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Difference between revisions of "Japan"

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(Historical background: The text that was deleted seems to be bashing or criticizing the Japanese government at that time, descriptions of the countries themselves should be based on a neutral perspective not the perspective of their enemies.)
(Tags: Mobile edit, Mobile web edit)
(Strategies and guides)
Line 1,513: Line 1,513:
 
====Continue down under====
 
====Continue down under====
 
After securing Indonesia and Indochina, Japan has the option to invade and capture {{flag|Australia}} and {{flag|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.
 
After securing Indonesia and Indochina, Japan has the option to invade and capture {{flag|Australia}} and {{flag|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===
 +
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 strenthen the civilian government, and prepare for a civil war. You'll lose all the generals with the Samurai Lineage trait, so choose a general to promote to a field marshall when the war begins. Your forces will be split, so disband your army and either train a single cavalry/motorized unit, but don't deploy it until after the war begins (and use said unit to rush the victory points), or 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, 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 accept if you have at least decent relations with them. 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. 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 can 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.
  
 
==Achievements==
 
==Achievements==

Revision as of 03:28, 12 June 2021

Japan
Japan.png
Capital:
Tokyo

Government type:
Fascist

Faction:
Neutral(1936), Greater East Asian Co-Prosperity Sphere(1939)

Flag of Japan Japan was the leader of the Axis powers in the Pacific Theater. Some consider that World War II actually began with the invasion of Flag of China China by Japan, first by taking Manchuria and installing their puppet the Flag of Manchukuo 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 Flag of Mengkukuo Mengkukuo and the "Reorganized National Government of the Republic of China". After invading China, Japan struck southwards, invading and conquering Flag of British Malaya British Malaya and the Flag of Dutch East Indies Dutch East Indies (Indonesia), in hopes of securing their resources, followed by an invasion of the Flag of British Raj British Raj.

On August 6, 1945, the Flag of United States 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 Flag of Soviet Union 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

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, the city of Quingdao, 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 Flag of Manchukuo Manchukuo and Flag of Mengkukuo 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 Flag of Soviet Union Soviet Union, both directly through the Sakhalin island and the northern Korean border as well as the northern border of their puppet Flag of Manchukuo Manchukuo. They also border Flag of China China through East Hebei and their puppet Flag of Mengkukuo 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

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 Flag of Manchukuo Manchukuo. In 1933, further Chinese border territories were also conquered, leading to further puppet states, like Flag of Mengkukuo 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 Flag of China China into loyal puppets, others calling for an invasion of Flag of India 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 Flag of Australia Australia and Flag of New Zealand New Zealand with Japan's biggest ambition being the concept of an invasion of the Flag of United States 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

Main article: Japanese events

National focus

Japanese national focus tree.
Main article: Japanese national focus tree

Flag of Japan 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 communismCommunist branch and is organized around the idea of establishing a Communist state in Japan with the possibility of either joining the Soviets or forming a faction with the Chinese Communists. It requires Waking the TigerWaking the Tiger.
Purge the Kodoha Faction Branch
The historical fascismFascist tree, it focuses around the aggressive conquest of China, Indochina, Indonesia and the Philippines and an alliance with Siam.
  • National Mobilization Law/ National Defense State Sub-branches
Two Sub-branches that is used for both the Purge the Kodoha Faction Branch and the Support the Kodoha Faction Branch. It Increases economy law and allows Kamikaze Strikes.
Support the Kodoha Faction Branch
The NeutralityNon-Aligned Branch is focused on building up to a war with the Flag of Soviet Union Soviet Union and joining the Flag of German Reich German Reich's faction.
Strengthen the Civilian Government Branch
The DemocracyDemocratic branch starts a civil war with the fascists and installs a Constitutional Monarchy. It also liberates Flag of Korea Korea, the Flag of Philippines Philippines and allows Japan to puppet or annex Flag of Dutch East Indies Dutch East Indies, Flag of British Malaya British Malaya or Indochina. It requires Waking the TigerWaking the Tiger.
The Manchurian Project Branch
If Flag of Manchukuo Manchukuo is a subject, this branch expands Flag of Manchukuo Manchukuo's Industry.
Army Expansion Law Branch
This branch expands Flag of Japan Japan's army while also giving it the Bicycle Infantry, a unique unit for Japan.
  • Fighter Modernization Sub-branch
This sub-branch expands Flag of Japan Japan's Airforce and connects to both the Army and Naval branches.
New Naval Estimates Branch
This branch expands Flag of Japan Japan's naval research and industry.


Technology

Army Technology Naval Technology Air Technology Electronics & Industry
  • Infantry Equipment I
  • Motorized
    • Interwar Armored Car
  • Marines I
  • Support Equipment
    • Engineer Company I
    • Recon Company I
  • Great War Tank
    • Light Tank I
  • Artillery
  • Early Destroyer Hull
    • Basic Depth Charges
    • 1940 Destroyer Hull (1939)
  • 1936 Cruiser Hull
    • Basic Cruiser Armor Scheme
    • 1940 Cruiser Hull (1939)
  • 1936 Heavy Ship Hull
    • Super Heavy Battleship Hull (1939)
  • 1936 Carrier Hull
    • 1940 Carrier Hull (1939)
  • 1936 Submarine Hull
    • 1940 Submarine Hull (1939)
  • Improved Ship Torpedo Launcher
  • Basic Light Battery
  • Basic Medium Battery
  • Basic Heavy Battery
  • Turreted Secondary Battery
  • Transport Ship
  • Contact Mine
  • Minelaying Submarine

Without Man the Guns Man the Guns:

  • Destroyer I
    • Destroyer III (1939)
  • Light Cruiser II
    • Light Cruiser III (1939)
  • Heavy Cruiser II
    • Heavy Cruiser III (1939)
  • Battlecruiser I
  • Battleship II
    • Battleship III (1939)
    • Super Heavy Battleship I (1939)
  • Carrier II
    • Carrier III (1939)
  • Submarine II
    • Submarine III (1939)
  • Transport Ship
  • Interwar Fighter
    • Interwar Carrier Fighter
    • Close Air Support I
      • Carrier CAS I
    • Fighter I (1939)
      • Carrier Fighter I (1939)
    • Naval Bomber I
      • Carrier Naval Bomber I
  • Interwar Bomber
    • Tactical Bomber I (1939)
  • Synthetic Oil Experiments
    • Oil Processing (1939)
  • Fuel Refining I
    • Fuel Refining II (1939)
  • Advanced Machine Tools (1939)
  • Concentrated Industry III (1939)
  • Construction III (1939)
  • Radio Detection (1939)
  • Computing Machine (1939)

Without La Résistance La Resistance:

  • Encryption - Polyalphabetical Ciphers (1939)
  • Decryption - Frequency Analysis (1939)
Doctrines

Designers, concerns and theorists

Tank designers
Icon Designer Type Effect Political Power Cost
Osaka Army Arsenal.png Osaka Army Arsenal Tank Designer
  • Armor Research Speed: +15%
  • Armor: Reliability: +5%

By selecting this Design Company they will permanently affect capabilities on all equipment researched while they are hired.

150
Ship designers
Icon Designer Type Effect Political Power Cost
Kure Naval Arsenal.png Kure Naval Arsenal Battlefleet Designer
  • Naval Research Speed: +15%
  • Capital Ship:
    • Armor: +15%
    • Heavy Attack: +15%
  • Screen:
    • Torpedo attack: +25%
    • Sub detection : −25%

By selecting this Design Company they will permanently affect capabilities on all equipment researched while they are hired.
YesHas completed focus Supremacy of the Battlefleet

75
Yokosuka Naval Arsenal.png Yokosuka Naval Arsenal Pacific Fleet Designer
  • Naval Research Speed: +15%
  • Carrier:
    • Deck size: +25%
    • Armor: −15%
    • Max Range: +25%
  • Capital Ship, Screen and Submarine:
    • Max Range: +25%

By selecting this Design Company they will permanently affect capabilities on all equipment researched while they are hired.

150
Maizuru Naval Arsenal.png Maizuru Naval Arsenal Escort Fleet Designer
  • Naval Research Speed: +15%
  • Screen:
    • Max Range: +30%
    • Sub detection: +10%
    • Max Speed: +10%
    • Production Cost: +10%

By selecting this Design Company they will permanently affect capabilities on all equipment researched while they are hired.

150
Sasebo Naval Arsenal.png Sasebo Naval Arsenal Coastal Defense Fleet Designer
  • Naval Research Speed: +15%
  • Carrier:
    • Production Cost: −25%
    • Deck size: −20%
    • Max Range: −50%
  • Capital Ship:
    • Production Cost: −25%
    • Armor: −20%
    • Heavy Attack: −20%
    • Max Range: −50%
  • Screen and Submarine:
    • Production Cost: −25%
    • Max Range: −50%

By selecting this Design Company they will permanently affect capabilities on all equipment researched while they are hired.

150
Aircraft designers
Icon Designer Type Effect Political Power Cost
Mitsubishi.png Mitsubishi Agility-focused Aircraft Designer
  • Air Research Speed: +15%
  • Fighter and Carrier Fighter:
    • Agility: +20%
    • Max Speed: +10%

By selecting this Design Company they will permanently affect capabilities on all equipment researched while they are hired.
Yes Has completed focus Agility Focus.

150
Aichi.png Aichi Range-focused Aircraft Designer
  • Air Research Speed: +15%
  • Fighter:
    • Range: +10%
  • Heavy Fighter:
    • Range: +10%
    • Reliability: +20%
  • Tactical Bomber:
    • Reliability: +20%

By selecting this Design Company they will permanently affect capabilities on all equipment researched while they are hired.
Yes Has completed focus Range Focus.

150
Nakajima.png Nakajima Heavy Aircraft Designer
  • Air Research Speed: +15%
  • Strategic Bomber:
    • Strategic Bombing: +10%

By selecting this Design Company they will permanently affect capabilities on all equipment researched while they are hired.

150
Yokosuka.png Yokosuka Naval Aircraft Designer
  • Air Research Speed: +15%
  • Naval Bomber, CV Naval Bomber and Carrier CAS:
    • Range: +10%
    • Naval Attack: +10%
  • Carrier Fighter:
    • Range: +10%
    • Agility: +10%

By selecting this Design Company they will permanently affect capabilities on all equipment researched while they are hired.

150
Materiel designers
Icon Designer Type Effect Political Power Cost
Tokyo Arsenal.png Tokyo Arsenal Infantry Equipment Designer
  • Weapons and Equipment Research Speed: +15%
150
Nissan.png Nissan Motorized Equipment Designer
  • Motorization Research Speed: +15%
150
Industrial concerns
Icon Designer Type Effect Political Power Cost
Kawasaki.png Kawasaki Industrial Concern
  • Industrial Research Speed: +15%
150
Sumitomo.png Sumitomo Electronics Concern
  • Electronics Research Speed: +15%
150
Generic industrial concern 2.png Idemitsu Kosan Refining Concern
  • Industrial Research Speed: +5%
  • Synthetic Resources Research Speed: +10%
150
Theorists
Icon Name Type Effect Political Power Cost
Tomoyuki Yamashita.png Tomoyuki Yamashita Grand Battleplan Expert
  • Army Experience Gain: +0.05 daily
  • Grand Battleplan Doctrine: −10%
250
Hisaichi Terauchi.png Hisaichi Terauchi Military Theorist
  • Army Experience Gain: +0.05 daily
  • Land Doctrine Research Time: −7%
150
Isoroku Yamamoto.png Isoroku Yamamoto Naval Aviation Pioneer
  • Naval Experience Gain: +0.05 daily
  • Base Strike Doctrine: −10%
250
Minoru Genda.png Minoru Genda Naval Theorist
  • Naval Experience Gain: +0.05 daily
  • Naval Doctrine Research Time: −7%
150
Yoshitoshi Tokugawa.png Yoshitoshi Tokugawa Assault Aviation
  • Air Experience Gain: +0.05 daily
  • Operational Integrity Doctrine: −10%
250
Hino Kumazo.png Hino Kumazo Air Warfare Theorist
  • Air Experience Gain: +0.05 daily
  • Air Doctrine Research Time: −7%
150
Yoshio Nishina.png Yoshio Nishina Nuclear Scientist
  • Nuclear Research Time: −10%
150
Hideo Itokawa.png Hideo Itokawa Rocket Scientist
  • Rocket Research Time: −10%
150

Cosmetic names

Japan has a number of unique names and appearances for various technologies and equipment, listed here. Note that generic names are not listed.

Infantry & motorized techs
Type 1918 1936 1938 1939 1940 1941 1942 1943 1944
Support Weapons Type 3 Heavy Machine Gun & Type 11 Mortar Type 11 LMG & Type 10 grenade discharger Type 99 LMG & Type 94 Mortar Type 1 HMG & Type 2 12 cm Mortar
Infantry Equipment Type 38 Type 99 Type 100/40 Type 100/44
Infantry Anti-Tank Type 2 Rifle Grenade Type 4 AT Rocket Launcher
Motorized Type 94
Mechanized Type 1 Ho-Ki Type 1 Ho-Ha Type 4 Ka-Tsu
Amtrac Man the Guns Ka-Tsu Ka-Tsu-Kai
Armored Car La Résistance Osaka Chiyoda Kokusan (Type 4 Armored Car)
Armor techs
Tech year Amphibious Man the Guns Light (TD/SPG/AA) Medium (TD/SPG/AA) Modern (TD/SPG/AA) Heavy (TD/SPG/AA) Super-Heavy (TD/SPG/AA)
1918 Ko-Gata
1934 Type 94 Type 95 (Ka-To / Ji-Ro / N/A)
1936 Ha-Go (N/A / Ke-Nu / Ko-Hi AA)
1939 Chi-Ha (Ho-Ni I / Ho-I / N/A)
1940 Type 2 Ka-Mi
1941 Ke-Ni (Ho-Ru / Ku-Se / Ta-Se) Chi-Nu (Ho-Ni III / Ho-Ro / N/A) Iwakuro (Ho-Ri / Ho-Chi / N/A)
1942 Type 3 Ka-Chi
1943 Chi-Ri (Na-To / Ha-To / N/A) O-I Type 2604
1945 Type 61

Artillery techs
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

Naval techs (Without Man the Guns)
Type 1922 1936 1940 1944
Destroyer Minekaze Class Asashio Class Akizuki Class Shimakaze Class
Light Cruiser Tenryu Class Light Mogami Class Agano Class Agatsuma Class
Heavy Cruiser Furutaka Class Heavy Mogami Class Tone Class Ibuki Class
Battlecruiser Amagi Class Design B-65
Battleship Fuso Class Kongo Class Tajima Class Iwami Class
Super-Heavy Battleship Yamato Class Super Yamato Class
Carrier Kaga Class Soryu Class Shokaku Class Taiho Class
Submarine Kaichu Class Kaidai VI Class Ko/Otsu/Hei-Gata Class Sen-Toku Class

Aircraft techs
Tech year Close Air Support (Carrier) Fighter (Carrier) Naval Bomber (Carrier) Heavy Fighter Tactical Bomber Strategic Bomber Scout Plane
1933 Type 91 (A4N) G3M Rikko
1936 Ki-32 (D1A2) Ki-27 (A5M) G3M1 (B5N) Ki-38 Ki-21 Ki-20 Ki-46
1940 Ki-51 (D3A) Ki-43 Hayabusa (A6M Zero-sen) G4M (B6N) Ki-45 Toryu Ki-48 Ki-49 Donryu J1N1-C
1944 Ki-66 (D4Y Suisei) Ki-84 Hayate (A7M Reppu) (P1Y Ginga) (B7A) Ki-102 Ki-67 G8N Renzan
Jet Engine Technology
1945 Kikka
1950 J7W Shinden-Kai

Politics

National spirits

Japan starts with four national spirits in the base game:

State Shintoism icon
State Shintoism
  • Factory Bomb Vulnerability: −10%
  • Division Recovery Rate: +10%
Since the Meiji Restoration we have sought to use the worship in Shinto shrines to promote imperial loyalty and aid in nation building. This has allowed us to build up a country that is ready to sacrifice much in the name of the state.
Zaibatsus icon
Zaibatsus
  • Daily Political Power Cost: +0.25
  • Trade Laws Cost: +25%
  • Economy Cost: +25%
  • Civilian factoryCivilian factory Construction Speed: +5.00%
  • Military factoryMilitary factory Construction Speed: +5.00%
  • Naval dockyardNaval dockyard Construction Speed: +5.00%
  • Consumer Goods factories: 5%
Duplicate Research Efforts icon
Duplicate Research Efforts
  • Air Research Time: +10%
Militarism icon
Militarism
  • War Support: +20.00%
  • Mobilization Cost: -25%
  • Justify War goalWar Goal time: -20.0%
  • Research Time: +5.00%
  • Civilian factoryCivilian factory Construction Speed: -10.00%

With the Waking the TigerWaking the Tiger expansion enabled, Japan starts with an additional national spirit:

With the Man the GunsMan the Guns expansion enabled, Japan starts with an additional national spirit:

London Naval Treaty Signatory icon
London Naval Treaty Signatory
  • Carrier Max Cost: 9500Production cost (naval).png
  • Cruiser Max Cost: 5300Production cost (naval).png
  • Heavy Ship Max Cost: 10000Production cost (naval).png
We have signed the London Naval Treaty and accordingly are restricted in the size of our capital ships.


Diplomacy

Puppets : Japan has two puppets at the start of the game; Flag of Manchukuo Manchukuo and Flag of Mengkukuo Mengkukuo. Both of these countries are located in Northern China and are quite lackluster in terms of industry and military.

Political parties

Political Party Ideology Popularity Party Leader Country Name Is Ruling?
Taisei Yokusankai fascism Fascist 100% Hirohito Japan Yes
Nihon Kyosan-to communism Communist 0% Kyuichi Tokuda Japanese People's Republic No
Rikken Minseito democracy Democratic 0% Tetsu Katayama State of Japan No
Non-Aligned neutrality Non-Aligned 0% Hirohito Japanese Shogunate (Empire of Japan If Completed National Focus Showa Restoration) No

Political advisors

These are the ministers available for the Empire of Japan.

Political advisors
Icon Advisor Type Effect Political Power Cost
Sanzo Nosaka.png Sanzo Nosaka Communist Revolutionary
  • Daily Communism Support: +0.10

Yes Has completed focus ‘The Unthinkable Option

150
Kijuro Shidehara.png Kijuro Shidehara Democratic Reformer
  • Daily Democracy Support: +0.10

Yes Has completed focus ‘Strengthen Civilian Government

150
Kingoro Hashimoto.png Kingoro Hashimoto Fascist Demagogue
  • Daily Fascism Support: +0.10
150
Generic political advisor asia 2.png Mitsumasa Yonai Silent Workhorse
  • Political Power Gain: +15%
150
Generic political advisor asia 1.png Hiroshi Oshima Prince of Terror
  • Non-core Manpower: +2.00%
  • Foreign subversive activities efficiency: -30%
  • Damage to Garrisons: -25.00%
150
Generic political advisor asia 3.png Chiune Sugihara Compassionate Gentleman
  • Improve relations opinion: +15%
150
Takuo Godo.png Takuo Godo War Industrialist
  • Military Factory construction speed: +10.0%
  • Dockyard construction speed: +10.0%
  • Fuel Silo construction speed: +10.0%
150
Generic democratic asia.png Tsugumichi Arisugawa Illusive Gentleman
  • Operative slots: +1
  • Agency upgrade time: -15.0%

Yes Has created an Intelligence Agency

150

Economy

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

1936

Conscription Law Economy Law Trade Law
Limited Conscription.png Limited Conscription
  • 2.5% Recruitable population
Partial Mobilization.png Partial Mobilization
  • 25% Consumer Goods factories
  • +10% Military factory construction speed
  • −10% Factory (type) conversion cost
  • -10% Fuel Gain per Oil
Limited Exports.png Limited Exports
  • 25% Resources to market
  • +1% Research speed
  • +5% Factory/Dockyard output
  • +5% Construction speed
  • +10% Civilian intelligence to others
  • +5% Navy intelligence to others

1939

Conscription Law Economy Law Trade Law
Service by Requirement.png Service by Requirement
  • 10% Recruitable population
  • +20% Training time
  • –10% Factory/Dockyard output
  • –10% Construction speed
War Economy.png War Economy
  • 20% Consumer Goods factories
  • +20% Military factory construction speed
  • −20% Factory (type) conversion cost
Closed Economy.png Closed Economy
  • 0% Resources to market

Industry

Time.png
Year
Military factory
Military Factories
Naval dockyard
Naval Dockyards
Civilian factory
Civilian Factories
Fuel silo
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

Time.png
Year
Oil
Oil
Aluminum
Aluminum
Rubber
Rubber
Tungsten
Tungsten
Steel
Steel
Chromium
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

Here the player can type some informative bits about this nation's armed forces in-game in 1936 and the following years.

Army

Army
Type # 1936 # 1939
Infantry.png Infantry 45 90
Cavalry.png Cavalry 9 9
Light tank.png Light Tank 3 3
Motorized.png Motorized 2 2
Marine.png Marines 1 3
Army experience.png Total divisions 60 107
Manpower.png 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
Field Marshals
Name Commander skill.pngSkill Trait attack.pngATK Trait defense.pngDEF Trait planning.pngPLN Trait logistics.pngLOG Traits
Hisaichi Terauchi 4 5 4 3 2 Politically ConnectedPolitically Connected Samurai LineageSamurai Lineage Offensive DoctrineOffensive Doctrine
Shunroku Hata 4 4 4 2 4 Samurai LineageSamurai Lineage Offensive DoctrineOffensive Doctrine
Generals
Name Commander skill.pngSkill Trait attack.pngATK Trait defense.pngDEF Trait planning.pngPLN Trait logistics.pngLOG Traits
Akira Muto 2 2 2 2 1 Career OfficerCareer Officer
Harukichi Hyakutake 3 2 2 3 3 Infantry OfficerInfantry Officer
Hatazo Adachi 2 1 2 2 2 RecklessReckless TricksterTrickster Infantry OfficerInfantry Officer Samurai LineageSamurai Lineage
Hitoshi Imamura 3 3 1 3 3 Career OfficerCareer Officer Infantry OfficerInfantry Officer CommandoCommando
Iwane Matsui 1 1 1 1 1 Old GuardOld Guard RecklessReckless
Jo Iimura 2 1 2 2 2 Career OfficerCareer Officer
Kanji Ishiwara 1 1 1 1 1 Samurai LineageSamurai Lineage
Keisuke Fujie 3 1 3 3 3 Career OfficerCareer Officer Politically ConnectedPolitically Connected Fortress BusterFortress Buster
Kenji Doihara 1 1 1 1 1 Career OfficerCareer Officer Substance AbuserSubstance Abuser
Kenkichi Ueda 4 3 2 4 4 Old GuardOld Guard RecklessReckless Cavalry OfficerCavalry Officer
Kiichiro Higuchi 2 2 2 2 1 Career OfficerCareer Officer CautiousCautious
Kuniaki Koiso 2 2 2 2 1 Old GuardOld Guard Politically ConnectedPolitically Connected Samurai LineageSamurai Lineage
Masaharu Homma 2 2 2 1 2 CautiousCautious Media PersonalityMedia Personality
Masatane Kanda 2 2 2 1 2 CautiousCautious
Naruhito Higashikuni 3 3 3 2 2 Politically ConnectedPolitically Connected Samurai LineageSamurai Lineage
Rikichi Ando 3 1 3 3 3 Career OfficerCareer Officer
Sadao Araki 2 1 2 2 2 Samurai LineageSamurai Lineage
Seishiro Itagaki 3 3 4 2 3 Inflexible StrategistInflexible Strategist RecklessReckless Samurai LineageSamurai Lineage
Shigeru Honjo 1 1 1 1 1 Old GuardOld Guard War HeroWar Hero
Shizuichi Tanaka 4 4 3 2 4 Career OfficerCareer Officer Infantry OfficerInfantry Officer TricksterTrickster
Takashi Sakai 3 2 2 3 3 Career OfficerCareer Officer Infantry OfficerInfantry Officer
Tomoyuki Yamashita 5 5 5 4 4 Brilliant StrategistBrilliant Strategist Politically ConnectedPolitically Connected TricksterTrickster Engineer (trait)Engineer (trait)
Toshizo Nishio 3 4 2 4 2 Brilliant StrategistBrilliant Strategist Infantry OfficerInfantry Officer
Yasuji Okamura 1 1 1 1 1 RecklessReckless
Yoshijiro Umezu 3 3 3 1 3 CautiousCautious Politically ConnectedPolitically Connected
Division composition list
Division Name list Support companies Combat battalions
NATO infantry.png Hohei Shidan Infantry Engineer, Cavalry Recon 12x Infantry
NATO infantry.png Chugata Hohei Shidan^ Infantry Engineer, Cavalry Recon 9x Infantry
NATO infantry.png Chuton-shi Shidan Garrison 6x Infantry
NATO cavalry.png Kihei-Shidan Cavalry 6x Cavalry
NATO motorized.png Jidousha Shidan Motorized Infantry Artillery*, Engineer, Motorized Recon 12x Motorized Infantry
NATO light tank.png Dokuritsu Konsei Ryodan Mixed Brigade Engineer 2x Light Tank, 5x Infantry
NATO light tank.png Senshadan^ Armored Engineer 3x Light Tank
NATO marine.png Rikusentai Marine Engineer 6x Marines
* marks a company or division that is removed in the 1939 start.

^ marks a company or division that is only available in the 1939 start.

Navy

Navy
Type # 1936 # 1939
Carrier.png Carrier 4 6
Battlecruiser.png Battlescruiser 3 3
Battleship.png Battleship 6 6
Heavy Cruiser.png Heavy cruiser 16 20
Light Cruiser.png Light cruiser 19 20
Destroyer.png Destroyer 94 101
Submarine.png Submarine 52 59
Navy experience.png Total ships 194 215
Manpower.png 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.

Admirals
Name Commander skill.pngSkill Trait attack.pngATK Trait defense.pngDEF Trait maneuvering.pngMNV Trait coordination.pngCOR Traits
Gengo Hyakutake 2 1 2 2 2 GentlemanlyGentlemanly
Hiroaki Abe 2 3 1 2 1 Battleship AdherentBattleship Adherent
Isoroku Yamamoto 5 5 2 3 6 BoldBold Aviation EnthusiastAviation Enthusiast Superior TacticianSuperior Tactician SpotterSpotter Air ControllerAir Controller Flight Deck ManagerFlight Deck Manager
Jisaburo Ozawa 5 5 3 3 4 BoldBold Career OfficerCareer Officer Aviation EnthusiastAviation Enthusiast Blockade RunnerBlockade Runner Superior TacticianSuperior Tactician
Kiyoshi Hasegawa 2 2 2 1 2 GentlemanlyGentlemanly
Mineichi Koga 4 4 2 4 3 Battleship AdherentBattleship Adherent Superior TacticianSuperior Tactician BoldBold SpotterSpotter
Nobutake Kondō 3 4 2 2 2 Battleship AdherentBattleship Adherent Naval LineageNaval Lineage Fly swatterFly swatter
Shigeyoshi Inoue 2 2 1 1 3 Career OfficerCareer Officer Aviation EnthusiastAviation Enthusiast
Soemu Toyoda 4 3 4 4 2 Old GuardOld Guard BoldBold IronsideIronside
Tadashige Daigo 1 1 1 1 1 Career OfficerCareer Officer Sea WolfSea Wolf
Takeo Takagi 3 3 1 3 3 SpotterSpotter
Zengo Yoshida 2 2 2 1 2 Old GuardOld Guard
Naval units list
Type Class Hull Engine # 1936 Production cost (naval).png 1936 # 1939 Production cost (naval).png 1939 Design note
CV Shokaku^ 1940 Carrier Carrier II 1 4x Hangar Space, Anti-Air II
CV Ryujo* 1936 Carrier Carrier I 1 1 2x Hangar Space, Anti-Air I, Secondary Battery I
CV Soryu 1936 Carrier Carrier I 2 2 3x Hangar Space, Anti-Air I, Secondary Battery I
CV Kaga* Converted Battleship Heavy I 1 1 3x Hangar Space, Anti-Air I, Secondary Battery I
CV Akagi* Converted Battleship Heavy I 1 1 3x Hangar Space, Anti-Air I
CV Hosho* Converted Cruiser Carrier I 1 1 Hangar Space
CV Zuiho Converted Cruiser Carrier I 2 2x Hangar Space, Anti-Air I, Secondary Battery I
SHBB Yamato^ Super Heavy Battleship Heavy II 1 2x Super Heavy Battery, Anti-Air II, 3x Secondary Battery II, Super-Heavy Armor, Anti-Air I, Floatplane Catapult I
BB Fuso/Ise Early Heavy Ship Heavy I 4 4 2x Heavy Battery I, Anti-Air I, Secondary Battery II, Battleship Armor I, Floatplane Catapult I
BB Nagato Early Heavy Ship Heavy I 2 2 2x Heavy Battery II, Anti-Air I, 2x Secondary Battery I, Battleship Armor I, Floatplane Catapult I
BC Kongo Early Heavy Ship Heavy II 3 1 3 1 2x Heavy Battery I, 2x Anti-Air I, Secondary Battery I, Battlecruiser Armor II, Floatplane Catapult I
CA Izumo Coastal Defense Ship Cruiser I 2 2 Heavy Cruiser Battery I, 2x Secondary Battery I, Cruiser Armor II
CA Mogami 1936 Cruiser Cruiser II 2 2 4 2x Heavy Cruiser Battery II, Anti-Air I, Secondary Battery I, Cruiser Armor II, 2x Torpedo Launcher II, Floatplane Catapult I
CA Tone 1936 Cruiser Cruiser II 2 2x Heavy Cruiser Battery II, Secondary Battery I, Cruiser Armor II, Torpedo Launcher II, 2x Floatplane Catapult I
CA Myoko* 1936 Cruiser Cruiser II 8 8 2x Heavy Cruiser Battery I, Secondary Battery I, Cruiser Armor II, 2x Torpedo Launcher I, Floatplane Catapult I
CA Aoba* Early Cruiser Cruiser I 4 4 Heavy Cruiser Battery I, Secondary Battery I, Cruiser Armor I, Torpedo Launcher II
CL Katori*^ 1936 Cruiser Cruiser I 2 Light Cruiser Battery I, Anti-Air I, Torpedo Launcher I, Floatplane Catapult I
CL Okinoshima Early Cruiser Cruiser I 1 1 Light Cruiser Battery I, Anti-Air I, Minelaying Rails
CL Kuma/Nagara* Early Cruiser Cruiser I 11 11 2x Light Cruiser Battery I, Cruiser Armor I, Torpedo Launcher I, Minelaying Rails
CL Tenryu* Early Cruiser Cruiser I 2 2 Light Cruiser Battery I, Cruiser Armor I, Torpedo Launcher I, Minelaying Rails
CL Sendai* Early Cruiser Cruiser I 3 3 Light Cruiser Battery I, Anti-Air I, Cruiser Armor I, Torpedo Launcher I, Floatplane Catapult I, Minelaying Rails
CL Yubari* Early Cruiser Cruiser I 1 1 Light Cruiser Battery I, Cruiser Armor I, Torpedo Launcher I, Minelaying Rails
CL Chikuma* Early Cruiser Cruiser I 2 2 Light Cruiser Battery I, Cruiser Armor I
DD Hatsutaka^ 1936 Destroyer Light I 2 Light Battery I, 2x Minelaying Rails
DD Kagero^ 1936 Destroyer Light II 9 Light Battery II, Anti-Air I, 2x Torpedo Launcher II, Depth Charge I
DD Asashio^ 1936 Destroyer Light II 10 Light Battery II, Anti-Air I, 2x Torpedo Launcher II, Depth Charge I
DD Katsuriki Early Destroyer Light I 3 4 Light Battery I, 2x Minelaying Rails
DD Fubuki Early Destroyer Light I 29 7 39 Light Battery II, 2x Torpedo Launcher II, Depth Charge I
DD Momi* Early Destroyer Light I 25 7 Light Battery I, Torpedo Launcher I
DD Mutsuki* Early Destroyer Light I 37 41 Light Battery I, 2x Torpedo Launcher I, Depth Charge I
SS I-121 Early Submarine Submarine I 4 4 Torpedo Tubes I, Minelaying Tubes
SS Ro-26 Early Submarine Submarine I 21 1 22 Torpedo Tubes I
SS Kaidai III Early Submarine Submarine I 27 6 33 2x Torpedo Tubes I
SS A1/B1^ Cruiser Submarine Submarine I 7 Torpedo Tubes I, Floatplane Catapult I
* marks a variant as "outdated".

^ marks a variant that is only available in the 1939 start.

Ship type terminology:

  • CV - Carrier
  • SHBB - Super-heavy battleship
  • BB - Battleship
  • BC - Battlecruiser
  • CA - Heavy cruiser
  • CL - Light cruiser
  • DD - Destroyer
  • SS - Submarine
Naval variants list (Without Man the Guns Man the Guns
Class Type +Reliability Deck Space +Torpedo +Gun +ASW +Armor +Anti-Air +Stealth +Engine
Hiryu^ Carrier II 1 1
Akagi* Carrier I 3 5 2 2
Nagato* Battleship I 3 4 3 4
Ise* Battleship I 2 1 1 3
Myoko* Heavy Cruiser I 2 3 2 2
Sendai* Light Cruiser I 2 1 2 3
Kuma* Light Cruiser I 2 1 1 2
Kagero^ Destroyer II 2 2 2 3
Fubuki Destroyer I 2 2 2 4
Kaidai III* Submarine I 3 2 1 3
* marks a variant as "outdated".

^ marks a variant that is only available in the 1939 start.

Air Force

Air Force
Type # 1936 # 1939
CAS.png Close air support 331 360
Fighter c.png Fighter 362 640
Naval bomber.png Naval bomber 126 437
Tactical bomber.png Tactical bomber 54 108
Air experience.png Total planes 873 1545
Manpower.png Manpower used 18.54k 33.06k

Military staff

These are the military staff candidates for appointment of Imperial Japan.

Chief of Army
Icon Candidate Type Effects Cost (Political Power)
Prince Kan'in Kotohito.png Prince Kan'in Kotohito Army Offense (Specialist)
  • Division Attack: +5%
150
Hajime Sugiyama.png Hajime Sugiyama Army Drill (Genius)
  • Division training time: −15%

Yes Has completed focus: ‘Army Expansion

150
Hideki Tojo.png Hideki Tojo Army Morale (Expert)
  • Division recovery rate: +8%
150
Chief of Navy
Icon Candidate Type Effects Cost (Political Power)
Prince Fushimi Hiroyasu.png Prince Fushimi Hiroyasu Naval Aviation (Expert)
  • Naval Air Attacks from Carriers: +6%
  • Naval Air Targeting from Carriers: +6%
  • Naval Air Agility from Carriers: +8%
150
Osami Nagano.png Osami Nagano Commerce Raiding (Specialist)
  • Convoy Raiding Efficiency: +10%
150
Shigetaro Shimada.png Shigetaro Shimada Decisive Battle (Expert)
  • Capital Ship Attack: +10%
  • Capital Ship Armor: +10%
  • Screen Attack: +10%
  • Screen Defense: +10%
150
Chief of Airforce
Icon Candidate Type Effects Cost (Political Power)
Torashiro Kawabe.png Torashiro Kawabe Night Operations (Specialist)
  • Night Operations Penalty: −10%
150
Korechika Anami.png Korechika Anami Ground Support (Specialist)
  • Air Superiority: +5%
150
Kenji Doihara.png Kenji Doihara All-Weather (Specialist)
  • Bad Weather Penalty: −10%
150
Military High Command
Icon Candidate Type Effects Cost (Political Power)
Hitoshi Imamura.png Hitoshi Imamura Army Logistics (Expert)
  • Division Attrition: −8%
150
Yasuji Okamura.png Yasuji Okamura Infantry (Expert)
  • Infantry Division Attack: +10%
  • Infantry Division Defense: +15%
150
Shunroku Hata.png Shunroku Hata Concealment (Expert)
  • Enemy Air Support: −10%
150
Mitsuo Fuchida.png Mitsuo Fuchida Tactical Bombing (Expert)
  • Ground Support: +15%
150
Tateo Kato.png Tateo Kato Air Combat Training (Genius)
  • Ace Generation Chance +15%
150
Chuichi Nagumo.png Chuichi Nagumo Carriers (Expert)
  • Sortie Efficiency +15%
150
Nishizo Tsukahara.png Nishizo Tsukahara Naval Strike (Specialist)
  • Naval Bombing: +2%
  • Naval Targeting: +2%
  • Naval Agility: +2%
150
Soemu Toyoda.png Soemu Toyoda Capital Ships (Specialist)
  • Capital Ship Attack: +5%
  • Capital Ship Armor: +5%
150
Matome Ugaki.png Matome Ugaki Naval Air Defense (Expert)
  • Naval AA attack: +15%
150

Strategies and guides

Flag of Japan 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 Flag of United Kingdom United Kingdom, the Flag of United States United States and the Flag of Soviet Union Soviet Union all have national focuses that enable them to go to war with Japan and the Together for Victory DLC will also turn Flag of Australia Australia and Flag of New Zealand 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

The Second Sino-Japanese War

Located to Japan's Southwest, Flag of China 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

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 Flag of Dutch East Indies Dutch East Indies and Flag of British Malaya 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 Flag of Siam Siam into a puppet as well as pressuring Flag of France 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

Indian subjugation

After securing China, one possible alternative is to continue onward to India (the Flag of British Raj 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 Flag of United Kingdom 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 Flag of Tibet Tibet, Flag of Nepal Nepal and Flag of Bhutan 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

Beyond India (the Flag of British Raj British Raj) lies the fifth biggest oil producer in the world - Flag of Iran Iran. Capturing it will secure twice as much oil as the Flag of Dutch East Indies 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 Flag of Soviet Union Soviet Union. If the Flag of German Reich 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

After securing Indonesia and Indochina, Japan has the option to invade and capture Flag of Australia Australia and Flag of New Zealand 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

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 strenthen the civilian government, and prepare for a civil war. You'll lose all the generals with the Samurai Lineage trait, so choose a general to promote to a field marshall when the war begins. Your forces will be split, so disband your army and either train a single cavalry/motorized unit, but don't deploy it until after the war begins (and use said unit to rush the victory points), or 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, 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 accept if you have at least decent relations with them. 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. 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 can 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.

Achievements

Sunrise Invasion icon
Sunrise Invasion
As Japan, conquer Mexico then Europe before 1945.
Tojo Shot First icon
Tojo Shot First
As Japan, Nuke a core territory of the US before the US develops nuclear weapons