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 阿伊努茅希利接壤,这是一个处在北海道上的分散政权。
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
事件
日本存在一些有关于天皇复辟,取缔幕府将军的事件。
The [Ruler Name] Restoration
A Renewed Japan
触发于:
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触发条件:
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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
日程和决议
日本有几个与天皇复辟幕府将军有关的条目。
光荣恢复
可见条件:
Is 日本 | |
Activation conditions: | 触发时效果:
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完成条件: | 完成时效果:
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The [Ruler Name] Restoration
可见条件:
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触发于:
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触发时效果:
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完成条件:
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完成时效果:
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维新:日本工业化
可见条件:
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触发于:
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触发时效果:
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完成条件:
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完成时效果:
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恢复:让武士退役
可见条件:
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触发于:
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触发时效果:
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完成条件: | 完成时效果:
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修复:结束Sakoku
日本拥有一个决议以来将它的主流宗教从 Mahayana 改至 Shinto
Adopt State Shinto
可见条件:
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可用条件: |
效果:
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科技
日本幕府开局仅拥有时代1的科技。
Production technology | Military technology | Society technology |
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政治
请帮助验证或更新此部分。 它最后被验证的 版本是 1.3。 |
日本幕府在开局时实质为一个专制君主国。由 幕府和 武士执政,且征夷大将军德川家成为武士利益集团。
Institution | Level |
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Law Enforcement | 1 |
利益集团
日本幕府一开始有 幕府和 武士 in government. 大乘佛教僧侣, 乡村民众和 知识分子都 in opposition. 小市民阶级, 实业家,和 工会都是 marginalized.
武士除了拥有常规意识形态以外,还额外拥有 Bakufu 意识形态,且 大乘佛教僧侣拥有 Buddhist Moralist 意识形态以来替换 Moralist ideology.
历史人物
- 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
日本仅直接与 阿伊努茅希利 ,北海道上的一个分散的国家。 中国 和 大韩 隔着日本海,但与日本没有起始关系。
日本有萨哈林岛和北海道的 claims 。作为 俄罗斯 也对库页岛有主权要求,这很可能是两国之间紧张局势的根源。 日本在游戏开始时有一个未申报的利息。
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 | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
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
请帮助验证或更新此部分。 它最后被验证的 版本是 1.3。 |
开始时
日本开始时人口众多,但工业却很少。它没有模具车间,没有任何类型的矿山或钢铁厂,有限的伐木营地,造纸厂和造船厂,没有大学或艺术学院,也没有武器和弹药工业。其主要和最强大的利益集团是幕府,其影响力从45%到65%不等。
它有效率低下的落后法律,如农民税、农奴制、地方警察部队、世袭官僚、封闭边界、传统主义和土地税。这些法律限制了更有效率的经济运行,并有助于加强幕府利益集团。但是,该国禁止奴隶制。此外,政府行政大楼的它不足,导致官僚主义低下和税收效率低下。它的建筑业也很少,因此新产业和资源的建设成为一项缓慢而乏味的工作。最后,它是孤立主义者,不与任何其他国家进行任何形式的商品贸易,并且必须从一开始就自行获得所有资源。
它的军队也处于一个奇怪的中间地带,军队在对付欧洲列强时已经过时,但在对付较小的亚洲国家时却不必要地庞大。它也没有海军,甚至没有一支舰队。这将阻碍日本保护其海岸,并阻止其军队用于海军入侵。
北海道岛大部分仍未被殖民,而库页岛的潜在殖民时机已经成熟。
目标
日本的游戏方式和目标是什么,都取决于玩家。日本可以是和平主义者或扩张主义者,保持孤立主义或开放并与世界进行贸易,保持君主制或成为神权国家或共和国,民主或专制,或颁布光荣复辟或保持幕府权力。
然而,无论总体最终目标如何,日本在军事和经济上变得更强大是很重要的。该国将需要工业化,改革法律,现代化军事,建立海军,并完全殖民北海道,也许还有库页岛。随着时间的流逝,随着日本的工业化,幕府将削弱,一旦它从强大到有影响力,它就会被踢出政府。
如果需要,可以在幕府利益集团的影响力大大降低,影响力低于 18% 并被踢出政府时开始光荣复辟。完成光荣的维新让位于公明/明治维新。根据日本的游戏方式,完成复辟可能是可选的,因为它涉及结束孤立主义。
开场行动
政治
在流逝时间之前,请检查幕府的党魁是否是沙文主义者。金戈主义政党领导人支持通过殖民法律和职业军队,从而使这些法律更容易、更快捷地通过。传统和温和派政党领导人将需要很长时间才能通过法律(或者可能无法完全通过法律),而和平主义政党领导人则反对殖民主义。建议简单地重新启动游戏,直到找到所需的特征。
外交与关系
接下来,检查俄罗斯、清朝和英国是否对日本没有警惕、敌对或好战。如果这些国家至少保持谨慎,就更容易与他们建立关系。重要的是首先优先改善与这些国家的关系,并使它们保持友好关系,以阻止它们对日本进行外交游戏。特别是,它将阻止俄罗斯殖民北海道(如果计划殖民该岛,则阻止库页岛殖民)。如果这些国家中的任何一个是敌对或交战国,建议重新开始游戏。
如果想要玩和平主义游戏,或者如果玩家想拖延时间直到日本获得实力,请改善与其他欧洲列强和美国的关系。如果在任何时候,欧洲大国试图破坏关系并且不希望与他们发生冲突,请尝试改善与他们的关系。如果当时无法改善关系,请保持警惕,直到改善关系为止。改善与它们的关系将使两国关系处于停滞状态,并应阻止它们进行任何外交游戏。
申报对太平洋沿岸或大洋洲的兴趣。
经济性和初始生产方法的变化
将税收和军人工资定为最高,将政府工资降至最低。玩家可以选择使用部分或全部可用权限对最有利可图的商品征收消费税,如谷物、服务、衣服、茶叶、酒类、家具、瓷器、豪华服装、烟草和豪华家具。然而,这将导致生活水平的降低,并增加激进分子的数量。玩家还可以考虑使用一些权力,通过道路维护法令来提高施工效率。
当日本经济足够强劲时,可以考虑提高政府雇员的工资,降低税收和/或取消家具和服装的消费税。
此外,从除首都关西以外的每个州删除所有兵营也是一种选择,因为这样做也会产生更多收入。如果玩家希望在革命中挑衅幕府,这也可能是有利的。
接下来,更改以下内容的生产方法:将港口设置为锚点港口,将城市中心设置为自由教堂,将行政大楼设置为世俗管理。请注意,这些更改是针对游戏开始时可用的内容。对生产的其他更改应在可用、合适和适用时稍后进行。
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.