The Japanese
The Japanese are a new civilization available with The Sultans Ascend Expansion for Age of Empires IV.
The Japanese civilization introduces the new Daimyo system, allowing you to upgrade the Town Center to a Daimyo Manor, and eventually a Shogunate Castle, that comes with powerful defenses while also bolstering food production from nearby farms. Advancing the Daimyo level also unlocks access to Samurai Bannermen, special units that provide significant combat bonuses to units around them. Embrace espionage by fielding the unique Shinobi, capable of blending in with enemy Villagers and sabotaging production from behind enemy lines.
In Age of Empires IV, the Japanese civilization spans the late 8th century CE to the early 17th century CE. Collapse of imperial power has separated the Japanese into small kingdoms, ruled by warlords, to ultimately be re-unified by a bloody civil war. During this period the Daimyo employed the Samurai to defend their territories by paying them with goods, such as land and food.
Playing the Japanese
The Japanese civilization begin Age 1 with multi-purpose buildings that offer unique options for early strategy and are excellent at producing Fishing Ships quickly.
They focus on localized economy supported by Daimyo from Town Centers. Once upgraded into a Daimyo Manor, villagers working farms in the surrounding area will receive a large bonus and Samurai Bannermen become available to produce.
A vast roster of infantry, primarily focused on the Samurai, defend the territory and lead the battle with Samurai Bannermen. Bannermen support infantry and cavalry with attack bonuses and the Samurai offer excellent front-line support with their Deflective Armor, an ability which periodically blocks attacks.
The Japanese Units at a Glance
Shinobi – Koka Township Landmark
Light melee infantry unit that disguises itself as enemy Villagers, sabotaging enemy structures and using clever smoke bombs to reappear in new locations.
Onna-Musha
This unique Horse Archer specializes in taking down heavily armored units with its high damage, mobility, and longer weapon range. Replaces the Crossbowman from other civilizations.
Ozutsu - Tanegashima Gunsmith Landmark
Heavy ranged gunpowder unit equipped with a handheld cannon. The Ozutsu excel at sieging enemy buildings and destroying groups of units clumped up in an area.
Shinobi – Koka Township Landmark
Light melee infantry unit that disguises itself as enemy Villagers, sabotaging enemy structures and using clever smoke bombs to reappear in new locations.
Onna-Musha
This unique Horse Archer specializes in taking down heavily armored units with its high damage, mobility, and longer weapon range. Replaces the Crossbowman from other civilizations.
Ozutsu - Tanegashima Gunsmith Landmark
Heavy ranged gunpowder unit equipped with a handheld cannon. The Ozutsu excel at sieging enemy buildings and destroying groups of units clumped up in an area.
The Japanese through the Ages
Age 1
From Age 1, the Japanese benefit from buildings that serve dual purposes – the Farmhouse and Forge. The Farmhouse acts as both a Mill and a House and should be constructed around Berry Bushes for when Sheep run low. The Forge acts as both a Mining Camp and a Blacksmith and contains an extra tier of melee damage technology available in the Dark Age.
Age 2
In Age 2, the Koka Township and Kura Storehouse Landmarks allow options for militaristic or economic growth. The Koka Township produces Shinobi, unique units that can disguise themselves as enemy Villagers, nullify enemy buildings with Sabotage, and can use smoke bombs to appear in new locations. If favoring a more economic approach, the Kura Storehouse acts a universal drop-off location and periodically generates free Farms in the surrounding area.
Age 3
In Age 3, the Japanese can choose between the Floating Gate to unlock Shinto Priests or the Temple of Quality to unlock Buddhist Monks. Shinto Priests are able to place sacred objects called Yorishiro in buildings to achieve special bonuses, whereas Buddhist Monks can weaken enemy damage output and solidify your position on the field.
Age 4
In Age 4, the Japanese civilization can choose between boosting trade or cultivating gunpowder weaponry. The Castle of the Crow acts as a Keep and generates Treasure Caravans, which can traverse land or water to trade at any Trade Post. Whereas the Tanegashima Gunsmith can access an arsenal of gunpowder units, including the Ozutsu heavy ranged infantry.