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Hosokawa

Duchy rankHosokawa
Hosokawa.png
Primary culture
Saigoku (Japanese)

Capital province
Settsu (1021)

Government
Daimyo Government monarchy.png

State religion
ShintoShinto.png

Technology group
ChineseChinese technology group
Hosokawa ideas
Traditions.png Traditions:
+10% Infantry combat ability
+20% Galley combat ability

Legitimacy.png Kanrei

+1 Yearly legitimacy

National unrest.png Branches and Retainers

−1 National unrest

Trade power abroad.png Sakai City

+10% Trade power abroad

Land force limit modifier.png The Eastern Army

+20% Land force limit modifier

National manpower modifier.png Ashigaru

+20% National manpower modifier

Spy network construction.png Yamabushi

+20% Spy network construction

Development cost.png Horeki Reform

−10% Development cost

Idea bonus.png Ambition:

+10% Institution spread

Hosokawa is the largest Daimyo in Japan, both by province size and development. This means that expansion is quite easy, especially in Kyushu, which is filled with OPM's. By taking over the surrounding Daimyo's, you can become powerful enough to unite Flag of Japan Japan very quickly. Afterwards, Japan can colonise Australia and Indonesia, Western North America, and become extremely powerful. Otherwise, invading the Jurchen Tribes and Korea can set some quick expansion options in motion.

Contents

MissionsEdit

Main article: Japanese missions

DecisionsEdit

All daimyos are eligible to form Japan.

id

 Unite Japan!

The time has come to unite Japan by force! The time for diplomacy is over and all these warring daimyo lords must be conquered.
 
Potential requirements

The country:

Allow

  Japan does not exist.

The country:


Effects

The country:

  • abolishes the ‘Shogunate’ government reform.

  Japan

  • loses its cores on every province owned by the subject daimyos of the country.

All subject daimyos of the country:

  • become independent.
  • abolish the ‘Daimyo’ government reform.

The country:

If   Japan:

The AI will not take this decision with less than 30 cities.

id

 Japan is united

The warring factions of Japan have finally been united under a strong emperor.
 
Potential requirements

The country:

Allow

  Japan does not exist.

The country:

There is no country that:


Effects

The country:

  • changes to   Japan.
  • abolishes the ‘Shogunate’ government reform.
  • becomes an   empire.
  • gains  100 legitimacy.
  • gains  100 administrative power.
  • gains  100 diplomatic power.
  • gains  100 military power.
  • obtains new missions (which are Japanese missions).

If   Japan:

The AI will always take this decision.

id

 Japan is united

The warring factions of Japan have finally been united under a strong emperor.
 
Potential requirements

The country:

Allow

  Japan does not exist.

The country:

There is no other country that:


Effects

The country:

If   Japan:

The AI will always take this decision.

StrategyEdit

  The below is one of many player suggested strategies for Hosokawa. Bear in mind, due to the dynamic nature of the game, it may unfold differently for other players.

Your first goal should not be to unite Japan, rather you should think of Japan as the entire map. Consolidating in the south is simple, though with such alliance networks, not to be taken lightly. You have enough troops at game start to comfortably annex one or two OPM's, but if they ally the larger daimyo's, such as   Uesugi or   Yamana then you could be in trouble. You get a free CB on all neighbouring Daimyo's, so expansion is relatively easy, especially considering how many small Japanese minors are around you. Ally's are almost always discretionary, but   Shiba can be fairly powerful, and   Uesugi can be as well. After uniting Southern Japan, (if you're lucky the bigger nations will end up in an eternal war with an OPM with a fort, so coalitions aren't that common to fire) you will have troops to conquer Kyoto, but you may not want to, because it's much harder to expand as a Shogun than Daimyo. Ashikaga will also now have a CB on you, so be wary. If   Ashikaga (or whatever other Shogun) declares, you will have to rely extremely heavily on mercs, unless you've allied most other Daimyo's. If this happens and you win, taking Kyoto should be a first priority. You will then become the Shogun. Now you should just play a normal vassal game.

Otherwise, continue uniting Japan, going towards the north. Once you have taken all of Japan except the Shogun, declaring independence will be an easy war. You can now form Japan, and take advantage of some very nice ideas. After that, you can start colonising, and doing what Hirohito couldn't, or invading Korea and eventually China, doing what Hirohito and Meiji couldn't.

AchievementsEdit

 
Unite Japan as a Daimyo.
 
Start as a Japanese Daimyo, convert yourself and all of Japan to Christianity.
 
Embrace "manufacturies" institution as Japan by 1655.
 
Go full isolationist in 6 Incidents.
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