

This means it may pay to be patient, but to be prepared to exploit the option when it is presented.Īvailable only with the Mandate of Heaven DLC enabled. Moreover, being a defensive war, it will also bring all your allies to your defense. 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). 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 Refuses to Serve! for the Shogun. 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). When a daimyo becomes large (10 provinces or more) the Shogun gains a CB "Annex Vassal". If Kyoto is captured by an outside power, the shogunate disbands and all remaining daimyo become permanently independent. This has weaker bonuses than the regular Daimyo government, but allows raising government rank past duchy tier. Some daimyo that only exist in later starts use the generic Daimyo group set, listed at right.ĭaimyo that become independent, even temporarily, get the Independent Daimyo government. These all cap at 10 times the given bonus, for 10 daimyo at peace.Īll daimyo existing in 1444 have unique national ideas. 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. This makes Japan extremely powerful in practice as it is essentially allowed unlimited vassals. If the shogun vassalizes a country outside Japan, it will become a daimyo and gains the special Daimyo government. 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. 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. Daimyo may also declare a "War for the Emperor" against the shogun. 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 are special vassals that do not occupy a relation's slot. 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. Wandering Ronin −15% Mercenary maintenanceĪrmies of the Daimyo +25% National manpower modifier Traditions: +25% Land force limit modifier +20% Spy network construction 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.įor Daimyo, Independent Daimyo and the Shogunate. The weak Ashikaga Shogunate proved unable to prevent incessant war between de facto independent regional lords, or daimyo. Great Power Diplomacy −15% Aggressive expansion impactĪmbition: +15% Infantry combat ability For the region, see Japan (region).įor the first half of the EU4 time period, Japan experienced the Sengoku Jidai, or the Japanese Warring States Period. Land of the Rising Sun +1 Yearly prestige Modernization −5% Technology cost +10% Institution spread Unification under the Emperor −2 National unrest Reformed Land Holding +20% National manpower modifier +15% Samurai Force Limit Country allows Samurai infantry Traditions: −10% Stability cost modifier +5% Discipline Please help with verifying or updating this infobox.
