- 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 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.
- Основная статья: Japanese missions
Japan's missions include uniting the island, colonizing Taiwan and expanding into Korea and the Chinese mainland.
- Основная статья: 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.
The early game playing Japan is slow. The goal in the early years is to minimize liberty desire while you prepare to integrate vassals and remove the crippling -4 monthly diplomatic points from too many relations. Takeda hold the island's only gold mine and make a reasonable first vassal to integrate, daimyo larger than one province will generally be too large to integrate right away. Unrest will be high, and it is imperative to stay on time in Diplomatic tech to prevent defeat to a combination of daimyos and Korea. This will be a challenge, and will require you to set Diplomatic as the national focus. Once you've integrated a few vassals and are on the way to uniting Japan there are a few options as to how to take the game. Economic makes a great first idea group, as Japan will need money to finance its expansion, either through war or colonization.
Expansion into Korea or Manchuria is the next logical step, and the path depends on what happened while you were busy centralizing your authority. In either case, getting a foothold on the mainland can then allow expansion into the hordes or a disintegrated China thereafter. Securing Korea comes with dominance of the Nippon trade node, while Manchuria lies in the upstream Girin node.
Colonization is the other option for the island nation. Early on, it can be used to colonize south toward potential vassals in the Spice Islands. These nations often choose Exploration or Expansion early on, and can be useful securing the Pacific and Indonesia. Once colonial range is a bit larger, colonizing Hawaii followed by California. The California node is upstream of Nippon, and can spawn valuable trade goods and gold. If the Aztecs haven't fallen, Mexico, with it's gold mines, can prove to be a uniquely valuable opportunity.
Religion will become a problem at some point if the player chooses to remain open to the West. Catholic provinces will spawn periodically, sometimes reverting violently with large stacks of rebels. Surrendering to Catholic rebels after they have sieged as many of your provinces as possible is a way to convert from the Shinto religion if the player desires. Converting to Catholicism does not stop the spawn of Catholic provinces from being open to the West, and can be combined with Humanist ideas to effectly control Religious Unity.. After converting, the player will be bound by the Tordesdillas treaty, which can secure California, Mexico and Alaska from Catholic European colonizers. Alternately, Religious ideas can be taken to convert conquered provinces.
Daimyo & Shogunate[править]
Этот раздел может содержать устаревшую информацию об игре. Последняя версия, для которой эта информация была актуальной, является 1.19.
Japan as a playable country is represented by the shogunate, and possesses a unique government type of the same name that grants 4 extra diplomatic relations. This allows the shogunate to manage its vassals without facing severe penalties to its diplomatic power as it would normally. The rest of Japan is represented by the shogun's vassals called daimyo, also possessing a unique government type of the same name, granting them +10% morale of armies and 10% infantry combat ability. The imperial government, unfortunately, is not yet represented in the game.
The shogunate government type also allows its vassals to declare war against each other, and without the shogun being called into war, allowing vassal daimyo to rise through military power and potentially pose a threat to the shogunate itself; the shogun may also attack his vassals if they grow too large. Note that this is applicable to all vassals, including both daimyo and non-daimyo vassals, but only the daimyo and the shogun are granted special CBs against each other (Sengoku, Annex Daimyo, War for the Emperor).
Unifying Japan and taking the appropriate decision(s) will change Japan (and its vassals, if applicable) to the feudal monarchy government type, no longer granting Japan's vassals the right to wage war against each other, and removing the appropriate CBs as well. However, it is not necessary to do so and the player may continue to use the shogunate/daimyo government type if they wish.
List of daimyo[править]
Этот раздел может содержать устаревшую информацию об игре. Последняя версия, для которой эта информация была актуальной, является 1.16.
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.
- Основная статья: Daimyo missions