Hosokawa

Primary culture
Capital province
Government
State religion
Technology group
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- +10% Infantry combat ability
- +20% Galley combat ability
- +1 Yearly legitimacy
- −1 National unrest
- +10% Trade power abroad
- +20% Land force limit modifier
- +20% National manpower modifier
- +20% Spy network construction
- −10% Development cost
- +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 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.
Missions[edit | edit source]
- Main article: Japanese missions
Decisions[edit | edit source]
All daimyos are eligible to form Japan.
Unite Japan!
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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:
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Allow
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Effects
The country:
All
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The AI will not take this decision with less than 30 cities.
Japan is united
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The warring factions of Japan have finally been united under a strong emperor.
Potential requirements
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Allow
The country:
There is no country that:
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Effects
The country:
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The AI will always take this decision.
Japan is united
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Please help with verifying or updating this infobox. It was last verified for version 1.33. |
The warring factions of Japan have finally been united under a strong emperor.
Potential requirements
The country:
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Allow
There is no other country that:
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Effects
The country:
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The AI will always take this decision.
Events[edit | edit source]
Succession of [Root.Monarch.GetName]
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Please help with verifying or updating this infobox. It was last verified for version 1.30. |
Having been unable to produce an heir of [Root.Monarch.GetHerHis] own, many of our stronger vassals are expecting [Root.Monarch.GetName] to adopt a member of one of the leading families of the realm as [Root.Monarch.GetHerHis] successor.
The branches of the Hosokawa family seem unable to line up behind a single candidate however, and whichever heir we appoint we seem likely to face the displeasure his opponents.
Trigger conditions
The year is at least 1460, but before 1520. |
Mean time to happen
180 months |
I will name Sumitomo as the heir apparent.
Sumiyuki of the Kujo would be best.
Takakuni is a worthy successor.
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Rise of the Miyoshi Family
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Please help with verifying or updating this infobox. It was last verified for version 1.30. |
The Miyoshi Family of Awa has been growing increasingly influential both by providing valuable services to our clan and by making use of the chaotic lawlessness that still exist in many parts of the country. Using the alliances they have forged with many of our retainers the Miyoshi family, under Nagayoshi’s leadership, is now attempting to make a bid to control our clan.
Trigger conditions
The year is at least 1550, but before 1570. |
Mean time to happen
60 months |
Rebel Scum! It is time to make room for a man of ability. |
Merchant of Sakai
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Please help with verifying or updating this infobox. It was last verified for version 1.30. |
Tired of the lawlessness that prevails in the Japanese lands in the current era the Merchant Council in the city of Sakai has taken matters in their own hands, creating a small autonomous community of their own. They have now approached the court of [Root.Monarch.GetName] asking for our protection and continued autonomy to pursue their own mercantile goals.
Trigger conditions
The year is at least 1470, but before 1500. |
Mean time to happen
90 months |
Let us support Sakai.
Confiscate their properties. |
Strategy[edit | edit source]

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.
Achievements[edit | edit source]
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