执政的德川幕府的力量正在衰竭,饥荒和动乱蔓延到全国各地。江户时代在日本已经持续了200多年,还能持续200年吗?
日本 是一个 unrecognized major power在东亚。是一个岛国, 日本仅直接与 阿伊努茅希利北海道上的一个分散的国家。
历史背景
1600年,德川家康赢得
锁国令结束于 美利坚海军准将
Events
Japan has several events related to the restoration of the Emperor over the Shogun.
The [Ruler Name] Restoration
A Renewed Japan
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The Japanese Empire shall rise.
We will need powerful friends, for we shall make powerful enemies.
Railways are the key to our future success.
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The Fall of the Samurai
Journal and decisions
Japan has several journal entries related to the restoration of the Emperor over the Shogun.
Honorable Restoration
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The [Ruler Name] Restoration
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Restoration: Industrialize Japan
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Restoration: Retire the Samurai
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Restoration: End Sakoku
Japan has a decision to change its state religion from Mahayana to Shinto
Adopt State Shinto
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Technology
Japan starts with several era 1 technologies.
Production technology | Military technology | Society technology |
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Politics
请帮助验证或更新此部分。 它最后被验证的 版本是 1.3。 |
Japan begins as an autocratic monarchy. The Shogunate and Samurai are in government, with Shogun Ienari Tokugawa supporting the Shogunate.
Institution | Level |
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Law Enforcement | 1 |
Interest groups
Japan starts with the Shogunate and Samurai in government. The Buddhist Monks, Peasants and Intelligentsia are in opposition. The Petite Bourgeoisie, Industrialists, and Trade Unions are marginalized.
The Samurai gain the Bakufu ideology in addition their regular ideologies, and the Buddhist Monks have Buddhist Moralist ideology which replaces Moralist ideology.
Historical characters
- Note: Names are given in European style, with family name second.
Name | Type | Interest Group | Ideology | Traits | Rank | HQ Region |
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Nariaki Tokugawa | General | Petite Bourgeoisie | Jingoist | Imperious | 0 Commander rank 2 Major General | Japan |
Hidetatsu Egawa | General | Shogunate | Reformer | Innovative, Defensive Strategist | 0 Commander rank 2 Major General | Japan |
Yozo Torii | General | Shogunate | Traditionalist | Traditionalist Commander, Imperious | 0 Commander rank 2 Major General | Japan |
Diplomacy
Japan only directly borders 阿伊努茅希利, a decentralized nation on Hokkaido. 中国 and 大韩 are across the Sea of Japan, but have no starting relationships with Japan.
Japan has claims on Sakhalin and Hokkaido. As 俄罗斯 also has claims on Sakhalin, it is likely to be a source of tension between the two countries. Japan has an undeclared Interest available at the start of the game.
Economy
Japan begins with a large GDP, although well below average for its population size.
Statistic | Starting value |
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GDP | 14.6M |
Population | 31.0M |
Literacy | 21.4% |
Standard of Living | Impoverished (10.0) |
States
Name | Type | Homelands | Arable Land | Resources | State Traits | |||||||||
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Size | Uses | |||||||||||||
Kansai | 36px | Japanese | 190 | 9 | — | — | — | — | 9 | — | — | — | ||
Chugoku | 36px | Japanese | 75 | 20 | — | — | 24 | 20 | 12 | — | — | — | ||
Shikoku | 36px | Japanese | 40 | 11 | — | 24 | — | 32 | 9 | — | — | — |
Seto Inland Sea
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Kyshu | 36px | Japanese | 100 | — | 72 | — | 36 | 40 | 18 | — | — | — | ||
Ryukyu Islands | 36px | Japanese | 15 | — | — | — | — | — | 5 | — | — | — | ||
Chubu | 36px | Japanese | 150 | 16 | — | — | 33 | — | 16 | — | — | (30) | ||
Kanto | 36px | Japanese | 130 | 9 | — | 36 | 30 | — | 10 | 7 | — | — | ||
Tohoku | 36px | Japanese | 80 | 15 | — | 60 | 45 | — | 15 | 6 | — | — | ||
Hokkaido | 36px 36px 36px |
Japanese Ainu |
20 | 9 | 36 | 33 | 36 | 32 | 10 | 8 | (8) | — |
Industry and resources
Japan has most of the resources required for industrialization in its starting states. This allows Japan to ignore international trade and expansion somewhat in the early part of the game.
- Industry
- Japan starts with a modest amount of consumer industry and a well developed agriculture sector.
- Resources
- Japan starts with access to all resources except Rubber. Japan can also grow several cash crops, notably Silk and Dye
Military
Japan has the Peasant Levies law.
Japan begins with 105 regular battalions and 132 conscript battalions available; all battalions use the same set of production methods: Irregular Infantry, No Artillery, File:Method cavalry scouts.png Cavalry Scouts, File:Method standardized infantry.png Standardized Infantry, and Wound Dressing.
Japan starts with no flotillas. As Japan does not border any not decentralized nations, it cannot make any invasions or offensive war action at all, until a fleet has been established.
Strategies and guides
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Start
Japan starts out with a sizable population but with minimal industry. It has no Tooling Workshops, no mines of any kind or Steel Mills, limited Logging Camps, Paper Mills and Shipyards, no Universities or Arts Academies, and no Arms and Munitions Industries. Its main and most powerful Interest Group is the Shogunate which starts out with a Clout ranging from 45% to 65%.
It has inefficient backwards laws such as Peasant Levies, Serfdom, Local Police Force, Hereditary Bureaucrats, Closed Borders, Traditionalism and Land-Based Taxation. Such laws restrict a more efficiently ran economy and serve to strengthen the Shogunate interest group. However, the country has Slavery Banned. Furthermore, it is insufficient in Government Administration Buildings, resulting in low bureaucracy and tax inefficiency. It also has very few Construction Sectors, thus making the building of new industry and resources a slow and tedious endeavor. And lastly, it is Isolationist and does not trade any form of goods with any other country and will have to obtain all resources on its own from the beginning.
Its military is also in a weird in-between where the army is obsolete against the European Powers but is unnecessarily large to use against smaller Asian countries. It also has no navy, lacking even a single Flotilla. This will hinder Japan from protecting its coasts and will prevent the use of its armies for naval invasions.
The island of Hokkaido remains mostly uncolonized and the island of Sakhalin is ripe for potential colonization.
Goals
How Japan is played and what its goals are, all depend on the player. Japan could be pacificist or expansionist, remain Isolationist or open up and trade with the world, remain a monarchy or become a theocracy or republic, be democratic or authoritarian, or enact the Honorable Restoration or keep the Shogunate in power.
However regardless on that the overall end goal may be, it is important for Japan to grow stronger militarily and economically. The country will need to industrialize, reform its laws, modernize its military, build up its navy and fully colonized Hokkaido and perhaps Sakhalin. Over time as Japan industrializes, the Shogunate will weaken and can be kicked out of the government once it goes from Powerful to Influential.
The Honorable Restoration, if desired, can be started when the Shogunate Interest Group has been greatly reduced in Clout, becoming Influential at less than 18% and kicked out of the government. Finishing the Honorable Restoration gives way for the Komei/Meiji Restoration. Depending on how Japan is to be played, completing the Restoration can be optional as it involves ending Isolationism.
Opening Moves
Politics
Before pressing Play, check if the party leader of the Shogunate is a Jingoist. A Jingoist party leader supports the passing of Colonial Laws and a Professional Army, thus making it easier and quicker for such laws to pass. A Traditional and Moderate party leader will take too long to pass the laws (or may fail to pass it entirely) and a Pacifist party leader is against colonialism. It is advised to simply restart the game until the desired trait is found.
Diplomacy and Relations
Next, check if Russia, Qing and the United Kingdom are not Wary, Antagonistic or Belligerent towards Japan. It is easier to build up relations with these countries if they are at least Cautious. It is important to prioritize improving relations with these countries first and have them be friendly in order to stop them from acting Diplomatic Plays against Japan. Particularly, it will keep Russia from colonizing Hokkaido (and Sakhalin if colonizing the island is planned). It is recommended to restart the game if either one of these countries were Antagonistic or Belligerent.
If going for a Pacifist game or if the player wants to stall for time until the Japan has gained strength, improve relations with the other European Powers and the United States. If at any point a European power is trying to damage relations and conflict with them is not desired, try to improve relations with them. If improving relations is not available at that point in time, keep a watch until it is. Improving relations with them will keep the relations in a state of stagnation and should prevent them from acting any Diplomatic Plays.
Declare Interest in Pacific Coast or Oceania.
Economy and Initial Production Method Change
Set taxes and military wages to maximum and reduce government wages to the lowest. The player may choose to put consumption taxes on the most profitable goods such Grain, Services, Clothes, Tea, Liquor, Furniture, Porcelain, Luxury Clothes, Tobacco and Luxury Furniture, using some or all of Authority available. However this will result in the lowering of the Standard of Living and increase the number of radicals. The player may also consider using some authority to increase construction efficiency via decrees of Road Maintenance.
When the economy of Japan gets strong enough, consider increasing the wages of the Government Employees, lowering the taxes and/or removing the consumption tax of Furniture and Clothing.
Additionally, deleting all the Barracks from every state except the capital Kansai is also an option as doing so will also generate more income. This could also be advantageous if the player wishes to provoke the Shogunate in a Revolution.
Next, change the Production Method of the following: Set Ports to Anchor Port, Urban Centers to Free Churches and Administration Buildings to Secular Administration. Note that these changes are for what is available at the start of the game. Other changes to Production should be done later when made available, suitable and applicable.
Initial Construction
Build 3 Construction Sectors in each state or max-out building them in Kansai and Chubu and build one Naval Base in Shikoku. The building of so many Construction Sectors will make Wood and Fabric expensive and tank the economy. To remedy this, the player has two choices.
In a pacifistic or exploit-minimum run, the Player will need to build-up more Logging Camps and Cotton Plantations (as well as Iron Mines and Tool Workshops if Saw Mills and Wrought Iron Tools have been set) until Wood, Fabric, Iron and Tools become cheaper and the economy won't run a deficit. While doing this, the Player can also choose to build a few Shipyards in Shikoku, Coal Mines for Urban Centers, 3 Administration Buildings in Shikoku and 6 in Chugoku, and 2 Paper Mills each in Chugoku and Chubu.
This is a slow process as the country has to solely rely on the resources it currently has available and what is able to produce on its own. But there is an alternative.
The Optional War with the United Kingdom to Open the Market
If an Interest in Pacific Coast or Oceania was Declared, the Player may set a Diplomatic Play against a British Colony in Australia or North America. This will bring the United Kingdom into the war and will set Open Market as a War Goal against Japan. A strong navy will not be needed as the goal of this war is to Back Down from the war during the Diplomatic Phase and allow the United Kingdom to impose their terms upon Japan. After this, Japan's Trade Policy will be set to Free Trade and the country can now trade with other countries for recourses. However, the Shogunate and the Rural Folk will be greatly angered by this, making it difficult to pass laws meant to reduce the Shogunate's Clout. However, an event will also trigger which will help do just that but for a time only.
Go to war with Russia for Forced Recognition. However, it should be important to note that the Force Recognition casus belli is only available if Japan's prestige is high enough. After the start of the game, Japan's prestige will begin to decrease, and the casus belli will become unavailable by January 4th of 1937. With this in mind, the Player must declare war on Russia before then. The player may also use this war for Reparations, to have Russia revoke their claims to Sakhalin and perhaps annex Alaska.
For this war, Japan will need to have its full army so don't delete the Barracks just yet and, more importantly, to naval invade Alaska and at least establish a beach head. Luckily, Russia does not defend the Alaskan coast, so Japan does not need a strong navy to invade the state and one Flotilla from one naval base is enough. After establishing a beach head, the invading army can be ordered to return to Japan to help defend against Russia naval invasions. However, Russia is often weak in naval invading Japan, (and they will always try to land in Kansai) and can be easily pushed back. After that, it becomes a waiting game until Russia agrees to whatever terms the Player had set. If Russia takes back the occupied land in Alaska, simply naval invade again.
Do bear in mind, that every now and then or if the war is prolonged, there is a chance Russia can be successful in invading Kansai.
If the Player chooses to add more Russian states to annex such as Kamchatka, Chukotka, Okhotsk, Trans-Baikal, Yakutsk and Irkutsk, this requires the Player to first Declare Interest in Siberia during Diplomatic Play and add them to the War Goal. Parts of the targeted states will then need to be occupied during the war. This will make the war more expensive and drag on for a longer period of time as it does take time to occupy enemy territory. This puts Japan at risk of being successfully invaded by Russua. Furthermore, Japan's lack of a strong navy becomes an apparent handicap as Russia will have a small yet formidable fleet guarding the Siberian coast. The player will need to have at least 19 Flotillas to beat the Russian fleet and to allow for the naval invasion of either Kamchatka, Chukotka, Okhotsk or all maybe all three at separate times.
This leaves the Player with two solutions. The Player can choose to build Japan's navy. This process is slow as more Naval Bases and a corresponding number of Shipyards have to be built (or have Man-o-Wars be imported from other countries). But this can be done even as the war with Russia is waging but can contribute to the war's dragging on.
Another solution is to invite an ally who either borders your target or can launch a beach head that can later be joined. This is certainly both cheaper and faster than establishing a navy and once you conquered a single province you can expand on from there without the use of a navy at all. But it is way less reliable. There is no guarantee that anyone is willing to join the war, before starting the Diplomatic play, and even if they do, if they actually intend to do a naval invasion.
Research
Prioritize research in order of: Mandatory Service, Line Infantry, Napoleonic Warfare, Army Reserves, Paddle Streamer, Cotton Gin, Lathe, Atmospheric Engine, Intensive Agriculture, Percussion Cap, General Staff, Mechanical Tools, Bessemer Process, Railways, Crystal Glass, Stock Exchange, Currency Standard and Water-Tube Boiler. With luck, the Technology Spread will make the military research run faster while finishing Cotton Gin, Lathe and Stock Exchange in the meantime.
After all those are done being researched, the Player may choose whichever remaining Tier 2 technology is best done first before proceeding to Tier 3.
Changing the Laws and Weakening the Shogunate
As mentioned before, the laws Japan starts with are backwards and empower the Shogunate interest group. Changing the laws will weaken them. With a Jingoist Shogunate part leader, prioritize passing either Colonial Resettlement or Colonial Exploitation and once put into law, immediately begin colonization of the remaining parts of Hokkaido and Sakhalin. Afterwards, pass Professional Army. Note that it is not needed during the first two wars against Russia and the United Kingdom.
With those two laws passed, it is recommended to pass either Tenant Farmers or Homesteading as the Shogunate and the Samurai interest groups will still have high approval from passing the two previous laws and successfully abolishing Serfdom will greatly diminish the Shogunate's power. However, successful or not, prioritize passing next either Dedicated Police Force, Appointed Bureaucrats and Migration Control. Then try to pass Agrarianism or Interventionism and Per-Capita Taxation when possible. Passing any Landed or Wealth Voting law can also help. There is also the choice of going from Monarchy to a Theocracy or a Republic.
Additionally, retire and avoid recruiting any general affiliated with the Shogunate. Bolster the Intelligentsia and the Industrialists if possible and keep building up the country’s industry.
The Honorable Restoration
Once the Shogunate's clout has been reduced to 18% or less, they will become Influential instead of Powerful and it is safe to remove them from the government and suppress them up until the end of the game. The Honorable Restoration should now start and will finish after ten years. However, the Restoration will pause if, for whatever reason, the Shogunate is returned to the government, becomes Powerful again or if Japan goes to war. But the extent of the Restoration remains and will resume once the war is concluded or when Shogunate is no longer in the government or loses power again. Once done, the Japanese Shogunate will be renamed as simply Japan and the Shogunate will be renamed into the Landowners.
But be aware though that trying to pass all these laws in quick succession will lead to the radicalization of the Shogunate and a possible revolution and civil war.
However, if getting the Shogunate to start a revolution is the goal, then best to have deleted all the Barracks (except for Kansai) after the war with Russia but prior to the start of the revolution. It will be much easier to defeat the Shogunate should a civil war against them breaks out. Defeating the Shogunate will instantly finish the Honorable Restoration and will also result in their Clout lowering greatly and rendering them marginalized. However, this is merely temporary as they will eventually regain their lost strength. Suppressing them will delay their return to power. Thus, within that time, the Laws that would weaken them should be passed.
Colonization
Hokkaido and Sakhalin are the only two initial targets for colonization. Sakhalin has Oil as a future resource. However, Russia also has a claim on Sakhalin which could be a source of future conflict if the claim was not revoked during the Forced Recognition war with them. However, the Player can choose to forego Sakhalin entirely and leave in Russia's hands. Once Hokkaido and/or Sakhalin are done and there are no immediate further plans for colonization, the Colonial Law can be reset back to the original law to save bureaucracy. And there might be a political advantage given the interest groups' opinions.
There is of course in the future more land to colonize, such as Pacific Islands, Papua New Guinea and Africa, but they require effort, so it is a case of proper cost/benefit analysis in the concrete situation. The Pacific Islands, Papua New Quinea and some parts of Africa have the malaria malus and Quinine needs to be researched before these lands can be colonized. Senegal however does not have this malaria malus and the country of Massina has Opium. However, France, the United Kingdom and the Netherlands are also colonizing this region. France in particular will colonize faster than all the rest.
With the building of more Government Administration and the increase of bureaucracy, the Institution Level of Colonization can be increased for faster colonizing time. Be sure to build Ports in these colonial holdings and remember to incorporate them once colonization is finished. Passing the Total Separation and the Multiculturalism Laws will help reduce the risk of uprisings or secessions.
However, one of the goals of the Meiji Restoration is the industrialization of 75% of the country. Any incorporated colonized or conquered lands will be included in that.
Expansion
Once Japan’s military has been built up, it may choose to expand further into Korea, Manchuria, Formosa, southern China, Hawaii, Southeast Asia, the Middle East and southern Africa. If Japan has good relations with any of those countries, then simply lower relations. Then initiate desired Diplomatic Plays.
Annexing any part of Qing will require that Japan's military be at least one technology ahead of Qing's. If the Player has researched Line Infantry, Napoleonic Warfare and Army Reservers before Qing and has an adequate navy, then that should be enough to give Japan the edge against Qing. Note that this doesn't mean the Player can easily defeat Qing. Qing still has a massive manpower pool compared to Japan. The strategy is to defend whatever land border Japan has with Qing and then naval invade and occupy parts of Beijing before setting that army into the defensive. It is also easy to occupy all of Formosa. Then wait until Qing is willing to cut its loses and agree to the Player's terms.
The Player can choose to annex all of Manchuria and Formosa which is a good source of Wood and liberate Korea for future conquest. Or the Player can choose to annex the Southern Qing states of Guangdong, Guangxi, Guizhou and Yunnan. These states will have less Wood compared to Manchuria but Yunnan does have an abundance in Opium.
However Qing in the game has a tendency to sign a Defensive Pact and Trade Agreement with Russia before entering into a Customes Union with them. If the Player is not quick enough, going to war with Qing will mean having to deal with Russia as well.
Southeast Asia is abundant in Gold, Rubber and Oil and countries such as Flag of Brunei Brunei, Flag of Sulu Sulu and others on the island of Borneo can often be beaten by a naval invasion of only a single flotilla. Same goes for Flag of Hawaii Hawaii in the Pacific.
In the Middle East, the Player can choose to vassalize Oman and use its east African territory as a springboard to colonize eastern Africa.
In Africa, the Senegal countries of Futa Jellon, Kaarta, Segou and Massina are options for conquests. And in South Africa, there are Zulu, Oranje and Transvaal.
But be warned, if Japan is still Isolationist or if its military is weak, this will bring either France or the United Kingdom into the war to force Japan to Open its market or for no reason at all.