You can get it here.
Here's the readme, which should cover everything major (I hope) :
Sakura's Sengoku Japan Mod v2.1
Changes from v2.0
- fixed duplicate event code
- fixed typo
- fixed badboy trigger
- added flag to Bakufu Control Measures
- Sengoku Daimyo can get Tanegashima
- Christians won't get Sakoku event
- changed Sobujirei to give cores
- added Christian Otomo (from 1578)
Changes from v1.4
- added event to change back to Feudal Daimyo government if you fall under a certain size
- added inheritance event with a long mtth to help prod the AI into unification
- made it so that a centralized shogunate cannot enter RMs.
- removed closed/open slider, instead making changes to innovative/narrowminded
- added 2nd Gift to the Emperor event for countries with low badboy
- reduced mobilization money to 100 ducats
- altered Feudal Daimyo government by reducing tax bonus and adding reduction in regiment costs
- made the switch to Sengoku Daimyo a little later and a little less abrupt
- included Sysyphe's sengoku graphics
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Changes from v1.3
- added Sysyphe's translated localisation files
- added strait crossing between Mutsu and Ezochi
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Changes from v1.2
- fixed bug in Expulsion of the Christians event
- changed text of Peasant Revolt event
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Changes from v1.1
- fixed changed province names in text.csv
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Changes from v1.0
- fixed bug in Daimyo Revolt event
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Changes from v0.51
- added 10 events (covering up to beginning of Tokugawa Shogunate), tweaked some existing ones
- minor changes to event text, province files, monarch files
- fixed flag, text bugs
- changed Austria's color to white
- changed Uesugi color
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Changes from v0.50
- fixed bug in event causing CB on all the world
- fixed dates in Hojo, Date, and Ichijo monarch lists
- altered feudal daimyo government bonuses to give 200% manpower, 300% Support Limit, 300% Global Tax
- increased number of provinces needed to invoke government change
- reduced revolt value of Gekokujo from 3 to 2 (same as Ikko Ikki)
- removed JAP cores to prevent JAP as a revolter
- added 'Do Nothing' option to Puppet Shogun event
- added at least some temporary explanatory text to each event
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Unless you edit the files in localisation, this mod will most likely not work for non-English versions of EU3.
This is merely a test version of this mod, so that I can get feedback. It is not considered finished in any way. That said, I certainly consider it to be playable.
This mod is an attempt to greatly expand on EU3's portrayal of Japan from 1453-1793. It is deterministic in that it is intended to cause Japan to split up, then ultimately re-unify. By 1453 the causes for the ultimate collapse of central government in Japan were already well rooted, and I can not imagine a plausible situation in which Japan could have avoided that fate (especially in the mere 13 years between the begining of EU3 and the Onin War!). If playing a nation outside of Asia, this mod should not effect your game in any meaningful way.
Changes:
- Includes a new Japan roughly the same size as the default EU3 one, but with a more accurate shape and 4 additional provinces.
- Completely recalculated manpower and taxation numbers for Japanese provinces using historic population estimates for France, England, Spain as well as historical Japanese statistics on production and population. Overall, this meant that total Japanese tax values had to be doubled, and manpower tripled (although I changed the distribution of these values to be historically accurate). I do not feel that doing this makes Japan "overpowered" in any way. (BTW, the numbers of Ming and the Mughals need to be increased even more drastically)
- Includes 28 Japanese clans with accurate monarch lists.
- Designed to be played from any starting date (although post-1477 is recommended unless using an AI Japan). I've tried to include as many various wars, alliances, province changes, etc., that I could.
- Added 4 government types :
Feudal Shogunate (a government with various negatives to simulate the weakness of the Ashikaga Shogunate)
Feudal Daimyo (a type with boosts to manpower, taxes, and support limits designed to make the 1 province daimyo clans more able to conduct war)
Sengoku Daimyo/Centralized Shogunate (at this point, essentially the same as Feudal Monarchy)- added the "Closed/Open Society" policy slider, which is essentially a much nastier version of the Innovative/Narrowminded slider. The key elements here are that when moved to the left it severely limits tech growth (-5 should make a 0.8 tech group nation into roughly a 0.3 one) and reduces the number of diplomats received. Although its still very much a work in progress (I haven't yet decided what the right side benefits should be), I think it will be useful to simulate Sakoku and the internal orientation of Confucian states.
- moved Shinto from the Eastern religious group into a Japanese religious group. This was primarily because I wanted the various daimyo to be able to have the full range of diplomatic options amongst themselves, but did not want them marrying with Korea, Ming, etc.
- The Chinese tech group has been changed from 0.4 to 0.8
- Added fort1 to each Japanese province (except Hokkaido), as most were defenseless. Should perhaps be made fort2 in some provinces.
- Added a number of temples to Japanese provinces (it had only 1 originally)
- Added about 25 unique events
Non-Japanese Effects of This Mod:
- moved Manchu to the Tangusic culture group
- added "Chinese Emperor" government type, largely for flavor reasons, and to prevent Ming royal marriages
- The Chinese tech group has been changed from 0.4 to 0.8
- Ming and Korea have been given -4 Closed Society which should mean their tech growth is about the same as in vanilla.
- A Tanegashima event for Catholic European nations used to set off a Japanese event for the introduction of guns.
Planned Changes:
- Adding text to most events
- Most "What If?" events are still undone
- There are multiple minor things that have to be changed, such as fine tuning in positions.txt, correct province capitals, etc.
- Most post-Sengoku changes have not yet been added, though I have many plans for things such as sakoku, the sword hunt, kakure kirishitans, etc.
- Possibly, unit changes.
Design Notes:
- Unification probably won't take you the 120 years it did historically. I consider this to be okay, given EU3's limits. The vast majority of the Sengoku period consisted of local action at a scale that would require a much more detailed map with many more provinces to represent. This mod essentially has to skip all that and jump directly to the situation as it was in the mid-16th Century.
- I've added a couple ways of having your badboy points reduced during unification, since you're going to be doing a lot of annexing. I wanted the player to be able to unify Japan without having to worry too much about setting off a badboy war with China. These reductions are not available once Japan is unified.
- I've only played through unification twice, once as the Shimazu and once as the Oda (though I've run many more hands-off games watching the AI). Both were on normal difficulty. What I discovered in those games was that the farther from Kyoto you start, the more difficult your task is likely to be. Also, clans on Honshu have the advantage of being able to increase in size without having to build a navy.
- I don't know if it's due to the increases to Japan's manpower or the changes I made above, but in none of the games I've played or watched have Ming or Korea conquered any of Japan (though in 1 game one of the Japanese clans did conquer Korea).
- EU3 wasn't really oriented towards a scenario in which 1 province nations war, so I've had to "fight" it by providing boosts to the daimyo that would be unbalancing if given to other states. These boosts are all removed once Japan is unified/nearly unified.
- I've never used modifiers, so its possible that some of my events could be made more "elegant" through the use of them. I'll look into it.
- I have an MA in Japanese History, but my specialty is modern (post-1600) Japan. I've read all I could on this period, but I'm not an expert. Feel free to contact me if you think I've gotten something wrong.
- Once done, any modder is free to use anything I've created, provided credit is given
Information of Possible Value to Other Modders:
- added 4 new provinces (1250-1253), renaming the existing provinces (1742-1745)
- used 56 new tags: AKG, ANG, ASK, ASN, CSK, DTE, HJO, HKW, ICJ, IGW, JAG, JAK, JAN, JAS, JCK, JDT, JHJ, JHK, JIG, JIJ, JMG, JMR, JMY, JNB, JOD, JOT, JOU, JRZ, JSM, JSN, JST, JSZ, JTD, JTG, JTK, JTT, JUG, JYN, MGM, MIY, MRI, NNB, ODA, OTM, OUC, RZJ, SHN, SMZ, STM, STO, TGW, TKD, TKI, TYT, USG, YMN
- added 19 country flags: christians_expelled, daimyo_conversion, daimyo_conversion_refused, fc_notified, fc_refused, first_contact, first_contactj, house_code, kanpaku, mobilization, onin_war, shogun_puppet, shogunate_destroyed, shugo_dispute, sobujirei, sword_hunt, unification, worsened_relations, yamashiro_taken
- added 53 events, using codes: 1464-1470, 1481, 1488, 1543-1545, 1567-1570, 1573, 1574, 1585-1588, 1600-1630
























Meanwhile, I stomped Hosokawa and control Owari and Yamashiro now.









