You know, it just hit me. Those who know me, are probably familiar with my "Spirit of the Law-esque" civilization analysis. However, ironically, one of the civilizations I never analysed... Is preciselly his favourite civilization, the Japanese.
This gives me a opportunity, doesnt it? A opportunity to exert my sweet, sweet revenge... On the man who destroyed my opportunity to become famous by thinking up of this gimmick before I ever could... Yes. I shall, on purpose, give terrible grades to his favourite all time civilization, so that he knows how it is to feel-
Nah, just kidding. I am not some kind of comedic relief cartoon villain or something, to come up with a plan this petty. Besides, I like the Japanese. Nah, I might just murder him on his sleep or something. But on this overview, I will be as fair as possible:
Infantry: A( Japanese Champions and Halberdiers are, debatably, the most population-effective in the game, at their respective intended roles. Although Gothic champions are more cost-effective and Slavic Champions, with Druzhina, can defeat Japanese champions once the numbers go past a certain point, the Japanese have good measures to handle both( Namelly, Hand Cannoneers, usually with Champions or Samurai backing then up when against the Goths because you can never take your chances with Huskarls ). Also, Druzhina is only relevant on the v,ery late game anyway; The Japanese Men-At-Arms rushes are some of the best the game has to offer.
It is worth bringing up, however, that it appears, based on the sources I could find, that on the next expansion a new tech, called "Supplies" will be included, that decreases the cost of militia-line infantry by 15 food, and that will be avaliable to every civilization EXCEPT THE GOTHS. It is likely that this will greatly increase the effectiveness of Japanese infantry against Gothic infantry, though I dont know if it will make Japanese champions flat out cost-effective against Gothic ones, and I wouldnt be able to tell without plaiyng and testing the next expansion.
Something that is worth calling attention to is the difference between Champions and Samurai. As they both occupy very similar niches, you should usually fully upgrade one or the other, but not both. Samurai move faster, are slightly bulkier, and attack slightly faster. They have a +10 attack bonus against other unique units, but dont be too overconfident about it: While it is true Samurai can shred their way through the likes of Huskarls, Berserkers etc., a lot of unique units are ranged, and you may find the Samurai surprisingly useless against then in massed combats. It is better to think of the Samurai as a improved version of the Champion... That costs 10 more gold. It doesnt sound like much, but on pratice, it is a 50% increase on the gold investiment.
Regardless of that, Samurai are usually worth it to use instead of Champions on team games and any other situation where gold is abundant. )
Cavalry: C+( The "plus" is here because, during the Feudal and Castle age, the Japanese have great cavalry rushes. Alas, they lack crucial Imperial Age techs that mmake cavalry impratical to be used there. The lack of Paladins and Hussars I might have forgiven: But the lack of Plate Barding Armor is usually too much. It can have circunstancial usage against siege, but dont count on then on the late game. )
Archers: B+( There isnt much exceptional against then, but they arent bad either. The Japanese, like many other civilizations, tend to rely on a combination of infantry and archers on the late game. Hand Cannoneers are particularly usefull to give a edge against civs which can outclass your infantry, and Skirmishers are a solid archer counter in a civilization that thirsts for then. )
Siege: B( It is not terrible but it is nothing special either. Their "Kataparuto" tech makes Trebuchets much less clumsy to use, but their siege units see little usage against infantry. Do not forget, though, that their Onagers are debatably the best counters they have against massed Hand Cannoneers. )
Navy: B+( Tech-wise, they only lack Heavy Demolition Ships, which frankly isnt really important. Eco-wise, their fast advance to the Feudal Age gives then a head start on Galley production on the early game. )
Monks: B+( They lack only Heresy, which is arguably more of a minus for your cavalry then your monks. And the Japanese cavalry has worse things to worry about then the lack of Heresy anyway. )
Defenses: B( This might seem like a little bit of a high grade to give, but I would like to point out that, while it is true the Japanese lack several important upgrades, almost every single one of then is a Imperial Age upgrade. If you have arrived to the Imperial Age as the Japanese and your top priority is researching defensive technologies, you are probably doing something wrong. And this is coming out from -Me-The guy who freely admits that he often waits until the Imperial Age before shifting to the offensive( Though with the Japanese I am more agressive ).
Economy: A( On pure land maps, their economy starts out astonishingly good but it soon falls into mediocrity. Still, their ability to rush to the Feudal Age faster then most civilizations, with rare exceptions( Like the Malay and, depending on how they are played, the Khmer ) is usefull, especially for more agressive playyers.
On water maps, their fishing bonus lets then keep a economical bonus through the entire game, though it is hard to take full advantage of it. After all, you-Need-To keep control of the waters in order to use it, as it is not as easy to protect Fishing Boats as it is to protect Villagers on land. )
This gives me a opportunity, doesnt it? A opportunity to exert my sweet, sweet revenge... On the man who destroyed my opportunity to become famous by thinking up of this gimmick before I ever could... Yes. I shall, on purpose, give terrible grades to his favourite all time civilization, so that he knows how it is to feel-
Nah, just kidding. I am not some kind of comedic relief cartoon villain or something, to come up with a plan this petty. Besides, I like the Japanese. Nah, I might just murder him on his sleep or something. But on this overview, I will be as fair as possible:
Infantry: A( Japanese Champions and Halberdiers are, debatably, the most population-effective in the game, at their respective intended roles. Although Gothic champions are more cost-effective and Slavic Champions, with Druzhina, can defeat Japanese champions once the numbers go past a certain point, the Japanese have good measures to handle both( Namelly, Hand Cannoneers, usually with Champions or Samurai backing then up when against the Goths because you can never take your chances with Huskarls ). Also, Druzhina is only relevant on the v,ery late game anyway; The Japanese Men-At-Arms rushes are some of the best the game has to offer.
It is worth bringing up, however, that it appears, based on the sources I could find, that on the next expansion a new tech, called "Supplies" will be included, that decreases the cost of militia-line infantry by 15 food, and that will be avaliable to every civilization EXCEPT THE GOTHS. It is likely that this will greatly increase the effectiveness of Japanese infantry against Gothic infantry, though I dont know if it will make Japanese champions flat out cost-effective against Gothic ones, and I wouldnt be able to tell without plaiyng and testing the next expansion.
Something that is worth calling attention to is the difference between Champions and Samurai. As they both occupy very similar niches, you should usually fully upgrade one or the other, but not both. Samurai move faster, are slightly bulkier, and attack slightly faster. They have a +10 attack bonus against other unique units, but dont be too overconfident about it: While it is true Samurai can shred their way through the likes of Huskarls, Berserkers etc., a lot of unique units are ranged, and you may find the Samurai surprisingly useless against then in massed combats. It is better to think of the Samurai as a improved version of the Champion... That costs 10 more gold. It doesnt sound like much, but on pratice, it is a 50% increase on the gold investiment.
Regardless of that, Samurai are usually worth it to use instead of Champions on team games and any other situation where gold is abundant. )
Cavalry: C+( The "plus" is here because, during the Feudal and Castle age, the Japanese have great cavalry rushes. Alas, they lack crucial Imperial Age techs that mmake cavalry impratical to be used there. The lack of Paladins and Hussars I might have forgiven: But the lack of Plate Barding Armor is usually too much. It can have circunstancial usage against siege, but dont count on then on the late game. )
Archers: B+( There isnt much exceptional against then, but they arent bad either. The Japanese, like many other civilizations, tend to rely on a combination of infantry and archers on the late game. Hand Cannoneers are particularly usefull to give a edge against civs which can outclass your infantry, and Skirmishers are a solid archer counter in a civilization that thirsts for then. )
Siege: B( It is not terrible but it is nothing special either. Their "Kataparuto" tech makes Trebuchets much less clumsy to use, but their siege units see little usage against infantry. Do not forget, though, that their Onagers are debatably the best counters they have against massed Hand Cannoneers. )
Navy: B+( Tech-wise, they only lack Heavy Demolition Ships, which frankly isnt really important. Eco-wise, their fast advance to the Feudal Age gives then a head start on Galley production on the early game. )
Monks: B+( They lack only Heresy, which is arguably more of a minus for your cavalry then your monks. And the Japanese cavalry has worse things to worry about then the lack of Heresy anyway. )
Defenses: B( This might seem like a little bit of a high grade to give, but I would like to point out that, while it is true the Japanese lack several important upgrades, almost every single one of then is a Imperial Age upgrade. If you have arrived to the Imperial Age as the Japanese and your top priority is researching defensive technologies, you are probably doing something wrong. And this is coming out from -Me-The guy who freely admits that he often waits until the Imperial Age before shifting to the offensive( Though with the Japanese I am more agressive ).
Economy: A( On pure land maps, their economy starts out astonishingly good but it soon falls into mediocrity. Still, their ability to rush to the Feudal Age faster then most civilizations, with rare exceptions( Like the Malay and, depending on how they are played, the Khmer ) is usefull, especially for more agressive playyers.
On water maps, their fishing bonus lets then keep a economical bonus through the entire game, though it is hard to take full advantage of it. After all, you-Need-To keep control of the waters in order to use it, as it is not as easy to protect Fishing Boats as it is to protect Villagers on land. )