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Japan

Revision as of 11:46, 13 January 2019 by Tonypa (talk | contribs) (updated form japan decisions to 1.28)
Empire rankJapan
Japan.png
Primary culture
Togoku (Japanese)

Capital province
Kyoto (1020)

Government
Shogunate Government monarchy.png

State religion
ShintoShinto.png

Technology group
ChineseChinese technology group
Japanese ideas
Traditions.png Traditions:
−10% Stability cost modifier
+5% Discipline

National unrest.png Unification under the Emperor

−2 National unrest

National manpower modifier.png Reformed Land Holding

+20% National manpower modifier

Technology cost.png Modernization

−5% Technology cost
+10% Institution spread

Ship durability.png Maritime Legacy

+10% Ship durability

Prestige.png Land of the Rising Sun

+1 Yearly prestige

Global settler increase.png Kaitakudan

+20 Global settler increase

Aggressive expansion impact.png Great Power Diplomacy

−15% Aggressive expansion impact

Idea bonus.png Ambition:

+15% Infantry combat ability
For the region, see Japan (region).

For the first half of the EU4 time period, Japan experienced the Sengoku Jidai, or the Japanese Warring States Period. The weak Flag of Ashikaga Ashikaga Shogunate proved unable to prevent incessant war between de facto independent regional lords, or daimyo. The game represents this strife by dividing up Japan into a small central state and a large number of separate realms, and with Japan's nemesis Korea just across the sea, the rebellious vassals need to be dealt with before Japan finally seeks to fully dominate the Nippon trade node.

Contents

Daimyo & Shogunate

Daimyo ideas
Notes:

For   Daimyo,   Independent Daimyo and the   Shogunate.


  Traditions:

+25% Land force limit modifier
+20% Spy network construction

  Bushido

+5% Discipline

  The Bun and the Bu

−10% Idea cost

  Honor the Ancestors

+1 Yearly legitimacy

  The Five Rings

+10% Morale of armies

  Wandering Ronin

−15% Mercenary maintenance

  Armies of the Daimyo

+25% National manpower modifier

  Honor Unto Death

+1 Yearly prestige

  Ambition:

+0.5 Yearly army tradition

The empire of Japan is not represented as a single country at the start of the game. Instead, it is divided into the emperor (the Tenno, or more commonly the Mikado), the ruling shogunate -   Ashikaga in 1444 - and many daimyos. The emperor resides in Kyoto and does not actively engage in any sort of affair of the country. But all official appointments and representations are performed by the emperor. That is why we never directly see the emperor in the game. The shogun is also appointed by the emperor. It represents the will of the emperor and rules Japan in his own methods, as the "emperor's tent government" - the "bakufu". That is why only the shogunate is allowed to declare wars and perform diplomacy with outside powers.

Daimyos are special vassals that do not occupy a relation's slot. They may ally, rival, and fight other daimyos, but not external countries. Daimyos may also declare a "War for the Emperor" against the shogun. A daimyo who controls Kyoto, the capital where the emperor resides, becomes the new shogun, and all other former vassals (daimyos or outside vassals, but not "grand daimyos") of the old shogun become his. The shogun, meanwhile, may diplomatically annex daimyos like any other vassal, and also gets the casus belli of "Annex Daimyo" against any daimyo owning 10 or more provinces.

The shogun gets +0.1   per year and -2%   stability cost for each daimyo at peace, as well as +0.1   prestige for each daimyo that has the same level of Shinto isolationism. These all cap at 10 times the given bonus, for 10 daimyo at peace.

All daimyos existing in 1444 have unique national ideas. Some daimyos that only exist in later starts use the generic Daimyo group set, listed at right.

Daimyos that become independent, even temporarily, get the Independent Daimyo government. This has weaker bonuses than the regular Daimyo government, but allows raising government rank past duke-tier. If the shogun vassalizes a country outside Japan, it functions as an additional daimyo, but does not get the special Daimyo government. If Kyoto is captured by an outside power, the shogunate disbands and all remaining daimyo become permanently independent.

A country that has become independent from the shogun due to various reasons will have the government "Grand daimyo". It is just a regular monarchy that can form outside diplomacy and does not interact with internal affairs between the daimyos. Daimyos cannot perform diplomacy with a grand daimyo, as it is an "outside" power. We may also say this is a reversed case from the above paragraph.

Shogun abilities

The shogun has several special abilities useful for managing unruly daimyo. There are three actions available through the government tab that give a bonus to the shogun and a penalty to all daimyo. Each costs   20 legitimacy and provides a modifier lasting 10 years. Multiple actions may be used at once.

  • Sword Hunt
    • +250   manpower and +0.5   land force limit, per daimyo, for the shogun.
    • –1000   maximum manpower and –2   force limit for daimyo.
  • Sankin Kotai
  • Forcibly Expel Ronin

In addition, the shogun has several subject interactions usable on daimyo. All of these interactions require the daimyo's liberty desire to be below 50%.

  • Change isolationism:
    • The daimyo's isolationism becomes one step closer to that of the shogun's. +25%   liberty desire.
  • Conscript General:
    • Transfer the daimyo's best general (other than a ruler or heir) to the shogun. +30%   liberty desire.
  • Force Seppuku:
    • Order the daimyo's leader to commit suicide. Only available on daimyo that have started a war. The daimyo's successor will be less likely to be a warmonger. The shogun gets 5 monarch point per skill of the daimyo's new ruler. +15%   liberty desire.
  • Contribute to Capital:
    • The daimyo loses 2   development in its most developed province, and the shogunate gains 1 development in its capital. +25%   liberty desire.

Missions

Main article: Japanese missions

Japan's missions include uniting the archipelago, colonizing Taiwan and expanding into Korea and the Chinese mainland.

Events

Main article: Japanese events

Japan and its Daimyo have many historical events. These include events like Nanban Boeki (meeting and trading with the Western Nations, mainly the Portuguese and Spanish), the establishment of the Terakoya schools and the funding of wako (wokou) raiders. These can be funded for a monetary bonus and a relationship penalty with Korea and Ming, or suppressed, for a relationship bonus with Korea and Ming.

Decisions

There are three decisions that switch the player's country to a united   Japan. The first is available for a shogun that has at least 25 provinces, representing more than half of the Japanese region or else substantial conquests outside it. The decision releases all remaining daimyo, turning both them and the shogunate into feudal monarchies. The remaining former daimyo may then be attacked directly, without having to wait for relations to improve enough to diplomatically annex them. The second decision is only available to a shogun that has united Japan without taking the first decision, and gives substantial monarch points as a reward for taking the longer and more peaceful path. The last decision is for a daimyo that is the only Japanese country remaining after the shogunate has been abolished. It may also be taken by any country with Japanese culture even if not a daimyo, such as   Ryukyu or a player country that has shifted culture.

 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

  Japan loses its core on every province of every subject daimyo of this country.
Every subject daimyo of this country:

The country:

  • becomes   Japan.
  • changes its government to feudal monarchy.
  • becomes an   empire.
  • set flag formed_japan_flag

If   Japan:

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


 Japan is united


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


 
Potential requirements

The country:

  Japan does not exist.

Allow

  Japan does not exist.
The country:

No daimyo or independent daimyo exist.


Effects

The country:

  • becomes   Japan.
  • changes its government to feudal monarchy.
  • becomes an   empire.
  • gains  100 legitimacy.
  • gains  100 administrative power.
  • gains  100 diplomatic power.
  • gains  100 military power.
  • set flag formed_japan_flag

If   Japan:


 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 is a daimyo, an independent daimyo or the shogunate.


Effects

The country:

  • becomes   Japan.
  • changes its government to feudal monarchy.
  • becomes an   empire.
  • gains  100 legitimacy.
  • gains  100 administrative power.
  • gains  100 diplomatic power.
  • gains  100 military power.
  • set flag formed_japan_flag

If   Japan:

List of daimyo

This is a list of daimyo that appear in the game. Not all daimyo appear in the start year 1444; the starting years are based on the year they are in control of the capital province, and their cores are usually added earlier and can be released at an earlier date.

 
Ando
1444
 
Ashikaga
Shogunate
1444
 
Date
1444
 
Hojo
1493
 
Ikeda
1590
 
Ito
1444
 
Kono
1444
 
Maeda
1583
 
Mori
1525
 
Oda
1444
 
Toki
1444

Daimyo missions

Main article: Daimyo missions

Strategy

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Alternative starting dates

Japan offers unique features for some alternative starting dates, which each offers a different experience.

  • 27th May, 1467 - Historic start of the Onin War and Sengoku Jidai. Ouchi, Yamana and Shiba have just begun the war against Hosokawa, Hatakeyama and Takeda in the "Onin War" (the actual in-game name of the war).
  • 3rd July, 1573 - Oda controls Kyoto and becomes Shogun. (there was no war in the game going on before this date)
  • 21st June, 1582 - Oda Nobunaga has just died and Hideyoshi Toyotomi becomes the Shogun. Historically, it was the "Honnō-ji incident".
  • 10th August, 1590 - Tokugawa moved to Musashi, which is now Tokyo.
  • 25th May, 1592 - The beginning of "Imjin War". Oda Shogunate is at war with Korea and has some provinces occupied.
  • 21st October, 1600 - Tokugawa controls Kyoto. Historically the end of the Battle of Sekigahara. But the in-game configuration is bugged. Tokugawa is still a Daimyo under Oda despite controlling Kyoto. The in-game text says "norulertitle" for both of them. Historically, Tokugawa should have obtained control over all Japan, just that the government had not been fully established.
  • 24th March, 1603 - Tokugawa has established into the Shogunate. The historical start of the "Edo Period".

Achievements

 
Conscript a 3 star general from a Daimyo Subject.
 
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.
 
Unite Japan as a Daimyo.
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