Shimazu

Primary culture
Capital province
Government
State religion
Technology group
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Please help with verifying or updating this infobox. It was last verified for version 1.33. |
- +10% Infantry combat ability
- −1% Yearly army tradition decay
- +10% Morale of armies
- +15% Manpower recovery speed
- +10% Production efficiency
- +5% Discipline
- +10% Land fire damage
- +20% Trade steering
- −5% Technology cost
- +10% National tax modifier
Shimazu is a one-province minor daimyo in Southern Kyushu (Western Japan) and the closest daimyo to Ryukyu. Their ideas are mainly focused on the military.
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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Please help with verifying or updating this infobox. It was last verified for version 1.33. |
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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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
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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
![]() |
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:
|
Allow
There is no other country that:
|
Effects
The country:
|
The AI will always take this decision.
Strategy[edit | edit source]

Early game[edit | edit source]
In 1444 Shimazu starts as a weak isolated Daimyo, however its two neighbors are even weaker and Shimazu also has a reconquest cb on one.
The player should try and declare preferably on its reconquest target on 11 December 1444. After building up to 3 soldiers, the war should be a whim.
After the initial wars the player should seek to keep 2 troops above his forcelimit to overwhelm and stackwipe neighbors.
Building galleys is vital in conquering the larger nations on the other island. When reaching too much AE the Shogun might declare on you, however after you have conquered a large part of Japan, the player will have a considerable amount of army tradition, and prestige. Your quality of troops should be more than enough to win against the Shogun by selectively fighting small daimyo armies and destroying them. After this war Japan is your play ground. You could decide to become Shogun, or continue your conquer spree.
Achievements[edit | edit source]
Eastern technology group ![]() |
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Eastern technology group ![]() |
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Anatolian technology group ![]() |
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Mesoamerican technology group ![]() |
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