執政的德川幕府的力量正在衰竭,饑荒和動亂蔓延到全國各地。江戶時代在日本已經持續了200多年,還能持續200年嗎?
日本 是一個 unrecognized major power 在東亞。是一個島國, 日本僅直接與 阿伊努茅希利接壤,這是一個處在北海道上的分散政權。
歷史背景
1600年,德川家康贏得
鎖國令結束於 美利堅海軍准將
事件
日本存在一些有關於天皇復辟,取締幕府將軍的事件。
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
日程和決議
日本有幾個與天皇復辟幕府將軍有關的條目。
光榮恢復
可見條件:
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The [Ruler Name] Restoration
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維新:日本工業化
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恢復:讓武士退役
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修復:結束Sakoku
日本擁有一個決議以來將它的主流宗教從 Mahayana 改至 Shinto
Adopt State Shinto
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科技
日本幕府開局僅擁有時代1的科技。
Production technology | Military technology | Society technology |
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政治
請幫助驗證或更新此部分。 它最後被驗證的 版本是 1.3。 |
日本幕府在開局時實質為一個專制君主國。由 幕府和 武士執政,且征夷大將軍德川家成為武士利益集團。
Institution | Level |
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Law Enforcement | 1 |
利益集團
日本幕府一開始有 幕府和 武士 in government. 大乘佛教僧侶, 鄉村民眾和 知識分子都 in opposition. 小市民階級, 實業家,和 工會都是 marginalized.
武士除了擁有常規意識形態以外,還額外擁有 Bakufu 意識形態,且 大乘佛教僧侶擁有 Buddhist Moralist 意識形態以來替換 Moralist ideology.
歷史人物
- Note: Names are given in European style, with family name second.
Name | Type | Interest Group | Ideology | Traits | Rank | HQ Region |
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德川齊昭 | General | Petite Bourgeoisie | Jingoist | Imperious | 0 Commander rank 2 Major General | Japan |
江川英龍 | General | Shogunate | Reformer | Innovative, Defensive Strategist | 0 Commander rank 2 Major General | Japan |
鳥居耀藏 | General | Shogunate | Traditionalist | Traditionalist Commander, Imperious | 0 Commander rank 2 Major General | Japan |
外交
日本僅直接與 阿伊努茅希利 ,北海道上的一個分散的國家。 中國 和 大韓 隔著日本海,但與日本沒有起始關係。
日本有薩哈林島和北海道的 claims 。作為 俄羅斯 也對庫頁島有主權要求,這很可能是兩國之間緊張局勢的根源。 日本在遊戲開始時有一個未申報的利息。
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.
策略和指南
請幫助驗證或更新此部分。 它最後被驗證的 版本是 1.3。 |
開始時
日本開始時人口眾多,但工業卻很少。它沒有模具車間,沒有任何類型的礦山或鋼鐵廠,有限的伐木營地,造紙廠和造船廠,沒有大學或藝術學院,也沒有武器和彈藥工業。其主要和最強大的利益集團是幕府,其影響力從45%到65%不等。
它有效率低下的落後法律,如農民稅、農奴制、地方警察部隊、世襲官僚、封閉邊界、傳統主義和土地稅。這些法律限制了更有效率的經濟運行,並有助於加強幕府利益集團。但是,該國禁止奴隸制。此外,政府行政大樓的它不足,導致官僚主義低下和稅收效率低下。它的建築業也很少,因此新產業和資源的建設成為一項緩慢而乏味的工作。最後,它是孤立主義者,不與任何其他國家進行任何形式的商品貿易,並且必須從一開始就自行獲得所有資源。
它的軍隊也處於一個奇怪的中間地帶,軍隊在對付歐洲列強時已經過時,但在對付較小的亞洲國家時卻不必要地龐大。它也沒有海軍,甚至沒有一支艦隊。這將阻礙日本保護其海岸,並阻止其軍隊用於海軍入侵。
北海道島大部分仍未被殖民,而庫頁島的潛在殖民時機已經成熟。
目標
日本的遊戲方式和目標是什麼,都取決於玩家。日本可以是和平主義者或擴張主義者,保持孤立主義或開放並與世界進行貿易,保持君主制或成為神權國家或共和國,民主或專制,或頒布光榮復辟或保持幕府權力。
然而,無論總體最終目標如何,日本在軍事和經濟上變得更強大是很重要的。該國將需要工業化,改革法律,現代化軍事,建立海軍,並完全殖民北海道,也許還有庫頁島。隨著時間的流逝,隨著日本的工業化,幕府將削弱,一旦它從強大到有影響力,它就會被踢出政府。
如果需要,可以在幕府利益集團的影響力大大降低,影響力低於 18% 並被踢出政府時開始光榮復辟。完成光榮的維新讓位於公明/明治維新。根據日本的遊戲方式,完成復辟可能是可選的,因為它涉及結束孤立主義。
開場行動
政治
在流逝時間之前,請檢查幕府的黨魁是否是沙文主義者。金戈主義政黨領導人支持通過殖民法律和職業軍隊,從而使這些法律更容易、更快捷地通過。傳統和溫和派政黨領導人將需要很長時間才能通過法律(或者可能無法完全通過法律),而和平主義政黨領導人則反對殖民主義。建議簡單地重新啟動遊戲,直到找到所需的特徵。
外交與關係
接下來,檢查俄羅斯、清朝和英國是否對日本沒有警惕、敵對或好戰。如果這些國家至少保持謹慎,就更容易與他們建立關係。重要的是首先優先改善與這些國家的關係,並使它們保持友好關係,以阻止它們對日本進行外交遊戲。特別是,它將阻止俄羅斯殖民北海道(如果計劃殖民該島,則阻止庫頁島殖民)。如果這些國家中的任何一個是敵對或交戰國,建議重新開始遊戲。
如果想要玩和平主義遊戲,或者如果玩家想拖延時間直到日本獲得實力,請改善與其他歐洲列強和美國的關係。如果在任何時候,歐洲大國試圖破壞關係並且不希望與他們發生衝突,請嘗試改善與他們的關係。如果當時無法改善關係,請保持警惕,直到改善關係為止。改善與它們的關係將使兩國關係處於停滯狀態,並應阻止它們進行任何外交遊戲。
申報對太平洋沿岸或大洋洲的興趣。
經濟性和初始生產方法的變化
將稅收和軍人工資定為最高,將政府工資降至最低。玩家可以選擇使用部分或全部可用權限對最有利可圖的商品徵收消費稅,如穀物、服務、衣服、茶葉、酒類、家具、瓷器、豪華服裝、菸草和豪華家具。然而,這將導致生活水平的降低,並增加激進分子的數量。玩家還可以考慮使用一些權力,通過道路維護法令來提高施工效率。
當日本經濟足夠強勁時,可以考慮提高政府雇員的工資,降低稅收和/或取消家具和服裝的消費稅。
此外,從除首都關西以外的每個州刪除所有兵營也是一種選擇,因為這樣做也會產生更多收入。如果玩家希望在革命中挑釁幕府,這也可能是有利的。
接下來,更改以下內容的生產方法:將港口設置為錨點港口,將城市中心設置為自由教堂,將行政大樓設置為世俗管理。請注意,這些更改是針對遊戲開始時可用的內容。對生產的其他更改應在可用、合適和適用時稍後進行。
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.