marginoferror
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Getting started as Japan (reposted from Paradox forums)

Wed Jun 08, 2011 6:27 pm

Since a lot of forumites seem to be here but not there, I'm reposting this guide/log of my first few years as Japan that I originally put up on the Paradox forum. It also serves as a basic economic primer:


Your first task is to get your consumption of industrial materials stabilized so your factories won't shut down. This is quite urgent, since Japan has heavy deficits in coal in particular and, to a lesser extent, minerals and wood.

Simply put, one strategy is to save capital up to buy a merchant fleet and sail it to Europe so you can buy the stuff you need; the other strategy is to build coal mines of your own. In time, you'll have to do both, but pick one or the other for starters.

To tide you over, and to get the materials you need to jump-start your industry, you can use the economic decisions to subsidize your imports of steel, coal and manufactured goods. (The decision to import goods is mislabeled "ban imports" in 1.01, so look at the icon and not the text.) The other economic decisions like building roads and augmenting telecommunications are not very useful to you; Japan is already quite well-developed for a preindustrial nation.

You can augment private capital by selling your surplus goods, to the extent that you have any; switch into economic mode and double-click on any of the resource icons on your territory to open the trade menu and do this. Once you have a merchant ship and it's in the location you desire, do the same to resources on foreign soil adjacent to the shipping location the ship is in, and you can buy goods. Remember that these buy and sell orders repeat every turn until canceled, so don't overdo it.

You can also buy goods by pressing "b" and clicking on the icons there, but that is an interface nightmare -- you can only get them in chunks of ten, it's not clear which goods are available in the regions you've chosen and which aren't, and you can't cancel the buy order or reduce it using that screen at all. In practice, all it does is increment the counters on the trade screen that you get by double-clicking on resource icons, so do that yourself, and don't use the "b" screen for anything but information.

To conserve vital goods, you can and should reduce the percentage of your stockpile you make available to the national market. Reduce the amount of coal and manufactured goods to 10% (I don't think you can't lower it any further than that) by control-clicking on the appropriate icons in the F4 economics screen. You might want to do this for wood, too. Don't bother conserving purely consumer goods like coffee - they only exist to be consumed.

Once you have a stable income of coal and other essential materials, your next goal is to 1) increase your income of capital and 2) increase your income of critical manufactured goods.

Increase your income of capital by satisfying your national market to the degree possible, and then after that, by producing goods like silk for export.

Manufactured goods are highly in demand in the early game, so no one will sell them to you -- you need to produce 100% of what you want to consume. Since you are pre-industrial, you can't make any new factories, but thankfully you have a few pre-industrial workshops already constructed. You'll eventually get the technology for railroads (it didn't take too long for me) and at that point you should build a railroad in Osaka as soon as possible. Railroads will double the production capacity of your industries, so a single railroad in Osaka will increase your manufactured goods capacity significantly. After that, save up for railroads in Nagano and Edo, and then some other productive provinces. Keep in mind that Nagano is a mountainous province and railroads (and all other structures) will be extra-expensive there.

There is not much you can do militarily as Japan at this point, but the economic juggling and learning the ropes will hopefully keep you busy until Perry comes (or "is supposed to come") at the end of 1853.

marcusjm
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Wed Jun 08, 2011 6:38 pm

Great guide, the need for a Wiki becomes bigger each day ;) .

What do you do if the modernization event doesn't take place?

marginoferror
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Wed Jun 08, 2011 7:18 pm

marcusjm wrote:Great guide, the need for a Wiki becomes bigger each day ;) .

What do you do if the modernization event doesn't take place?


Well, I'm well into 1854 and the modernization event has not taken place... so basically I'm trying to fix the bug by editing source files and forcing events to fire. Mixed results so far.

A patch would help.

Athens
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Wed Jun 08, 2011 7:44 pm

marginoferror wrote:Well, I'm well into 1854 and the modernization event has not taken place... so basically I'm trying to fix the bug by editing source files and forcing events to fire. Mixed results so far.

A patch would help.


Open Jap.sct file in the event folder.

Search for these lines:



SelectFaction = $USA
SelectSubUnits = Region $Bay of Ise;FactionTags USA
EvalSubUnitCount = >=;2
Probability = 75



Suppress them ( 2 occurences). For now, the Perry events will fire even if the US AI doesn't send units in the Bay of Ise.

And, if your game is after 1853, type this in the file




SelectFaction = $JAP
SelectRegion = $Kyoto
StartEvent = evt_nam_JAP_provfix|1|1|NULL|NULL|$Kyoto|NULL

Conditions

MinDate = 1853/04/18
MaxDate = 1865/04/18


Actions

SetEventOccurs= evt_nam_JAP_BlackShipsEdo1853;CuOccurs;1

EndEvent


This will fire the initial event of the chain.
Fatal Years mod for RUS: http://www.matrixgames.com/forums/tm.asp?m=2875975

My blog: http://moddercorner.com/about/

[SIZE="2"]Players quotes about Fatal Years:[/size]

the more I play this the more I become convinced that RUS is one of the best strategy games I have ever played... and I have played many since the mid 80's. The AI in this mod is at level with Sid Meier's best efforts.

marginoferror
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Wed Jun 08, 2011 7:50 pm

Athens wrote:Open Jap.sct file in the event folder.

Search for these lines:



SelectFaction = $USA
SelectSubUnits = Region $Bay of Ise;FactionTags USA
EvalSubUnitCount = >=;2
Probability = 75



Suppress them ( 2 occurences). For now, the Perry events will fire even if the US AI doesn't send units in the Bay of Ise.

And, if your game is after 1853, type this in the file




SelectFaction = $JAP
SelectRegion = $Kyoto
StartEvent = evt_nam_JAP_provfix|1|1|NULL|NULL|$Kyoto|NULL

Conditions

MinDate = 1853/04/18
MaxDate = 1865/04/18


Actions

SetEventOccurs= evt_nam_JAP_BlackShipsEdo1853;CuOccurs;1

EndEvent


This will fire the initial event of the chain.


Thank you!! That second one is exactly what I need.

The Perry Returns event also seems to require US action so I will also suppress the requirements for that part of the chain.

Athens
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Wed Jun 08, 2011 7:56 pm

marginoferror wrote:Thank you!! That second one is exactly what I need.

The Perry Returns event also seems to require US action so I will also suppress the requirements for that part of the chain.



Oups...the lines to suppress appear 3 times, not 2...

Please say me if it works. I haven't yet played PON, just looked at the file... :D I could have forgotten something.
Fatal Years mod for RUS: http://www.matrixgames.com/forums/tm.asp?m=2875975



My blog: http://moddercorner.com/about/



[SIZE="2"]Players quotes about Fatal Years:[/size]



the more I play this the more I become convinced that RUS is one of the best strategy games I have ever played... and I have played many since the mid 80's. The AI in this mod is at level with Sid Meier's best efforts.

marcusjm
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Wed Jun 08, 2011 8:13 pm

I think there should be a chance that it doesn't fire though. The question is what to do then?

Athens
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Wed Jun 08, 2011 8:17 pm

marcusjm wrote:I think there should be a chance that it doesn't fire though. The question is what to do then?


you're wrong: the event sets the Perry event as fired.Always.Whatever the conditions, fulfilled or not.
Fatal Years mod for RUS: http://www.matrixgames.com/forums/tm.asp?m=2875975



My blog: http://moddercorner.com/about/



[SIZE="2"]Players quotes about Fatal Years:[/size]



the more I play this the more I become convinced that RUS is one of the best strategy games I have ever played... and I have played many since the mid 80's. The AI in this mod is at level with Sid Meier's best efforts.

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DooberGuy
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Wed Jun 08, 2011 8:22 pm

Playing as the US I had Perry die of disease while sitting in San Francisco (no jokes, please). I'm still waiting to see if I can fire the event anyway.

Athens
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Wed Jun 08, 2011 8:26 pm

DooberGuy wrote:Playing as the US I had Perry die of disease while sitting in San Francisco (no jokes, please). I'm still waiting to see if I can fire the event anyway.

Yes the event isn't tied to Perry unit but to the presence of 2 US subunits i n the Bay of Ise. Any US unit will serve in this role. Navies are of course better :D
Fatal Years mod for RUS: http://www.matrixgames.com/forums/tm.asp?m=2875975



My blog: http://moddercorner.com/about/



[SIZE="2"]Players quotes about Fatal Years:[/size]



the more I play this the more I become convinced that RUS is one of the best strategy games I have ever played... and I have played many since the mid 80's. The AI in this mod is at level with Sid Meier's best efforts.

marginoferror
Conscript
Posts: 12
Joined: Wed Jun 08, 2011 4:54 am

Wed Jun 08, 2011 8:26 pm

DooberGuy wrote:Playing as the US I had Perry die of disease while sitting in San Francisco (no jokes, please). I'm still waiting to see if I can fire the event anyway.


You do not need Perry for the event AFAIK, you just need > 2 subunits in the Bay of Ise. It's called the "Black Ships" event and not actually the Perry event. I'm assuming the same is true of the Return of Perry event which actually does refer to him by name in the source.

marcusjm
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Wed Jun 08, 2011 8:28 pm

Athens wrote:you're wrong: the event sets the Perry event as fired.Always.Whatever the conditions, fulfilled or not.


The question is what to do as Japan if you don't get the Perry event. Obviously you have to choose a different path to modernization.

Athens
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Wed Jun 08, 2011 8:31 pm

marcusjm wrote:The question is what to do as Japan if you don't get the Perry event. Obviously you have to choose a different path to modernization.


:)
Fatal Years mod for RUS: http://www.matrixgames.com/forums/tm.asp?m=2875975



My blog: http://moddercorner.com/about/



[SIZE="2"]Players quotes about Fatal Years:[/size]



the more I play this the more I become convinced that RUS is one of the best strategy games I have ever played... and I have played many since the mid 80's. The AI in this mod is at level with Sid Meier's best efforts.

marcusjm
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Posts: 321
Joined: Sun Jul 08, 2007 1:40 am
Location: Gothenburg/Sweden

Wed Jun 08, 2011 8:33 pm

Athens wrote: :)


Meaning of course that you shouldn't get it all the time. Having alternate course of action is important.

marginoferror
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Wed Jun 08, 2011 8:34 pm

marcusjm wrote:Meaning of course that you shouldn't get it all the time. Having alternate course of action is important.


Yes, but I don't think that there really is an alternate course of action at the moment. Maybe a job for the modders (or even me)

marcusjm
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Wed Jun 08, 2011 8:36 pm

marginoferror wrote:Yes, but I don't think that there really is an alternate course of action at the moment. Maybe a job for the modders (or even me)


Maybe diplomatic actions should be created for this purpose?

Athens
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Wed Jun 08, 2011 8:38 pm

marcusjm wrote:Meaning of course that you shouldn't get it all the time. Having alternate course of action is important.


So replace the Blackship event with this one with this one:

SelectFaction = $JAP
SelectRegion = $Edo
StartEvent = evt_nam_JAP_BlackShipsEdo1853|1|2|evt_txt_JAP_BlackShipsEdo1853|Event-img_JAP_BlackShipsEdo1853|$Edo|NULL

Conditions
MinDate = 1853/07/08
MaxDate = 1863/07/08
EvalIsAtPeaceWith = USA
Probability = 4

Actions
DescEvent = evt_desc_JAP_BlackShipsEdo1853

SelectFaction = $JAP
SelectRegion = $Edo
ChangeLoyaltyFac = -10

SelectFaction = $REB
SelectRegion = $Edo
ChangeLoyaltyFac = 10

SelectFaction = $JAP
ChgFacRelationships = USA;-10
ChgVPCount = -50

SelectFaction = $USA
ChgVPCount = 50

EndEvent

The probability seems to be very low, but the event is tested each turn until 1863: so the possibility to get it is much more important, without being a certitude...AT lesat, it could fire much later.

For the following events, we may imagine to create another possible sort of Blackship event later.... or an event fired by the use of colonial actions by other powers on Japan...
Fatal Years mod for RUS: http://www.matrixgames.com/forums/tm.asp?m=2875975



My blog: http://moddercorner.com/about/



[SIZE="2"]Players quotes about Fatal Years:[/size]



the more I play this the more I become convinced that RUS is one of the best strategy games I have ever played... and I have played many since the mid 80's. The AI in this mod is at level with Sid Meier's best efforts.

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John Sedgwick
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Wed Jun 08, 2011 8:42 pm

My understanding is that if the US doesn't open Japan to trade, some other western power will... that's how it should work, anyway.
"I'm ashamed of you, dodging that way. They couldn't hit an elephant at this distance."ImageImage
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marcusjm
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Wed Jun 08, 2011 8:45 pm

Seems reasonable. I will test the settings provided by Athens, thanks.

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Amadeus_66
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Wed Jun 08, 2011 8:48 pm

John Sedgwick wrote:My understanding is that if the US doesn't open Japan to trade, some other western power will... that's how it should work, anyway.


I second this
[color="Cyan"]Proud ouwner of:[/color] [color="Red"]EU[/color] [color="DarkOrange"]EU2[/color] [color="Orange"]HOI[/color] [color="PaleGreen"]VIC[/color] [color="YellowGreen"]HOI2[/color] [color="Green"]HOI2DD[/color] [color="Teal"]FTG[/color] [color="MediumTurquoise"]ROME[/color] [color="DeepSkyBlue"]AOD[/color] [color="Magenta"]CKDV[/color]
[color="Cyan"]and also:[/color] [color="Pink"]GALCIV2[/color] [color="Plum"]NCP[/color] [color="Red"]PON[/color]
[color="Lime"]Learning:[/color] [color="Purple"]Pride of Nations[/color]

marginoferror
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Wed Jun 08, 2011 9:12 pm

marcusjm wrote:Seems reasonable. I will test the settings provided by Athens, thanks.


I don't like making it a 4% chance per turn since that will on average (not just in edge cases) make the event happen much, much later than historical. I would have a stronger connection between the US event and the Japan trigger, and some amount of chance that the AI will elect not to carry out the expedition, maybe based on other factors.

Then if the US doesn't do it, have a "backup" event trigger where other countries can step up and open Japan, taking place in say 1854-55. Have it so that at least someone will step up to the plate to keep the event chain moving. I don't want a situation where either chance or other players could totally stop Japan from modernizing during the timeframe of the game.

Athens
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Wed Jun 08, 2011 9:45 pm

Here a short model:

2 fist events: USA. The first will raise AI interest for sending units in the Bay of ISE. The second is the Perry one.

4 others events: if the US events haven't fired before 1863, these events raise AI interest for PRU and FRA and create Perry events for these 2 nations...




SelectFaction = $USA
SelectRegion = $Edo
StartEvent = evt_nam_JAP_BlackShipsEdo1853_AI_Interest|1|0|NULL|NULL|$Edo|NULL

Conditions
MinDate = 1853/07/08
MaxDate = 1863/07/08
EvalIsAtPeaceWith = JAP
Probability = 15

Actions

AI.SetLocalInterest = $Bay of Ise;200

EndEvent


SelectFaction = $JAP
SelectRegion = $Edo
StartEvent = evt_nam_JAP_BlackShipsEdo1853|1|2|evt_txt_JAP_Blac kShipsEdo1853|Event-img_JAP_BlackShipsEdo1853|$Edo|NULL

Conditions
MinDate = 1853/07/08
MaxDate = 1863/07/08
EvalIsAtPeaceWith = USA
SelectFaction = $USA
SelectSubUnits = Region $Bay of Ise;FactionTags USA
EvalSubUnitCount = >=;2
Probability = 75


Actions
DescEvent = evt_desc_JAP_BlackShipsEdo1853

SelectFaction = $JAP
SelectRegion = $Edo
ChangeLoyaltyFac = -10

SelectFaction = $REB
SelectRegion = $Edo
ChangeLoyaltyFac = 10

SelectFaction = $JAP
ChgFacRelationships = USA;-10
ChgVPCount = -50

SelectFaction = $USA
ChgVPCount = 50

SelectFaction = $USA
AI.SetLocalInterest = $Bay of Ise;100


EndEvent

SelectFaction = $FRA
SelectRegion = $Edo
StartEvent = evt_nam_JAP_BlackShipsEdo1853_AI_InterestFRA|1|0|NULL|NULL|$Edo|NULL

Conditions
MinDate = 1863/07/08
MaxDate = 1875/07/08
EvalEvent = evt_nam_JAP_BlackShipsEdo1853;=;0
EvalIsAtPeaceWith = JAP
Probability = 15

Actions

AI.SetLocalInterest = $Bay of Ise;200

EndEvent



SelectFaction = $JAP
SelectRegion = $Edo
StartEvent = evt_nam_JAP_BlackShipsEdo1853FRA|1|2|evt_txt_JAP_Blac kShipsEdo1853FRA|Event-img_JAP_BlackShipsEdo1853|$Edo|NULL

Conditions
MinDate = 1863/07/08
MaxDate = 1875/07/08
EvalIsAtPeaceWith = FRA
EvalEvent = evt_nam_JAP_BlackShipsEdo1853;=;0
EvalEvent = evt_nam_JAP_BlackShipsEdo1853PRU;=;0
SelectFaction = $FRA
SelectSubUnits = Region $Bay of Ise;FactionTags FRA
EvalSubUnitCount = >=;2
Probability = 75


Actions
DescEvent = evt_desc_JAP_BlackShipsEdo1853

SelectFaction = $JAP
SelectRegion = $Edo
ChangeLoyaltyFac = -10

SelectFaction = $REB
SelectRegion = $Edo
ChangeLoyaltyFac = 10

SelectFaction = $JAP
ChgFacRelationships = FRA;-10
ChgVPCount = -50

SelectFaction = $FRA
ChgVPCount = 50

SelectFaction = $FRA
AI.SetLocalInterest = $Bay of Ise;100


EndEvent

SelectFaction = $AUS
SelectRegion = $Edo
StartEvent = evt_nam_JAP_BlackShipsEdo1853_AI_InterestPRU|1|0|NULL|NULL|$Edo|NULL

Conditions
MinDate = 1863/07/08
MaxDate = 1875/07/08
EvalEvent = evt_nam_JAP_BlackShipsEdo1853;=;0
EvalIsAtPeaceWith = JAP
Probability = 15

Actions

AI.SetLocalInterest = $Bay of Ise;200

EndEvent



SelectFaction = $JAP
SelectRegion = $Edo
StartEvent = evt_nam_JAP_BlackShipsEdo1853PRU|1|2|evt_txt_JAP_Blac kShipsEdo1853PRU|Event-img_JAP_BlackShipsEdo1853|$Edo|NULL

Conditions
MinDate = 1863/07/08
MaxDate = 1875/07/08
EvalIsAtPeaceWith = PRU
EvalEvent = evt_nam_JAP_BlackShipsEdo1853;=;0
EvalEvent = evt_nam_JAP_BlackShipsEdo1853FRA;=;0
SelectFaction = $PRU
SelectSubUnits = Region $Bay of Ise;FactionTags PRU
EvalSubUnitCount = >=;2
Probability = 75


Actions
DescEvent = evt_desc_JAP_BlackShipsEdo1853

SelectFaction = $JAP
SelectRegion = $Edo
ChangeLoyaltyFac = -10

SelectFaction = $REB
SelectRegion = $Edo
ChangeLoyaltyFac = 10

SelectFaction = $JAP
ChgFacRelationships = PRU;-10
ChgVPCount = -50

SelectFaction = $PRU
ChgVPCount = 50

SelectFaction = $PRU
AI.SetLocalInterest = $Bay of Ise;100


EndEvent


Event texts for FRA and PRU should be written in the PON localStrings file in the setting folder.

The AI value may be raised to 999 if needed...Dunno if it works at 200 :wacko:
Fatal Years mod for RUS: http://www.matrixgames.com/forums/tm.asp?m=2875975



My blog: http://moddercorner.com/about/



[SIZE="2"]Players quotes about Fatal Years:[/size]



the more I play this the more I become convinced that RUS is one of the best strategy games I have ever played... and I have played many since the mid 80's. The AI in this mod is at level with Sid Meier's best efforts.

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