Europa universalis 4 япония гайд
Please help with verifying or updating older sections of this article.
At least some were last verified for version 1.29.
Unification under the Emperor
−2 National unrest
Reformed Land Holding
+20% National manpower modifier
Modernization
−5% Technology cost +10% Institution spread
Maritime Legacy
+10% Ship durability
Land of the Rising Sun
+1 Yearly prestige
Kaitakudan
+20 Global settler increase
Great Power Diplomacy
−15% Aggressive expansion impact
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 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.
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Daimyo & Shogunate
Please help with verifying or updating this section. It was last verified for version 1.30. Daimyo ideasFor 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, but is instead divided between the many daimyo and their shogun overlord, who is Ashikaga in 1444. Daimyo are special vassals that do not occupy a relation's slot. They may ally, rival, and fight other daimyo (particularly with the "Sengoku" casus belli that gives 25% less aggressive expansion), but not external countries. Daimyo 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 (daimyo or outside vassals, but not "grand daimyo") of the old shogun become his. The shogun, meanwhile, may diplomatically annex daimyo like any other vassal, and also gets the casus belli of "Annex Daimyo" against any daimyo owning 10 or more provinces. If the shogun vassalizes a country outside Japan, it will become a daimyo and gains the special Daimyo government. This makes Japan extremely powerful in practice as it is essentially allowed unlimited vassals.
The shogun earns +0.1 legitimacy 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 daimyo existing in 1444 have unique national ideas. Some daimyo that only exist in later starts use the generic Daimyo group set, listed at right.
Daimyo 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 duchy tier. 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 daimyo. Daimyo 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. This is also the government form that a previous Shogunate will gain upon being overthrown.
When a daimyo becomes large (more than 10 provinces) the Shogun gains a CB "Annex Vassal". Unfortunately, when attacking the daimyo using this CB it causes a −3 stability hit from "They are our subject" and also an additional −1 or −2 stability from "good relations" (when >=100, or near 200 respectively). But if a Daimyo gets the incident Rising Shogunate Authority, they might choose the option “We cannot partake in this charade, refuse the appointment.” in the event Appointment to Imperial Office which triggers the event The Daimyo of [From.GetName] Refuses to Serve! for the Shogun. The two options will be to either back down and lose -10 legitimacy, or to immediately have them declare war on you and gain +10 legitimacy (without suffering any stability hits). Moreover, being a defensive war, it will also bring all your allies to your defense. This means it may pay to be patient, but to be prepared to exploit the option when it is presented.
Shogun abilities
Available only with the Mandate of Heaven DLC enabled. |
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.
Please help with verifying or updating this table. It was last verified for version 1.30.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. +25% liberty desire.
- Transfer the daimyo's best general (other than a ruler or heir) to the shogun. +30% liberty desire.
- 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.
- The daimyo loses 2 development in its most developed province, and the shogunate gains 1 development in its capital. +25% liberty desire.
- This interaction is only available if the most developed province of the daimyo has at least 3 development of the same type and at least half the development of the shogun's capital(rounded down)
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!
Please help with verifying or updating this infobox. It was last verified for version 1.30.The time has come to unite Japan by force! The time for diplomacy is over and all these warring daimyo lords must be conquered.
- was never an end-game tag.
- has enacted the ‘Shogunate’ government reform.
- has at least 1 subject daimyo.
Japan does not exist.
- is not a subject nation other than a tributary state.
- is not a nomad nation.
- is not at war.
- owns at least 25 cities.
- owns Kyoto (1020) and Musashi (1028).
- abolishes the ‘Shogunate’ government reform.
- loses its cores on every province owned by the subject daimyos of the country.
All subject daimyos of the country:
- become independent.
- abolish the ‘Daimyo’ government reform.
The AI will not take this decision with less than 30 cities.
Japan is united
Please help with verifying or updating this infobox. It was last verified for version 1.30.The warring factions of Japan have finally been united under a strong emperor.
- has enacted the ‘Shogunate’ government reform.
- was never an end-game tag
Japan does not exist.
- is not a subject nation other than a tributary state.
- owns Kyoto (1020) and Musashi (1028).
- is not at war.
There is no country that:
- has enacted the ‘Daimyo’ or ‘Independent Daimyo’ government reform.
The AI will always take this decision.
Japan is united
Please help with verifying or updating this infobox. It was last verified for version 1.30.The warring factions of Japan have finally been united under a strong emperor.
- was never an end-game tag.
- has not enacted the ‘Shogunate’ government reform.
- has not enacted the ‘Celestial Empire’ government reform.
- has a Japanese culture.
Japan does not exist.
- is not a subject nation other than a tributary state.
- owns Kyoto (1020) and Musashi (1028).
- is not at war.
There is no other country that:
- has enacted the ‘Daimyo’, ‘Independent Daimyo’ or ‘Shogunate’ government reform.
- is a member of the Holy Roman Empire, but not the emperor or an elector
- then all its provinces are removed from the HRE.
- then Japan gets the event ‘New Traditions & Ambitions’.
The AI will always take this decision.
List of daimyo
Please help with verifying or updating this section. It was last verified for version 1.29.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.
Akamatsu
1466
Amago
1444
Ando
1444
Asakura
1471
Ashikaga
Shogunate
1444
Chiba
1444
Chosokabe
1549
Date
1444
Hatakeyama
1444
Hojo
1493
Hosokawa
1444
Ikeda
1590
Imagawa
1444
Isshiki
1444
Ito
1444
Kikuchi
1444
Kitabatake
1444
Kono
1444
Maeda
1583
Mori
1525
Nanbu
1444
Oda
1444
Ogasawara
1444
Otomo
1444
Ouchi
1444
Satake
1444
Shiba
1444
Shimazu
1444
Shoni
1444
So
1444
Takeda
1444
Toki
1444
Tokugawa
1444
Tsutsui
1444
Uesugi
1444
Utsunomiya
1444
Yamana
1444Daimyo missions
Main article: Daimyo missions
Strategy
The below is one of many player suggested strategies for Japan. Bear in mind, due to the dynamic nature of the game, it may unfold differently for other players.What Daimyo To Choose
In general, the viable daimyo picks are separated into two categories: those that begin the strongest, and those that have the best ideas. The strongest starting daimyo in 1444 is Hosokawa , although Uesugi and Yamana are also fine candidates for uniting Japan quickly. The best land military nations are Oda and Shimazu , by far. For Naval nations, Kono is typically the nation of choice. Although So has slightly better ideas, it is a much harder starting position due to being on an island as an OPM. So can flip to a Pirate Republic easily though via event, if that appeals to you.
Uniting Japan
The Japanese daimyo gain free CBs on bordering Daimyo. Claims are still required to attack daimyo without a direct land border, and they are also useful for giving -10% Core-Creation Cost. Regardless of what Daimyo you start as, getting alliances with some of the larger daimyo far away from you is recommended to dissuade the Shogun from DOWing you, although it is not necessary.
Remember to rush uniting Japan. Do not be afraid of taking many loans and going vastly over Force Limit just to unite Japan quicker or be able to siege Lv3 forts. Exploit the extremely good "Indebted to the Bourgeoisie" privilege from the Burghers, which gives 5 Loans at a 1.0% interest rate. It's interesting to note that you can manually remove the privilege and reinstate it again to gain another 5 Loans at very low interest. Once you unite Japan, you essentially have no outside competition, as Korea , the only nation that could possibly have a navy outside of Ming, is weak. You can even feel free to go bankrupt after you are the Shogunate, if such drastic measures are necessary.
While expanding, remember to develop the Renaissance when it spawns on an ideal province. Use Diplo and Military points to force spawn the institution.
Religious paths
With Mandate of Heaven enabled, Japan has a number of easier, non-traditional paths open to it in regards to religion. Via events, it can convert to Catholic or to Mahayana Buddhism. From there, it can also transition from Catholic to Protestant or Reformed or from Mahayana to Theravada or Vajrayana.
However, Shinto is already one of the best religions in the game due to its access to a strong +10.0% Morale of Armies buff and −10.0% Development Cost, as well as a number of other useful temporary bonuses from dynamic event chains dealing with isolationism. Thus, it is not recommended to flip to any form of Buddhism. Christian denominations can be considered in case the player wishes to pursue expansionist policy in Europe, as Christians gain access to Personal Union mechanics, but it is highly debatable as Shinto is already stronger than any Christian religion besides Orthodox (the one of three Christian religions you can't swap to easily by decisions and events).
Catholic
Eventually, the Europeans will discover Japan, which will trigger the Spread of Christianity incident. A ruler interested in converting should choose all options that favor or protect Christians, leading to an "Open" outcome for the incident. The country will then get a "Kirishitan Realm" modifier. Shortly thereafter, an event will fire offering the choice to convert to Catholicism. If taken, the religion of both the ruler and the country will become Catholic and the capital province will convert as well.
It is highly recommended to prepare for this event by filling out Religious ideas, raising stability before conversion, and saving up a good deal of money. If the player intends to remain Catholic, taking the Embrace the Counter-Reformation decision will rapidly speed up conversion as well by granting +2 Missionaries. Regardless of the religion chosen, the player should prioritize converting developed provinces and the capital region especially; it is also wise to focus on converting the Japanese home islands over subjugated territories in mainland Asia. Shinto provinces are harder to convert, so prepare to invest a lot of time and money in Christianizing the country. Remember to utilize the State Edict "Enforce Religious Unity" which grants +1.0% Local Missionary Strength.
Though Catholic is the easiest branch to convert to, a player ruling Japan is deprived of any chance to become papal controller unless the capital is somehow moved to Europe. This means that most, if not all meaningful bonuses available to Catholics are not feasible for Japan to obtain. Thus, it is recommended to swap to Protestant or even Reformed.
Protestant / Reformed
Reformed and Protestant may be slightly harder to convert to, but they offer stronger raw bonuses than Catholicism does. A Protestant player can customize the church of Japan to their liking. Church aspects that boost colonial growth and military power are good for securing the Pacific and seizing large swathes of East Asia; the boost to missionary strength from the Adult Baptism aspect is helpful in countering the stubborn resistance of Shinto and Muslim holdouts, each of which have -2.0% Local Missionary Strength. Remember to utilize the State Edict "Enforce Religious Unity" which grants +1.0% Local Missionary Strength.
As for Reformed: generally speaking, it is weaker than Protestantism due to its lack of many of Protestant's great modifiers, such as Development Cost, Global Settler Increase, and more. It also lacks the boosted conversion abilities of Catholicism and Protestantism. However, Reformed does have a niche over Protestant in that it offers +5.0% more Morale of Navies than Protestant, and thus it is an okay religion for nations needing to focus on their land and navy. Given how important Morale of Navies is, +5.0% could be useful; however it is hard to justify +5.0% Morale of Navies vs the numerous advantages Protestant has to offer.
A player seeking to go Protestant/Reformed must become Catholic first. Then, just simply flip to Protestant or Reformed through the religion tab.
Alternative starting dates
Japan offers unique features for some alternative starting dates, which each offers a different experience.
Europa Universalis 4 / Европа Универсалис 4
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Дмитрий Зайцев запись закреплена
Как вообще за японию воевать с мином?
-1504. Решил съесть корею, приходится и с мином воевать (не хочу через дань). Корею съел на на 50-60 проц, а вот "сбалансированый мин" приходит и своими 100к войсками меня дропает.Нравится Показать список оценивших
Сначала старые
Как вариант, построить флот, с помощью которого блокировать его порты. Он истощится, заключаешь с ним мир, ешь Корею
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Дмитрий ЗайцевБорис, Мой флот сильнее флота противника даже при преимуществе в 2 раза. Проблема в том, что их армия просто освободит без проблем осожденные провы
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Здесь война островного государства и материкового - всегда пат, все равно что игрок - ВБ против игрока - Франции пойдёт воевать, один настроит флот, а другой армию. Либо где-нибудь надыбать лишние 500 дева, либо придётся ограничиться Тайванем и Хайнанем. Можно абузить, сфабрикуй претензии на острова и набивай с их помощью очки, а бери сам другие провы, только придётся пушек тысяч 10 набраит
Europa Universalis 4 / Европа Универсалис 4
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Никита Леднев запись закреплена
Как стать Японией?
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Сначала старые
Даниил ДегтярёвНужно за Бургундию играть , ивент в 1845 выпадит
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Никита Леднев ответил ДаниилуДаня, а если серьезно, я начал за дайме, теперь один там сижу на островах и нац решения нету
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Zavenio Farmani ответил НикитеPlease help with verifying or updating older sections of this article.
At least some were last verified for version 1.29.Clicking on a mission icon leads to the appropriate table row. "Repeat" action to return.
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National missions
Expansion to the East China Sea
Please help with verifying or updating this section. It was last verified for version 1.29.The nation gains permanent claims on Sakhalin (1033)
If The Kurils (1032) are uncolonized, then:- Cede The Kurils (1032) to the nation.
- The culture of The Kurils (1032) will become the primary culture.
- The religion of The Kurils (1032) changes to the state religion of this country.
The nation gains a permanent claim on the following areas:
Invade Mandchuria
Conquest of China
Mission Completion requirements Effects Prerequisites The Divine Wind Total navy size at least 90.0% of the Force Limit Have more or equal heavy ships than 5
The nation gets "Divine Wind" for 20 years, giving the following effects:
- owned by the nation or a non-tributary subject
The nation gains a permanent claim on the following areas:
Win Political Supremacy
- owned by the nation or a non-tributary subject
- owned by the nation or a non-tributary subject
The nation gets "Inspiring Victory" for 20 years, giving the following effects:
The nation gains a permanent claim on the following areas:
One of the following must be true:
- owned by Japan or a non-tributary subject:
If Japan is the Emperor of China and Mandate of Heaven is active, then
- it gains 10 mandate .
- it gains the Force Tributary State casus belli with a duration of 300 months on every known country which has a capital in one of these areas:
Colonize Taiwan
Imperial Ambitions
The nation gains a permanent claim on the following areas:
Japan gains a permanent claim on the following area:
Unite Japan
Japan gains a claim on the following areas:
Japan gains Admiral with 50 tradition
Domestic Affairs
Japan owns all provinces in the following areas:
Japan owns all of the following provinces:
Win Political Supremacy
Have Legitimacy of at least 80
Absolutism is at least 50
If Mandate of Heaven is active Japan has resolved all possible incidents not concerning the Shogunate or is no longer Shinto If Mandate of Heaven is not active Japan has dealt with the arrival of the Kirishitan or is no longer Shinto
The Japanese Economy
Construct the Gokaido
Japan has 85% or more Trade Power One of the following must be true:
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