Why is the Japanese Emperor Hirohito have such good effects?

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He has +10 IC%
+10% leadership efficiency
Dissent growth rate 10% (really not that bad)
unit org regain +10%
And an increase in Wartime belligerence

He is like having two +5% arms minsters as well as a military commander. Did the emperor really benefit Japan in this way? Maybe the org regain except leadership wise, shouldn't that benefit be non existent? Correct me if I am wrong but I'm not to sure his generals performed better with him in charge and as for IC efficiency I really don't know how he has that, anyone mind sharing their views on this?
 

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His abilities are more of a way of representing the unique Japanese State.

Hitler gives units +10% speed. That does not mean Hitler is a talented Panzer General, but the bonus simply represents the German blitzkrieg.
 

Easy1

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How dare you question the skills of the great emprelor!!
 

clone1337

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Hitler gives also usless manpower grow, but i don't think he made so many German Wifes pregnant...
Hitler gives also a bit IC Boni, the Leader Skills for Hitler, Stalin, Hirohito shall show not only their skills but also represent military technics and industriel techniecs of their states
 

Cybvep

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His abilities are more of a way of representing the unique Japanese State.

Hitler gives units +10% speed. That does not mean Hitler is a talented Panzer General, but the bonus simply represents the German blitzkrieg.
Exactly. The Japanese were quite fanatically devoted to the Emperor and the Empire.

The values themselves are a matter of balance, though. Still, I don't think that Japan needs to be nerfed ;)
 

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His abilities are more of a way of representing the unique Japanese State.

Hitler gives units +10% speed. That does not mean Hitler is a talented Panzer General, but the bonus simply represents the German blitzkrieg.

Precisely. As there are no national modifiers in the game, so Heads of State/Government have qualities that are meant to represent their country. Making the Japanese slightly more industrious than the average nation per unit of industry seems reasonable to me....These modifiers are just put in place so every country can feel slightly unique.
 

TremblingBlue

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I think it reflects the Emperor in the eyes of the Japanese. By all means, he made them work harder and fight harder just by being there...they thought he was a god.
 

Rotten Venetic

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Any emperor could've done that, unless he was some scandal-happy party animal or a misanthrope with anger management problems like myself.

No offense intended to anyone beyond the man himself, but Hirohito was a tool. The +industry and +org are justified bonuses for the militaristic, expansionist Japan of the time, but they should be tied to the country, not him.
 

TremblingBlue

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Any emperor could've done that, unless he was some scandal-happy party animal or a misanthrope with anger management problems like myself.

No offense intended to anyone beyond the man himself, but Hirohito was a tool. The +industry and +org are justified bonuses for the militaristic, expansionist Japan of the time, but they should be tied to the country, not him.

But the "country" tied it to him. And whether he was a tool or not is a matter of opinion.
 

Limith

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Imo, it would be better to have an event add the effects (adding description) to make it not tied to a person but the country itself, ex:

Hirohito:
+3% National IC (deferring to army)
+3% Unit Organization Regen
-5% Leadership Skill/Experience (deferring to old guard in army)
+5% Foreign Revolt Risk (forced Shintoism)
-5% Home Revolt Risk
-Peacetime Belligerence
-1% Manpower Growth (non-national)
+3% Manpower Growth (national)
-15% Chance Coup
-2% Consumer Good Need
-10% Supplies (deferring to army, corruption)

Japan:
+5% National IC
+2% Unit Organization Regen
+5/10% Foreign Revolt Risk (depending on events on occupation policy)
-5% Home Revolt Risk (Shintoism)
+15% Home Resource Extraction
+15/25% Foreign Resource Extraction (depending on occupation policy)
-0/10% Foreign IC Usage (depending on occupation policy)
-15% TC Mod
+5% Research Mod
 

Rotten Venetic

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Apart from the IC and research bits, I'm not sure how to stick those modifiers directly to the country.
 

Rotten Venetic

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D'oh + facepalm! I was locked into thinking about putting this stuff in the .inc file directly but a start event will do it. Thanks for poking the hole in my vision's tunnel ;)
 

TremblingBlue

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Imo, it would be better to have an event add the effects (adding description) to make it not tied to a person but the country itself, ex:

Hirohito:
+3% National IC (deferring to army)
+3% Unit Organization Regen
-5% Leadership Skill/Experience (deferring to old guard in army)
+5% Foreign Revolt Risk (forced Shintoism)
-5% Home Revolt Risk
-Peacetime Belligerence
-1% Manpower Growth (non-national)
+3% Manpower Growth (national)
-15% Chance Coup
-2% Consumer Good Need
-10% Supplies (deferring to army, corruption)

Japan:
+5% National IC
+2% Unit Organization Regen
+5/10% Foreign Revolt Risk (depending on events on occupation policy)
-5% Home Revolt Risk (Shintoism)
+15% Home Resource Extraction
+15/25% Foreign Resource Extraction (depending on occupation policy)
-0/10% Foreign IC Usage (depending on occupation policy)
-15% TC Mod
+5% Research Mod

I think a lot of those, like the forced Shintoism, depend more on the 2-26 incident. I mean, yes, it does encourage Shintoism but if anyone during that coup actually follows Kitta Ikki, the Japanese probably wouldn't be forcing their culture on the countries they "liberate"...rather encouraging the Japanese way and making them obligated to follow the Japanese in foreign policy.

The game assumes too much that players will follow the historic route. Their is an entirely new route open to the Japanese and it only goes as far as one event.
 

Limith

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I think a lot of those, like the forced Shintoism, depend more on the 2-26 incident. I mean, yes, it does encourage Shintoism but if anyone during that coup actually follows Kitta Ikki, the Japanese probably wouldn't be forcing their culture on the countries they "liberate"...rather encouraging the Japanese way and making them obligated to follow the Japanese in foreign policy.

The game assumes too much that players will follow the historic route. Their is an entirely new route open to the Japanese and it only goes as far as one event.

Hirohito historically prior to the 2-26 Incident deferred to the army/navy (navy was more influential during this time). Ministers are based on what they historically did, so I think setting that hardcoded is fine. Japanese factors could be tied into the 2-26 incident though, with different modifiers based on which the player chooses.
 

TremblingBlue

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Hirohito historically prior to the 2-26 Incident deferred to the army/navy (navy was more influential during this time). Ministers are based on what they historically did, so I think setting that hardcoded is fine. Japanese factors could be tied into the 2-26 incident though, with different modifiers based on which the player chooses.

I would agree with that. The 2-26 seem only temporary really...a few years later and there's a fascist coup, and we're back to square one. Makes no sense to me. The Japanese occupation of Formosa is good to look at, especially in terms of what Kitta Ikki wanted...the Kodoha clique were somehow corrupted badly in the 30's, and the leaders of the Kwantung army were completely insubordinate with their own interpretation of the imperial way (Mudken incident, and the increasing abuse of Manchukuo citizens during the war with China). I firmly believe a successful coup in the 2-26 incident would have created a proper chain of command that would have controlled the Imperial Armed forces, while establishing a firm goal of Asian liberation rather than enslavement with the teachings of those who supposedly "influenced" the Kodoha...the entire policy of Japan from 1930 to 1945 reeked of corruption and ill will. It is a wonder, with all that was said, how these bad things happened...but they did at an insane rate.