So

Primary culture
Capital province
Government
State religion
Technology group

- +10% Trade efficiency
- +20% Trade steering
- +25% Domestic trade power
- +10% Galley combat ability
- −1% Yearly navy tradition decay
- +20% Morale of navies
- +20% Privateer efficiency
- +1 Diplomatic reputation
- +25% Naval force limit modifier
- −5% Sailor maintenance
- −5% Technology cost
- +1 Yearly navy tradition
So is a one-province minor daimyo on the isle of Tsushima, situated between Korea and the rest of
Japan. Located on the island of Tsushima, the So clan will have the option to become a Pirate Republic after the Wokou incident has happened. These pirates will now be seen terrorizing the coasts of Korea and Japan.
Contents
Missions[edit]
- Main article: Japanese missions
Decisions[edit]
All daimyos are eligible to form Japan.
Unite Japan!
Potential requirements
The country:
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Allow
The country:
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Effects
The country:
All subject daimyos of the country:
The country:
If
The AI will not take this decision with less than 30 cities. |
Japan is united
Potential requirements
The country:
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Allow
The country:
There is no country that:
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Effects
The country:
If
The AI will always take this decision. |
Japan is united
Potential requirements
The country:
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Allow
The country:
There is no other country that:
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Effects
The country:
If
The AI will always take this decision. |
Events[edit]
Return to the Wakou Era
With the Shogunate weakened, some now suggest that the clan should return to the old tradition of piracy. The leader of the upstart pirates claims to be the reincarnation of the legendary pirate Akibatsu Matsura, who led a fleet of 500 ships to raid the Korean coast.
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Available only with the Golden Century DLC enabled. |
Trigger conditions
The country:
Any country has or had the “Wokou Pirates” incident or had the event “Wokou”. |
Mean time to happen
12 months |
A pirate's life for me!
We are traders and diplomats, not pirates.
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Strategy[edit]

The So seemingly start in a weak position in 1444: Because they have no land connection to the rest of Japan, they initially can not use the Sengoku CB, and the only claims they can make are against the vastly more powerful Ouchi. Yet they have an advantage that no other japanese tag has: A few years into the game, an event will happen that allows the So to turn into a pirate republic with the unique pirate-daimyo government, giving them the ability to raid coasts and a powerful ruler-admiral, who starts as a 2/5/5 ruler and will cost no republic tradition to reelect. The player is strongly urged to make that transition, as raiding the Ming and Korea can grant them a large amount of sailors and ducats, allowing them to build and sustain an army that is significantly above their force limit, which will be necessary in order to conquer their only cb-able target: The Ouchi.
Once the player has or is close to finishing their claims, and after they have raided the coasts, they should start building their army - it is recommended to build slightly more troops then required to siege the level 2 fort of the Ouchi, both in order to be able to deal with the Ouchi in their allies, but also to have over 50% Liberty Desire after the war. The shogun will usually attempt to kill the players ruler after a succesfull conquest via the subject-daimyo interaction, but this can only happen as long as a daimyo has less then 50% liberty desire.
The player should also build galleys until they hit their fleetlimit; as ships take longer to build and the players fleet limit will increase after turning pirate, it's recommended to start building galleys as soon as the game starts. Prior to starting any war, the player should also ferry their troops over to the rest of Japan, which is possible since daimyo dont need to ask each other for military access; this is to prevent the players army from being stuck on Tsushima in case their fleet can't win a naval engagement.
Achievements[edit]
Eastern technology group ![]() |
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Muslim technology group ![]() |
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Indian technology group ![]() |
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Chinese technology group ![]() |
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Nomadic technology group ![]() |
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Central African technology group ![]() |
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East African technology group ![]() |
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Muslim technology group ![]() |
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West African technology group ![]() |
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Eastern technology group ![]() |
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Anatolian technology group ![]() |
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Muslim technology group ![]() |
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Nomadic technology group ![]() |
Western technology group ![]() |
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Mesoamerican technology group ![]() |
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North American technology group ![]() |
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