and their lackluster trash unit line makes the Turks less ideal in 1v1 matches in the lategame. As a result of this, Turks are much better suited for experienced players rather than new ones. Turks are also meant to play in a fast way before all gold runs out.

Strengths[]

They obtain Chemistry for free, gunpowder technologies are cheaper, and their gunpowder units gain a bonus 25% hitpoints. They also gain the Light Cavalry and Hussar upgrades for free. This coupled with their ability to gather gold faster than other civilizations allows them to create military units quickly. They can create all cavalry units with the exception of the Paladin and can research all cavalry technologies. They have access to all gunpowder units and these will likely form the core of a Turkish army. Their unique unit is the Janissary, a Hand Cannoneer with increased attack, range, and armor. In groups they can release a devastating volley that will level most formations. They can also build Bombard Towers to form a formidable defense. Their unique technology increases the range of their Bombard Towers, allowing them to return fire on almost any unit, including Bombard Cannons. Their Cannon Galleons also benefit and have the longest range in the game.

Weaknesses[]

Most of their non-gunpowder siege weapons are weak compared to other civilizations as they cannot upgrade their Mangonels (as well as a number of their more conventional units; including their Crossbowmen, Cavaliers, and Fire Ships). They become significantly weaker than other civilizations in a late game low gold situation because they cannot upgrade their Spearmen or Skirmishers. They are also missing a few important technologies which include: Illumination, Block Printing, Stone Shaft Mining, Siege Engineers and Crop Rotation.

Strategy[]

Turks are mostly considered a Boom civilization because most of their bonuses are Imperial Age bonuses. They gain an economic edge in early game with their gold gathering bonus, but for the most part they must focus on reaching Imperial Age as soon as reasonably possible. Turks in middle game can attempt to make a Castle Age scout rush, since Scout Cavalry automatically upgrades into Light Cavalry. Apart from their gold mining bonus, Turks have no early game bonuses and because of this, Turks are very vulnerable in early game. When playing in 1 vs 1 games or in a free for all game they must try to wall themselves in to avoid a rush and focusing on aging up.

Once in the Castle Age is when Turks start to really become a fearsome power in the game. Their Janissaries are one of the three land gunpowder units that can be created in the Castle Age (the other ones are the Spanish Conquistador and the Portuguese Organ Gun), thus this gives them a heavy advantage against infantry and buildings. A Turkish army must consist at this point mostly of light cavalry (which upgrades for free), cavalry archers, Janissaries and some siege units.

There is no doubt that the Turks are one of the most powerful civilizations in the early Imperial Age, before gold economy starts to drag down. Once they reach Imperial Age, Turks must focus on creating gunpowder units. Their Bombard Cannons, for example, have more range with their Artillery technology than regular ones, allowing them to destroy enemy towns from longer distances. It is important for Turkish players hoping to last long in the Imperial Age to establish proper trade in team games, or at least gather Relics in free-for-alls and 1v1s, as once their gold cuts out they are forced to rely on Hussars. If possible Turks must always secure enemy markets and leave them there for trading, if their opponents forget to delete their markets or are defeated.

In maps with water it goes mostly the same as in land. Turks does not get any relevant buffs to their navy until they reach the Imperial Age and get Cannon Galleons. In early game, Turks must try to not engage in water unless they need the food provided by the fishing ships, and in the late game they must create several docks to spawn their formidable Cannon Galleons.

Strategy changes in The Forgotten[]

Turkish new tech Sipahi gives to their Cavalry Archers more hit points, making them better at raiding and increasing their durability in battle. Elite Janissaries are now affected by their own team bonus so it is easier to make a large number of them in late game.

Strategy changes in The African Kingdoms[]

The reduced cost of Cavalry Archers, coupled with the Sipahi technology makes Cavalry Archers even more viable than before.

Strategy changes in Rise of the Rajas[]

Gold miners now work 20% faster, so the Turks can advance, research upgrades and afford the gold-intensive army earlier than before.

Strategy changes in the Definitive Edition[]

The Turks receive a new civilization bonus in update 42848 where their Scout unit line gain +1 pierce armor. This balance change is meant to offset the Turks' weak early game in 1v1 matches and their lackluster trash unit line. The additional pierce armor for their Scout unit line allows the Turks to perform a viable scout rush in the Feudal Age against strong archer civilizations such as the Britons, Vietnamese, and Ethiopians, since a fully upgraded Scout Cavalry will only take one damage against fully upgraded Archers in the Feudal Age.

Alliances[]

As mentioned previously, Turks are very vulnerable in early game. As such, when playing in team games, they should get the pocket position, as their allies can defend them until they get to Imperial Age. Turks in team games usually play as Springs in Springboard tactics, so having allies with good economic bonuses is very advantageous.

Turkish team bonus is highly valuable to any civilization that can access to all gunpowder units.

Considering that the Turks often rely on units that cost gold, the Turks and the Spanish can make an excellent team, as the 33% trade bonus generates extra gold for the powerful Turkish units (Cavalry Archers, Janissaries, Bombard Cannons, and Cannon Galleons), in a similar manner, allying with Bohemian teammates also provides more efficient Markets to improve the economy of the Turkish players. The gold can also be used for Bombard Towers, Swordsmen, Camels, rams and Scorpions. The Portuguese are also good allies, as they can provide gold to the team with their Feitorias through tribute, especially when all gold mines are out. The Burgundians provide their Turkish teammates steady food income using the Relics they obtained (which can be useful for spamming more Hussars). The 20% creation speed for gunpowder units will allow allies to spam all their gunpowder units faster, including their unique units (such as Spanish Conquistadors, Bohemians Houfnices and Hussite Wagons or Portuguese Organ Guns). Hindustanis provide Caravanserais in the Imperial Age, which can also boost trade.

Other team bonuses that helps greatly the Turks are:

  • Aztec team bonus, as this allows them to generate more relic gold, which is useful to sustain the gunpowder army. Aztecs also may serve as boards in springboard tactics.
  • Berber team bonus enables the Turks to train Genitours, giving them access to a 'trash' unit. Turkish Genitours also get +20 hit points from the Sipahi technology, this alliance greatly helps Turks in the late game Trash wars as they lack Pikemen and elite skirmishers and Genitours at least can fill the niche of the last one to a greater extent.
  • Mongol team bonus (more line of sight for light cavalry units)
  • Briton team bonus (train Cavalry Archers and Hand Cannoneers faster at the archery range)
  • Hunnic team bonus (train cavalry faster)
  • Celt team bonus (will further up the creation of Bombard Cannons)
  • Burmese team bonus (able to know the relics' locations upstart, then snatch them quickly, will be more than helpful to build up their gold reserves for Janissaries or other gunpowder units)
  • Bulgarian team bonus (efficiency bonus for Turkish blacksmiths, allow Turkish players to improve their weaponry quickly and completely)
  • Tatar team bonus (grant extra line of sight for fully-teched Turkish horse archers)
  • Cumans: their unique technology Cuman Mercenaries grants allies 5 free trainable Elite Kipchaks per Castle. As Turks have a poor trash line, these Kipchaks help them. Also, they benefit from the Sipahi technology.
  • Polish team bonus (anti-archer bonus for more resilient Turkish Hussars means extra countermeasure against hostile archer-based and Monk-based civilizations, especially considering Turkish Hussars are improved for free and have +1 pierce armor)
  • Gurjara team bonus (Turkish players can spam Camel Riders to retain their anti-cavalry prowess, albeit with more resources spent)
  • Hindustani team bonus (Turkish Heavy Camel Riders and Hussars raze enemy buildings quicker)

Compared advantages and disadvantages[]

Advantages vs other civilizations[]

  • The Janissary being a gunpowder unit with high range, and high attack they can counter of slow short ranged or non-ranged units such as infantry even the Infantry from prominent infantry civilizations such as Teutons, Burmese, Malay, Vikings, Japanese, Aztecs, Incas, Slavs and Celts, have troubles against contingents of Janissaries; Their bulkier Hand Cannoneers are also a great asset against infantry based civilizations. The Janissaries if massed they can also deliver volleys that may mow down contingents of heavy cavalry such as the Franks paladins, Persian War Elephants, South east Asian Battle Elephants and Slavs Boyars. Since they have a high damage output, they can also help besieging buildings. Properly managed, they can be devasting against the Bulgarian Konnik in both its forms.
  • As they have auto-upgraded Light Cavalry and all the upgrades for them, while at the same time having Cavalry archers boosted with Sipahi, they can deliver scout/Cavalry archer rushes at the mid game against civilizations with regular mid game and poor early game such as Indians, Spanish and Portuguese, this especially noticeable if starting from Feudal Age onwards and if playing in open maps. Also they can counter very effectively the Monks with their light cavalry even the monks of civilizations like Aztecs, Slavs, Saracens and Burmese, Their Scout Cavalry also get extra pierce armor, which gives them a huge advantage against archer civilizations (such as Britons, Mayans or Vietnamese), and are useful for raiding in the early gam, as a garrisoned Town Center will need more shots to fend off Turkish scouts.
  • Having great Bombard Cannons with more HP and better range, they have a great advantage in the late game against civilizations with poor defensive structures, Such as Magyars, Cumans and Goths, even civilizations with good defensive bonuses such as Incas, Byzantines and Chinese may struggle against the Turkish Bombard Cannons. Turkish Bombard Cannons can also defeat The Trebuchets of civilizations with bonuses for them like Japanese, Huns and Britons.
  • Defensively they have an advantage against civilizations with mediocre siege workshop or proper anti-building units thanks to their better Bombard Towers and the fact that they have all defensive technologies at Blacksmith and University (without considering the Trebuchets which every civilization have access to). these includes Britons, Japanese and Magyars (of course once they get to Imperial this advantage is no longer a problem for them). Even civilizations with good siege engines, like Celts, Turks, Ethiopians, Khmer and Koreans will have a harder time against a turtling Turkish settlement especially at the late game.
  • Regarding the naval Warfare they are in advantage against civilizations that rely on coastal defenses as their Cannon Galleons can fire for longer distances and have more HP, this may include, Koreans,Byzantines and Malay.
  • Since they have faster rate for gold miners and complete Monastery in the Castle Age, they can perform a good Monk Rush in the Castle Age, which can counter expensive units without Heresy such as Elephants, Boyars, and some heavy cavalry.

Disadvantages vs other civilizations[]

  • Despite the fact the Janissary having great damage output and work especially great if massed they can be countered by Siege units especially siege Onagers, Masses of Scorpions and Bombard Cannons so civilizations with overall good siege engines have an advantage over Turk Janissaries such as, Ethiopians, Celts, Mongols, Teutons and Khmer. Up close, Janissaries can be killed easily due to their low hit points so the Italian Condottiero (which have an special anti-gunpowder bonus), The Gothic Huskarl (with high pierce armor and bonus vs archers) and Japanese Samurai (with fast attack and bonus vs Unique Units) can take this fact at advantage. Archers are also an issue, because they can make advantage of the Janissary's low accuracy, low pierce armor, and low Rate of Fire, so civilizations with good archers such as Ethiopians, Vietnamese, Britons and Mayans can overwhelm Janissaries.
  • Despite the fact they have a heavy late game if getting access to gold, they lack key upgrades for their trash units line being the only civilization today lacking both Pikemen and the Elite Skirmisher so civilizations with good trash units can overturn them such as Magyars, Berbers, Vietnamese, Byzantines and Malay.
  • Despite having probably the best early Imperial Age, they are very vulnerable in open maps like Arabia against civilizations with early aggression such as Aztecs, Huns, Mongols and Mayans, especially if starting at Dark Age.
  • Regarding naval warfare they are in disadvantage against civilizations that can perform Galley or Fire Galley rushes as their Cannon Galleons only come until Imperial Age, this includes: Vikings, Berbers, Saracens, Byzantines and Portuguese. Also they lack the Fast Fire Ship upgrade so late game that is also an exploitable disadvantage that civilizations like Koreans may take to disrupt the Turkish navy by using their Turtle ships in Koreans case or Spanish by using their Cannon Galleons with better accuracy and fast projectiles.
  • Civilizations with strong siege units (such as Koreans, Celts, Mongols, and Ethiopians) are very strong against most of the Turks' defensive structures in the late game. Siege Rams are also effective against Turkish Bombard Towers and any of the Turks' gunpowder units, since they have extremely high pierce armor. The Burmese can also be a problem with their unique technology, as they can utilize their powered-up Battle Elephants and Arambai to quickly deter Turks' defense, which is unfortunate, as Turks have the worst Spearmen and Skirmishers to counter those units.
  • Despite having an above-average Monk Rush during the Castle Age, they lack Block Printing and Illumination, which is very essential for the late Monk function. The Monk is very costly, so their Monk rush edge will not last long in the Imperial Age.

Situational advantages[]

  • In maps like Golden Pit or Gold Rush, where there are huge deposits of gold in the center, the Turks should take on early the center, that way they will have a huge advantage as they can deplete the gold faster neglecting to their opponents getting it, while also saving that gold for their formidable gunpowder units and Cavalry Archers.
  • In closed maps like Black Forest, Turks may get an advantage if they manage to wall up and boom until Imperial Age, same logic can apply in maps like Arena and Fortress in which they can defend for a while.
  • In Death Matches as the scarcity of gold is not an issue, they may take an advantage if survive until Imperial Age, and then deliver masses of boosted gunpowder units. Similarly, the Turks are an excellent civilization in team games due to the ability to establish a trade line with an allied player and having access to gold-efficient units, hence not needing to worry about running out of gold in the late game.
  • The Turks do exceptionally better in team games than in 1v1 matches, as the player can easily establish a trade line with an ally, hence making it easier to produce their gold-efficient late-game units.
  • Arguably, they are one of the best equipped civilization in Post-Imperial matches, as they have several bonuses for Gunpowder.
  • In Capture the relic Game Mode, their auto-upgradable light cavalry gives them an edge as they can negate enemy monks to reach the Relic on the center of the map.
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