Japan

Capital:
Government type:
Faction:
Japan was the leader of the Axis powers in the Pacific Theater. Some consider that World War II actually began with the invasion of
China by Japan, first by taking Manchuria and installing their puppet the
Manchukuo regime. In 1937, after the Marco Polo Bridge Incident, Japan declared war on China, beginning the Second Sino-Japanese War in which Japan invaded and conquered much of eastern China, installing additional puppet regimes along the way, including
Mengkukuo and the "Reorganized National Government of the Republic of China". After invading China, Japan struck southwards, invading and conquering
British Malaya and the
Dutch East Indies (Indonesia), in hopes of securing their resources, followed by an invasion of the
British Raj.
On August 6, 1945, the United States dropped a nuclear bomb on Hiroshima, flattening the center of the city. Late in the evening of August 8, according to the Yalta agreements, the
Soviet Union declared war on Japan, and shortly after midnight on August 9, attacked Manchukuo and Mengkukuo. Only hours later, the Americans dropped a second nuclear bomb on Nagasaki, destroying a small portion of it. The total shock of these events forced Emperor Hirohito to intervene and compel the big six to agree on the terms of ending the war, taken by the Allies in the Potsdam Conference. After several days of backroom negotiations and failed attempts to destroy the stockpiles of biological and chemical weapons of Unit 731 in Manchuria, which were captured by Soviet paratroopers, and the collapse of the Kwantung Army, in August 15, Hirohito addressed the nation by radio and announced the surrender of Japan. The signing ceremony of the Act of Capitulation took place on September 2 aboard the United States Navy battleship USS Missouri (BB-63).
Geography[edit | edit source]
Japan is located in the far east of Asia. It is mainly made up of the four major islands: Kyushu, Shikoku, Honshu, and Hokkaido. Japan also owns the Korean peninsula, East Hebei, the city of Dalian, South Sakhalin and a lot of strategic islands in the Pacific including: Taiwan, Okinawa, Saipan, Guam and Iwo Jima. Japan also controls the puppet states of Manchukuo and
Mengkukuo.
Mainland Japan is dominated by mountains, which run through almost the entire country. It has a couple of urban areas, namely Tokyo, Hiroshima, and Nagasaki. Flat, arable land can be found around the major cities of Japan.
Japan borders with the Soviet Union, both directly through the Sakhalin island and the northern Korean border as well as the northern border of their puppet
Manchukuo. They also border
China through East Hebei and their puppet
Mengkukuo. Mainland Japan is surrounded by sea, with the Sea of Japan to the west, the East China Sea to the south, and the Pacific Ocean to the east.
Historical background[edit | edit source]
After Japan's unification during the Meiji Restoration of 1868, the Japanese Empire had undergone a period of rapid westernization and industrialization, with the goal of making Japan a power on par with the other western nations. With its newfound power, Japan sought to make up for its lack of resources by securing them overseas, through invading neighboring nations, starting with its invasion of Korea in 1895, the First Sino-Japanese War in 1894-1895, where Japan conquered Taiwan. Succeeding in this, Japan later fought and won the Russo-Japanese War against the Russian Empire in 1904-1905, cementing itself as one of the world's great powers and first non-European nation to achieve this status. Allying itself with the United Kingdom in 1902, Japan joined World War I on the side of the Entente, conquering Germany's possessions in the Pacific and China.
During the Great Depression, the Japanese government had become increasingly militaristic, leading to the conquest of Manchuria in 1931, creating the puppet state of Manchukuo. In 1933, further Chinese border territories were also conquered, leading to further puppet states, like
Mengkukuo.
The government of Japan is still not satisfied, however, and seeks to further expand Japan's dominion in East Asia, its "Greater East Asian Co-Prosperity Sphere" at the expense of all caught in its way. Japan has countless plans drawn up for its conquest of Asia, some involve an invasion of the Chinese mainland and splitting up China into loyal puppets, others calling for an invasion of
India and others involve invading European possessions in Indonesia and Indochina. Even more tenuous plans call for an invasion of Soviet Siberia, to claim its vast resources and wealth, another plan involves targeting
Australia and
New Zealand with Japan's biggest ambition being the concept of an invasion of the
United States in order to secure the nation's resources and industry and to topple Japan's perhaps biggest rival in the Pacific.
The Japanese Empire stands as the greatest power in East Asia, ready to raze anyone that gets in its way.
Events[edit | edit source]
- Main article: Japanese events
National focus[edit | edit source]
- Main article: Japanese national focus tree
Japan, as one of the seven major powers, has a unique national focus tree.
The Japanese national focus tree can be divided into 7 branches:
- The Unthinkable Option Branch
- The
Communist branch is based around the idea of establishing a
Communist state in Japan with the possibility of either joining the
Soviets or forming a faction with
Communist China. It requires
Waking the Tiger.
- This is the hardest path in the focus tree, as it causes a civil war to erupt in the country and if the communists win, it will also cause the entire Japanese Navy, all of Japan's colonial possessions (
Korea and
Mengkukuo) and most of the generals and field marshals to revert to
Manchukuo, which becomes independent.
- Purge the Kodoha Faction Branch
- The historical
Fascist tree, it focuses around the aggressive conquest of China, Indochina, the
Dutch East Indies,
British Malaya and the
Philippines and an alliance with Siam. Please do note that this path is also highly likely to lead to a war with the
United Kingdom, the
United States and
France (all at the same time potentially), as it involves attacking their puppets.
- National Mobilization Law/ National Defense State Sub-branches
- Two Sub-branches that is shared by the Purge the Kodoha Faction Branch and the Support the Kodoha Faction Branch. It accelerates economy laws, mobilises more manpower and gives a Research Slot. It also enables Kamikaze Strikes and unlocks a unique type of aircraft; the Suicide Bomb Craft, which are essentially flying human-guided missiles that deal extremely high damage, but both the pilot and the aircraft are lost in the endeavour.
- Support the Kodoha Faction Branch
- The
Non-Aligned Monarchist Branch is focused on deposing the fascists and either empowering the Emperor of Japan or restoring the Japanese Shogunate in a modern form. Furthermore, it focuses on preparing for war with the
Soviet Union and joining the
German Reich's faction. This path notably militarises
Manchukuo even further, by giving them Infantry Equipment and Aircraft Research Bonuses and it also creates a Non-Aggression Pact with China, however, it also requires Japan to join the London Naval Treaty, thus restricting their Ship sizes.
- Strengthen the Civilian Government Branch
- The
Democratic branch starts a civil war with the fascists and installs a
Consitutional Monarchy. It allows Japan either join the
Allies or form its own faction; the West Pacific Treaty Organisation. It also makes Japan liberate
Korea and
Manchukuo but, in exchange, allows Japan to puppet or annex the
Philippines, the
Dutch East Indies,
British Malaya and Indochina. It requires
Waking the Tiger.
- Similar to the
Communist above, this path will cause a civil war to erupt in the country and will cause
Manchukuo to become independent and gain control over
Korea and
Mengkukuo, however, Japan will retain control of both its navy and army.
- The Manchurian Project Branch
- If
Manchukuo is a subject, this branch improves
Manchukuo's Stability and War Support, expands their Industry and improves the Infrastructure and also builds forts on the Soviet Border and adds resources and building slots in the interior.
- Army Expansion Law Branch
- This branch improves
Japan's army through research bonuses, though it will also unlock Bicycle Infantry, a unique unit for Japan.
- Fighter Modernization Sub-branch
- This sub-branch improves
Japan's Airforce through research bonuses and connects to both the Army and Naval branches.
- New Naval Estimates Branch
- This branch improves
Japan's naval research and naval industry.
Technology[edit | edit source]
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Army Technology | Naval Technology | Air Technology | Electronics & Industry |
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Without
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Without
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Without
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Doctrines | |||
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Designers, concerns and theorists[edit | edit source]
Bonuses from tank, naval and air design companies are only applied to equipment whose research is completed while the design company is hired. For example, if a tank design company is hired 1 day before research is completed for a relevant tank, that tank will receive the design company bonuses, along with any relevant tanks that are researched in future.
Bonuses are not retroactive and will not be applied to equipment that was fully researched prior to hiring the design company. However, new variants will be affected.
Designer | Type | Effect | ![]() |
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Tank Designer |
|
150 |
Designer | Type | Effect | ![]() |
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![]() Requires Supremacy of the Battlefleet |
Battlefleet Designer |
|
75 |
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Pacific Fleet Designer |
|
150 |
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Escort Fleet Designer |
|
150 |
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Coastal Defense Fleet Designer |
|
150 |
Designer | Type | Effect | ![]() |
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![]() Requires Agility Focus |
Agility-focused Aircraft Designer |
|
150 |
![]() Requires Range Focus |
Range-focused Aircraft Designer |
|
150 |
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Heavy Aircraft Designer |
|
150 |
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Naval Aircraft Designer |
|
150 |
Equipment variants[edit | edit source]
Type | Airframe | Role | Main Armament | Secondary Weapons | Engine | Special Modules | ![]() |
---|---|---|---|---|---|---|---|
A6M Zero-Sen Requires The Zero |
Improved Carrier | Fighter | 2x Light Machine Gun | 2x Cannon I | 1x III | Drop Tanks, Extra Fuel Tanks | 38.50 |
G3M2^ | Basic Medium | Tactical Bomber | Medium Bomb Bay | Torpedo Mountings | 2x II | Light MG Defense Turret 2x, Extra Fuel Tanks | 56 |
Ki-21^ | Basic Medium | Tactical Bomber | Medium Bomb Bay | 2x II | Light MG Defense Turret | 49 | |
Ki-30/32^ | Basic Small | CAS | Small Bomb Bay | 1x II | 26 | ||
B5N^ | Basic Carrier | Naval Bomber | Torpedo Mountings | Bomb Locks | 1x II | Extra Fuel Tanks | 32.50 |
A5M^ | Basic Carrier | Fighter | 2x Light Machine Gun | 1x II | 27.50 | ||
Ki-27^ | Basic Small | Fighter | 2x Light Machine Gun | 1x II | 24 | ||
B4Y | Basic Carrier | Naval Bomber | Torpedo Mountings | Bomb Locks | 1x II | 31.50 | |
B2M | Inter-War Carrier | Naval Bomber | Torpedo Mountings | 1x I | 27 | ||
A4N | Inter-War Carrier | Fighter | 2x Light Machine Gun | 1x I | 24 | ||
Aichi D1A2 | Inter-War Carrier | CAS | Bomb Locks | 1x I | Dive Brakes | 25 | |
Ki-3 | Inter-War Small | CAS | Bomb Locks | 1x I | Light MG Defense Turret | 23 | |
Ki-1 | Inter-War Medium | Tactical Bomber | Medium Bomb Bay | 2x I | Light MG Defense Turret | 45 | |
Ki-2 | Inter-War Small | CAS | Small Bomb Bay | 2x I | Light MG Defense Turret | 40 | |
Ki-10 | Inter-War Small | Fighter | 2x Light Machine Gun | 1x I | 22 |
- * marks a variant as "outdated".
- ^ marks a variant that is only available in the 1939 start.
Cosmetic names[edit | edit source]
Japan has a number of unique names and appearances for various technologies and equipment, listed here. Note that generic names are not listed.
Tech year | Anti-Air | Artillery | Rocket Artillery | Anti-Tank |
---|---|---|---|---|
1934 | Type 95 75 mm | |||
1936 | Type 98 20 mm | Type 94 | ||
1939 | Type 91 10 cm | |||
1940 | Type 2 20 mm | Type 4 20 cm | Type 1 47 mm | |
1942 | Type 96 15 cm | |||
1943 | Type 3 80 mm | Type 4 40 cm Rocket Mortar | Type 4 75 mm |
Politics[edit | edit source]
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National spirits[edit | edit source]
Japan starts with four national spirits in the base game:

- Daily Political Power Cost: +0.25
- Trade Laws Cost: +25%
- Economy Cost: +25%
Civilian factory Construction Speed: +5.00%
Military factory Construction Speed: +5.00%
Naval dockyard Construction Speed: +5.00%
- Consumer Goods factories: 5%

- War Support: +20.00%
- Mobilization Cost: -25%
- Justify
War Goal time: -20.0%
- Research Time: +5.00%
Civilian factory Construction Speed: -10.00%
With the Waking the Tiger expansion enabled, Japan starts with an additional national spirit:
With the Man the Guns expansion enabled, Japan starts with an additional national spirit:
Interservice Rivalry starts as "balanced" but can be affected by the Interservice Rivalry (IR) decisions.
The decisions are comprised of four pairs of mutually exclusive decisions, with any pair offering to either favour the navy or the army, giving a national spirit for the decision and changing the balance of the Interservice Rivalry national spirit.
Mechanics[edit | edit source]
The national spirit uses a 5 step scale of Army dominant to Navy Dominant. While a balanced rivalry has no effect, strengthening either branch of service results in modifiers to factory output and construction speed with "branch strengthened" and further modifiers to research and planning speed with "branch dominant".
Decisions[edit | edit source]
Each decision is mutually exclusive with its counterpart, so the effects are mutually exclusive as well. It costs 50 PP to take a decision and after each decision comes a 180 day cooldown before the next one can be taken. However, there is no strict order in which any decision can be taken.
Furthermore, a decision taken affects the Interservice Rivalry national spirit, taking it one step towards the last choice. So, a "balanced" rivalry becomes "army strengthened" after the first pro army choice and becomes "balanced" again when choosing the navy next.
Prioritize Steel for Guns - get +2
MIC in 2 random states
Prioritize Steel for Ships - get +2
NIC in 2 random states
Prioritize Army Aircraft Construction - -10%
production cost for CAS and tactical bombers
Prioritize Navy Aircraft Construction - -20%
production cost for carrier fighters, carrier CAS, carrier naval bombers and naval bombers
Institute Indiscriminate Conscription - +2%
recruitable population
Grant Draft Exemptions - +5%
MIC and
dockyard output
Form Raiding Regiments - +2% special forces multiplier
Form Special Air Landing Forces - +5% attack and defense for special forces
Diplomacy[edit | edit source]
Puppets : Japan has two puppets at the start of the game; Manchukuo and
Mengkukuo. Both of these countries are located in Northern China and are quite lackluster in terms of industry and military.
Political parties[edit | edit source]
Political advisors[edit | edit source]
These are the ministers available for the Empire of Japan.
Icon | Advisor | Type | Effect | ![]() |
---|---|---|---|---|
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Sanzo Nosaka | Communist Revolutionary |
|
150 |
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Kijuro Shidehara | Democratic Reformer |
|
150 |
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Kingoro Hashimoto | Fascist Demagogue |
|
150 |
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Mitsumasa Yonai | Silent Workhorse |
|
150 |
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Hiroshi Oshima | Prince of Terror |
|
150 |
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Chiune Sugihara | Compassionate Gentleman |
|
150 |
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Takuo Godo | War Industrialist |
|
150 |
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Tsugumichi Arisugawa | Illusive Gentleman |
|
150 |
Economy[edit | edit source]
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Resource-wise, Japan finds itself in much the same place as Germany. While Japan has access to a satisfactory amount of chromium, tungsten, and steel, it suffers from a shortage of aluminum, and an extreme shortage of oil and rubber. Japan's shortage of oil and rubber at the game's beginning mostly shoehorns the Japanese player into the historical bog of an infantry army. Even a complete annexation of China will not solve Japan's problems, as China has more or less the same resource pool as Japan has. While the Japanese player can trade with the United States in the early game for oil, this ties up civilian factories, and the United States has an early focus to embargo Japan (which they will be likely to pursue with historical focus turned on).
Japan is in luck, however, as all the rubber and oil are a short boat ride and a war with the Allies away. Specifically, the largest supplies of rubber and oil in the game can be found in French Indochina, British Malaysia, and the Dutch East Indies. While Japan won't have complete control of these resources until they reach a high enough compliancy percentage or a peace conference with France, Britain, or the Netherlands, the available resources are more than abundant enough to fuel the construction of planes, ships, tanks, as well as any motorized designs Japan might have for the duration of the war. If the Japanese player does not desire war with the Allies, they will have access to the first technology allowing synthetic oil refineries in 1936, which opens up options for medium-scale production of aforementioned planes, ships, and tanks, without conquest. One thing to keep in mind when taking this route is that synthetic oil refineries are extremely expensive and time-consuming to construct, eating away time that could be used to build up other military and civilian factories with which to build up a force to take all the resources Japan could ever require to fulfill its dreams of Pacific domination.
Laws[edit | edit source]
1936
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Conscription Law | Economy Law | Trade Law |
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![]()
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![]()
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![]()
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1939
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Conscription Law | Economy Law | Trade Law |
---|---|---|
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Industry[edit | edit source]
![]() Year |
![]() Military Factories |
![]() Naval Dockyards |
![]() Civilian Factories |
![]() Fuel Silos |
1936 | 16 | 14 | 22 (-10) | 3 |
1939 | 27 | 19 | 42 (-15) | 3 |
Numbers in red indicate the number of civilian factories required to produce consumer goods, based on economy laws and the total number of military and civilian factories, rounded up.
Resources[edit | edit source]
![]() Year |
![]() Oil |
![]() Aluminum |
![]() Rubber |
![]() Tungsten |
![]() Steel |
![]() Chromium |
1936 | 4 (-1) | 7 (-2) | 0 | 23 (-6) | 78 (-20) | 88 (-22) |
1939 | 4 | 7 | 0 | 23 | 85 | 88 |
Numbers in red indicate how many resources are reserved for export due to trade laws.
Military[edit | edit source]
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This is a community maintained wiki. If you spot a mistake then you are welcome to fix it. |
Here the player can type some informative bits about this nation's armed forces in-game in 1936 and the following years.
Army[edit | edit source]
Type | # 1936 | # 1939 | |
---|---|---|---|
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Infantry | 45 | 90 |
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Cavalry | 9 | 9 |
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Light Tank | 3 | 3 |
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Motorized | 2 | 2 |
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Marines | 1 | 3 |
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Total divisions | 60 | 107 |
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Manpower used | 482.20k | 857.10k |
In 1936, Japan has mixed seasoned and green troops. To reflect historical realities, Japan begins the game with a number of divisions that begin with experience 2 and weapons 1. This, combined with the Marco Polo Bridge Incident national focus, allows the Japanese player multiple avenues for warfare with China as early as 1936. Japan also has some troops with basic equipment, good targets for a garrison of Japan's home island and Japan's matrix of pacific islands.
Examples of alternative division template names for Japan include:
- Mountaineers - Yamahei-dan Shidan
- Marines - Tokubetsu Rikusentai or just Rikusentai (naval infantry, as opposed to marines)
- Paratroopers - Teishin Shidan
- Motorized - Jidousha Shidan
- Mechanized - Kikaika Shidan
- Armor - Sensha Shidan
Name | ![]() |
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Traits |
---|---|---|---|---|---|---|
Hisaichi Terauchi | 4 | 5 | 4 | 3 | 2 | ![]() ![]() ![]() |
Shunroku Hata | 4 | 4 | 4 | 2 | 4 | ![]() ![]() |
Name | ![]() |
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Traits |
---|---|---|---|---|---|---|
Akira Muto | 2 | 2 | 2 | 2 | 1 | ![]() |
Harukichi Hyakutake | 3 | 2 | 2 | 3 | 3 | ![]() |
Hatazo Adachi | 2 | 1 | 2 | 2 | 2 | ![]() ![]() ![]() ![]() |
Hitoshi Imamura | 3 | 3 | 1 | 3 | 3 | ![]() ![]() ![]() |
Iwane Matsui | 1 | 1 | 1 | 1 | 1 | ![]() ![]() |
Jo Iimura | 2 | 1 | 2 | 2 | 2 | ![]() |
Kanji Ishiwara | 1 | 1 | 1 | 1 | 1 | ![]() |
Keisuke Fujie | 3 | 1 | 3 | 3 | 3 | ![]() ![]() ![]() |
Kenji Doihara | 1 | 1 | 1 | 1 | 1 | ![]() ![]() |
Kenkichi Ueda | 4 | 3 | 2 | 4 | 4 | ![]() ![]() ![]() |
Kiichiro Higuchi | 2 | 2 | 2 | 2 | 1 | ![]() ![]() |
Kuniaki Koiso | 2 | 2 | 2 | 2 | 1 | ![]() ![]() ![]() |
Masaharu Homma | 2 | 2 | 2 | 1 | 2 | ![]() ![]() |
Masatane Kanda | 2 | 2 | 2 | 1 | 2 | ![]() |
Naruhito Higashikuni | 3 | 3 | 3 | 2 | 2 | ![]() ![]() |
Rikichi Ando | 3 | 1 | 3 | 3 | 3 | ![]() |
Sadao Araki | 2 | 1 | 2 | 2 | 2 | ![]() |
Seishiro Itagaki | 3 | 3 | 4 | 2 | 3 | ![]() ![]() ![]() |
Shigeru Honjo | 1 | 1 | 1 | 1 | 1 | ![]() ![]() |
Shizuichi Tanaka | 4 | 4 | 3 | 2 | 4 | ![]() ![]() ![]() |
Takashi Sakai | 3 | 2 | 2 | 3 | 3 | ![]() ![]() |
Tomoyuki Yamashita | 5 | 5 | 5 | 4 | 4 | ![]() ![]() ![]() ![]() |
Toshizo Nishio | 3 | 4 | 2 | 4 | 2 | ![]() ![]() |
Yasuji Okamura | 1 | 1 | 1 | 1 | 1 | ![]() |
Yoshijiro Umezu | 3 | 3 | 3 | 1 | 3 | ![]() ![]() |
[edit | edit source]
Type | # 1936 | # 1939 | |
---|---|---|---|
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Carrier | 4 | 6 |
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Battlecruiser | 3 | 3 |
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Battleship | 6 | 6 |
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Heavy cruiser | 16 | 20 |
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Light cruiser | 19 | 20 |
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Destroyer | 94 | 101 |
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Submarine | 52 | 59 |
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Total ships | 194 | 215 |
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Manpower used | 115.30k | 135k |
Japan starts with several upgraded tier I ship classes. The Akagi carrier and Nagato battleship in particular have an especially high number of upgrade points. Japan also starts with 3 Kongo-class battleships which are tier II and 2 Mogami-class heavy cruisers that are also tier II. Under construction are 1 Soryu-class carrier, 1 Kongo-class battleship and 1 Mogami-class heavy cruiser along with 3 destroyers and 4 submarines. Japan starts with comparably high naval technology. Japan can also acquire Long Lance torpedoes from a national focus, which gives their torpedoes a longer range than any other nation.
Name | ![]() |
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Traits |
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Gengo Hyakutake | 2 | 1 | 2 | 2 | 2 | ![]() |
Hiroaki Abe | 2 | 3 | 1 | 2 | 1 | ![]() |
Isoroku Yamamoto | 5 | 5 | 2 | 3 | 6 | ![]() ![]() ![]() ![]() ![]() ![]() |
Jisaburo Ozawa | 5 | 5 | 3 | 3 | 4 | ![]() ![]() ![]() ![]() ![]() |
Kiyoshi Hasegawa | 2 | 2 | 2 | 1 | 2 | ![]() |
Mineichi Koga | 4 | 4 | 2 | 4 | 3 | ![]() ![]() ![]() ![]() |
Nobutake Kondō | 3 | 4 | 2 | 2 | 2 | ![]() ![]() ![]() |
Shigeyoshi Inoue | 2 | 2 | 1 | 1 | 3 | ![]() ![]() |
Soemu Toyoda | 4 | 3 | 4 | 4 | 2 | ![]() ![]() ![]() |
Tadashige Daigo | 1 | 1 | 1 | 1 | 1 | ![]() ![]() |
Takeo Takagi | 3 | 3 | 1 | 3 | 3 | ![]() |
Zengo Yoshida | 2 | 2 | 2 | 1 | 2 | ![]() |
Air Force[edit | edit source]
Type | # 1936 | # 1939 | |
---|---|---|---|
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Close air support | 331 | 360 |
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Fighter | 362 | 640 |
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Naval bomber | 126 | 437 |
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Tactical bomber | 54 | 108 |
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Total planes | 873 | 1545 |
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Manpower used | 18.54k | 33.06k |
Military staff[edit | edit source]
These are the military staff candidates for appointment of Imperial Japan.
Icon | Candidate | Type | Effects | Cost (![]() |
---|---|---|---|---|
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Prince Kan'in Kotohito | Army Offense (Specialist) |
|
150 |
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Hajime Sugiyama | Army Drill (Genius) |
|
150 |
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Hideki Tojo | Army Morale (Expert) |
|
150 |
Strategies and guides[edit | edit source]

The Interservice Rivalry (IR) national spirit functions very similarly to a focus tree branch and should be considered as one for the japanese build up. While individual decisions and their respective bonuses must be considered, the IR national spirit and its effects also do play a role. If engaging in a landlocked conflict early on, like against China or the Soviet Union, it is advantageous for Japan to first choose an army favouring decision(s). This gives both the national spirit bonus for the decision itself as well as the added bonus from army strengthened or army dominant national spirit. As in the later game, Japan will almost inevitably confront the allies, it needs to favour the navy in later decisions. A "navy strengthened" or "dominant" national spirit can give Japan an edge in the naval buildup between 1938 and 1942 before confronting the Royal Navy and the US navy. Since not all IR decisions are created equal in terms of the benefits they offer, especially given their interaction with Japan's national focuses, they can be discussed as follows:
Pritoritize Steel for Army/Navy: very much comparable in terms of the benefits. Depending on Japans buildup strategy, either one makes sense. With the early war against China or the SU looming, steel for guns comes out slightly on top.
Prioritize Army/Navy Aircraft construction: hands down, navy is the winner here. The reason for this is that CV aircraft are actually cheaper than their land based counterparts, the bonus affects more types of aircraft, all of which are vital to Japan. The final reason being the Zero NF and Mitsubishi designer. Combining the designer, the 1940 fighter NF and this national spirit makes the IJN air arm a force to be reckoned with.
Indiscriminate Conscription/Draft exemptions: Recruitable population can become an issue as japanese land forces tend to cover extensive territories. However, this can be mitigated by using colonial troops after pupetting China. The factory output increase through draft exemptions benefits both branches of service and, together with the existing game mechanics' substitutes for recruitable population increase, makes it come out on top.
Raiding Regiments/Air Landing forces: Despite Japan getting an increase of special forces by national focus already, the meagre +5% attack/defense increase for special forces does not look appealing in comparion. This can be chosen either way, but the favour navy decision looks better.
The Empire of Japan is by far the strongest nation in East Asia when it comes to military strength and has plenty of options for expanding its sphere of influence. That being said, Japan suffers from a chronic lack of resources, given the size of its military and will, as it realized in real life, become very dependent on trade to fuel its war machine unless the problem is properly addressed. Japan is also not a very popular nation globally—the
United Kingdom, the
United States and the
Soviet Union all have national focuses that enable them to go to war with Japan and the Together for Victory DLC will also turn
Australia and
New Zealand into possible enemies.
Japan's national focus tree contains many helpful perks and boosts that can greatly assist in early-game endeavors. The National Focus New Naval Estimates gives 4 naval dockyards while "Spiritual Mobilization" and "Warrior Traditions" raise the recruitable population by a noticeable margin.
Japan starts the game with a total of 52 factories (16 military, 22 civilian and 14 naval dockyards) which is comparable to most of the other major nations and this gives Japan the biggest industrial capacity in East Asia.
The Imperial Japanese army consists of a rather colorful mix of units, ranging from Regular to Green in experience and with varying levels of equipment. Many of the division templates are also somewhat questionable when it comes to composition. A lot of rearming and reorganizing will be needed in order to bring up the military to par with the other major powers.
The Imperial Japanese Navy is the third-largest navy in the world and the largest one in East Asia. Because Japan is an island nation and also controls a large matrix of smaller islands throughout the pacific ocean, the navy will be vital to ensure that the Japanese Empire remains properly connected and that supply lines remain open. As such, Japan will need to build up its naval dockyard capacity in order to allow it to expand its naval force and replace lost ships.
Once the initial buildup is completed there are several paths for Japan to take:
Initial conquest options[edit | edit source]
The Second Sino-Japanese War[edit | edit source]
Located to Japan's Southwest, China presents a relatively early conquest goal for Japan. The Japanese national focus tree contains the necessary focuses to grant a war goal against China very early on in the game and this makes China a perfectly logical conquest option in the early game.
When taking on China, the Japanese player must be aware of two crucial facts: first, China has the second highest (highest after unification) starting core population in the game and this grants it a near-bottomless manpower supply. As such, a war of attrition is not an option for Japan as Japan will run out of manpower long before China. Instead, the recommended path is for Japan to strike fast and strike hard, using equipment such as artillery and either heavy fighters or tanks to deal maximum damage to the Chinese forces. Second, it is recommended that the player strike China from multiple directions by opening new fronts through naval invasions. Once the war starts, two possible option for additional strikes would be a naval invasion of the Shandong peninsula through Qingdao, followed by a rush inland to cut off supply line to Beijing or an invasion of Southern China to capture a large portion of China's resources.
Once China falls, the player is left with two options: Annexation or Puppeting. Annexing China will grant Japan a good amount of build slots for construction (which is mostly useless as you have enough construction slots in your capital and way better infrastructure) as well as providing a boost to Japan's resource pool but an immense penalty will be applied to the local recruitable population, greatly reducing available manpower.
If the Japanese player elects to puppet China and has the Together For Victory DLC enabled, then they will be able to fully exploit China's immense manpower pool by recruiting colonial divisions or by requesting forces from China at any point, as China will retain full access to its manpower pool as a Japanese puppet. If the player elects this path, they should only fully annex coastal states, and perhaps even all states except Sichuan (which is the highest population state). China should still be left with enough manpower. Annexing the state of Hainan is highly recommended as this state can serve as a staging area for the Japanese Navy when fighting in Southern Asia.
With 1.9 alongside La Resistance, the Sino-Japanese War can easily turn into a meat grinder for Japan. You want to end the war as quickly as possible as garrison requirement will wear you down by attrition. You can set up collaboration government via espionage beforehand to make things easier and give you an alternative to puppeting China. Be sure to complete Develop Chinese Resources focus first before allowing the collaboration government to form or you will lose out on its bonuses. You can form the Collaboration Government with either Nationalist China or Communist China. Using Communist China as collaboration government might be a preferable option given their better national spirits and conscription laws but you will need more garrison during the time you are completing the focus as the compliance will only form in their starting area. Keep in mind that just like normal puppets, collaboration government will not give you access to their docks and the collaboration puppet will immediately form over all their core territory you possess during their formation which including Dalian, East Hebei, and Taiwan.
Southern strike[edit | edit source]
Just south of Japan lies Indonesia and Indochina. These territories are very valuable for Japan as they contain large amounts of rubber as well as a moderate amount of oil, both which Japan sorely needs for tanks, trucks, planes and ships for its military.
Unfortunately for Japan, these territories are controlled by European colonial nations (the Dutch East Indies and
British Malaya) and as such Japan will likely not be able to achieve full control of these areas until later in the game unless the player can somehow force through a peace treaty. Still, simply occupying the areas will be enough to extract the resources needed. As far as enemy opposition is concerned, the colonial nations are usually not very well defended so Japan's starting military power alone should be sufficient to capture the colonies if one acts fast enough. Invading the colonies will likely involve a lot of naval invasions or paratrooper drops (depending on personal preference) as well maintaining naval superiority around the islands.
Once the colonies are occupied, a good course of action would be to fortify the coast and station troops in the area to repel enemy attempts at retaking the areas. This is where puppet troops can come in handy, recruiting colonial troops or, if the division templates are good enough, requesting forces from puppets can allow the player to station puppet troops to garrison occupied areas for reducing resistance and repelling or at least delaying enemy incursions.
In La Resistance it is possible to form Collaboration Government on both Malaya and Dutch East Indies using espionage and it might be well worth the effort as your puppets will form immediately once they capitulated without the need of subduing the rest of the Allies. Likewise, be sure to complete Exploit the Southern Resource Area focus first before allowing the collaboration government to form or you will lose its bonuses, though this is only possible in the Fascist path.
Japan's national focus tree also contains focuses to aid in this path, allowing Japan to turn Siam into a puppet as well as pressuring
France to give up Indochina.
Alternatively it's possible to justify on Dutch East Indies or Netherlands in the beginning and temporarily join Axis to take out Netherlands before they can join Allies.
Mid-game conquest options[edit | edit source]
Indian subjugation[edit | edit source]
After securing China, one possible alternative is to continue onward to India (the British Raj) as having both India and China as puppets will more or less make Japan immune to casualties. India, unlike China, is a puppet of the
United Kingdom so attacking them will likely lead to war with the British. Given that India is very similar to China, possessing near-bottomless manpower but lacking in industry early on, the recommended approach for Japan would be a two-front invasion of India. Specifically, one example would be a land invasion of eastern India through southwestern China (and through Siam if said country has been puppeted) alongside a simultaneous naval invasion of the island of Ceylon and from there to southern India. Another option could be securing
Tibet,
Nepal and
Bhutan and attacking from that direction as well although this comes with the disadvantage of offering a very chokepoint-heavy attack path due to the Himalayas.
Once again, Japan should preferably strike fast and strike hard in order to not give India any chance to mount an effective defense. This time, however, it is possible that the player may run into British and other Allied troops which presents a challenge in itself as these troops will (typically) be better equipped which can make them harder to fight than the typical Indian division.
Oil rush[edit | edit source]
Beyond India (the British Raj) lies the fifth biggest oil producer in the world -
Iran. Capturing it will secure twice as much oil as the
Dutch East Indies, providing for Japan's medium-term oil needs as it expands in the Pacific.
Though small and non-aligned, Iran's border with India is very short and very mountainous, making the invasion surprisingly tough (but still a matter of weeks).
Iran also give you access to the Soviet Union. If the
German Reich are already close to Stalingrad, an invasion via Armenia could roll up the entire front. If not, you could blitz straight to Stalingrad or even Moscow while the bulk of Soviet forces are tied up in the West (which will collapse when half the front is deployed to deal with your invasion). You can end the war by Christmas.
Continue down under[edit | edit source]
After securing Indonesia and Indochina, Japan has the option to invade and capture Australia and
New Zealand. Capturing these territories will round out Japan's dominance of Oceania and will also remove the Allies' ability to effectively project power in the south Pacific. Australia and New Zealand are comparable to most European minor nations, possessing good technology but limited manpower. How well defended these nations are if attacked varies greatly; if Australia and/or New Zealand stay loyal to the United Kingdom, it is likely that they will send some of their troops overseas to help their overlord on other fronts. If they choose to sever ties and become independent, however (via Together For Victory), then they will be less inclined to send their troops elsewhere and may therefore be able to mount a more solid defense. In addition to that, going down the national focus trees can lead to Australia and/or New Zealand joining the Axis or Comintern and Australia can even form a faction with the USA, puppet/annex New Zealand and attack Japan.
Bringing Democracy to the Pacific[edit | edit source]
While you can go for the traditional historical path, going Democratic is arguably a more interesting option - not only does this let the European powers focus on their home front, it also allows you to bring the western colonies in Asia closer to self rule - the US can still join the allies once tension gets high enough.
First, one should strengthen the civilian government, and prepare for a civil war. You'll lose your most highly skilled generals but keep Admiral Yamamoto. Your forces will be split, so disband your army, take Army Expansion Law, and use 5 of the army XP you get to create a unit with a single artillery division, then train as many as possible (divert the majority of your military factories to produce artillery), and when the war begins, deploy the ones you kept and convert them to infantry/cavalry (because of how frail this template is, it'll fall relatively easy - a single untrained cavalry unit alone can defeat a stack of 24 of these units). If you wish to get into one additional war aside from the ones against Manchukuo and Germany, justify a war goal on Siam before the civil war fires - you'll keep on justifying after flipping to democracy, and of the nations you can attack, Siam is the only one that has no difficulties (Nepal, Tibet, and Bhutan don't have anywhere you can attack from, Mongolia is allied with the Soviets, the Raj, Indies, Australia, New Zealand, and Malaya are attached to the Allies, and you can't attack China/any of the warlords) - Purge the Militarists before you justify, since the more time you have to prepare, the better.
After winning the war, you have two options - you can either create the West Pacific Treaty Organization, or join the Allies; if you're playing on ahistorical, the former might be worth pursuing (especially if the US is the only other major democracy), but on historical, go for the latter. After joining the Allies, save up 150 PP and take the Pacific Guardian focus - this will allow you to assume stewardship over the western colonies (Dutch East Indies, French Indochina, and British Malaya) in Asia (which transfers control over them, either as puppets or occupied territory) - the AI will always accept. Note that the Indies alone grants you an insane amount of manpower if you use colonial divisions, so feel free to drain them of manpower before letting them go free. By this point, your war goal on Siam should have finished if you decided to go after it - attack from French Indochina; Siam will go down easy against a land invasion. Turn them into a supervised state or annex them (it's entirely your choice). Take Liberate Manchuria, but don't return the territory you already have to China just yet.
However, we still have one leftover of Japan's ugly past left - Manchukuo and Mengkuko. Stationing troops on the territory you hold on mainland China, use the war goal you get from Liberate Manchuria to go to war with Manchukuo and it's puppet. This will kick off World War 2 early - either Germany will invite Manchukuo to the Axis when you go to war with them, allowing you to call the Allies in, or the Soviet Union will attack Manchukuo while you're at war with them, which will cause them to join the Axis, allowing you to get Britain and France involved, kicking off WW2 before Germany can make most of it's territorial demands. Send some troops to Europe (help protect the French until they can remove the Disjointed Government spirit). The Allies will always refuse the German demands for Sudetenland because they're at war (resulting in the Czechs joining the Allies), and if Germany does Danzig or war while attacking the French, the Polish will be in a better place to fight back (if Germany gets into a war before doing Reassert Eastern Claims and is doing badly when it finishes the focus, Lithuania will reject Germany's demands, resulting in them joining the Allies as well) - this can also lead to the USSR getting military access from Poland, allowing the Soviets to help fight the Germans. Focus on pushing through (consider launching naval invasions from the UK onto Northern Germany), and capitulate the Germans. Take all of Manchukuo and Mengkukuo in the peace deal, then use the decision to return all of the territory to the Chinese, righting a major wrong.
For the more ... hypocritical Democratic Japan player Korea, Manchukuo, and even all of China can be kept under Japan's thumb while still completing the focus tree. To keep Korea, release it as independent and justify a war goal on it right before the Preemptive Coup focus finishes. After conquering and annexing Korea, it can be released as a puppet when you get the "Korean Independence" mission. You still get the mission reward. Manchukuo can also be released as a puppet instead of returned to China. If you get really lucky, Manchukuo has focuses which puppet all the Chinese warlords and give them all the Chinese cores. You can also get a free war goal on China from communist sabotage, even as a democracy. Just remember to invite the UK to the war to prevent the Panay incident from firing.
Achievements[edit | edit source]
North America |
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South America |
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Africa |
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Oceania |