I'll be posting a few ideas I've had for Japan (as well as related events for other countries involved) in this thread. For this first post, I'll just sketch out a few general ideas without delving too deep into specifics: Details as to event setups, leaders, etc. will probably be worked out in future posts by myself or anyone else willing to offer input.
I'm using the backstory developed in this post as a backdrop on which to develop my own ideas. Kudos to Shogun 144![Smile :) :)](data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7)
My ideas do not involve any real changes to the 1419 starting setup.
A. Korean Intervention
From the period around 1419 to 1430, the southern Japanese provinces remain restless and divisive even under nominal Korean rule, simulated in-game by increasing revolt risk in the three affected provinces (Kansai, Kyushu, Shikoku). (The revolt risk will be subsequently reduced once this particular sequence has run its course, regardless of the ultimate outcome.) In 1430 the rebellious Japanese daimyo of the southern provinces appeal to the Tenno for support, giving him the choice of either backing down (with appropriate consequences) or supporting their cause (which results in war w/ Korea). Close to the beginning of the war a border lord, "Great Fictional Japanese General," (I'm not really good w/ Oriental names), should be able to spawn for either side (but not both at the same time!). Our Great Fictional Japanese General would have very good stats (particularly a siege bonus), since it's my intention that whoever gets him should "win" the war.
If the Koreans still control territory in Japan by 1500, or if they manage to capture Edo before then, then they are "victorious" and acquire cores on any of the provinces they still control, possibly with events for converting the provinces to Korean culture later on (c. 1700-1750?; possibly lose cores if Japan has reconquered them in this time). (In the case of the "Capture Edo" scenario, the Koreans could additionally also vassalize Japan.) If the Japanese manage to retake the provinces from the Koreans, then the revolt risk should be reduced when the province passes back into Japanese hands; after 1700 or so, Japan loses its cores on any provinces not in its hands.
(Possible secondary consideration: If Japan (or Japanese clans; see "Sengoku" below) no longer exists and Korea controls at least one province in the isles, it gets cores on the whole island.)
B. Sengoku
Should be reasonably simple to model--one independent faction per Japanese province, representing six major daimyo clans. The split starts ~1520-1530, and the player should be able to pick whichever clan he wishes to support. If one clan manages to control all five "heartland" provinces (all Japanese provinces minus Ezochi) before 1600, or any clan that controls three of the five at that time, inherits the others and reforms Japan proper. (It might be appropriate to associate each clan w/ a particular "ideology" vis-a-vis innovativeness (primarily Southern clans) vs. traditionalism (primarily Northern clans), which would have effects on the course of future events after reunification.)
(Might not happen in the case of a Korean victory in the south, or might experience a "watered-down" version w/ lots of random revolts and revolt risk. Also might not happen if Japan is united under a strong Kotei emperor.)
C. Foreign Influences
This chain might not even come into play in every game--if the province of Luzon is Christian or Muslim between 1550 or 1580 (i.e. implying settlement by a Christian / Muslim power), then it would trigger a conversion of Kyushu to that particular religion. Also, between 1560 and 1590, if Kyushu is controlled by one of the "innovative" southern clans, that clan should have the option of converting to that religion (and possibly going on to form Japan under it). I'm not sure how close Japan historically came to becoming a Christian nation, but I think that this would be one of those "what-if" situations that makes Interregnum so interesting.
(Will probably cover the remaining period later...)
I'm using the backstory developed in this post as a backdrop on which to develop my own ideas. Kudos to Shogun 144
My ideas do not involve any real changes to the 1419 starting setup.
A. Korean Intervention
From the period around 1419 to 1430, the southern Japanese provinces remain restless and divisive even under nominal Korean rule, simulated in-game by increasing revolt risk in the three affected provinces (Kansai, Kyushu, Shikoku). (The revolt risk will be subsequently reduced once this particular sequence has run its course, regardless of the ultimate outcome.) In 1430 the rebellious Japanese daimyo of the southern provinces appeal to the Tenno for support, giving him the choice of either backing down (with appropriate consequences) or supporting their cause (which results in war w/ Korea). Close to the beginning of the war a border lord, "Great Fictional Japanese General," (I'm not really good w/ Oriental names), should be able to spawn for either side (but not both at the same time!). Our Great Fictional Japanese General would have very good stats (particularly a siege bonus), since it's my intention that whoever gets him should "win" the war.
If the Koreans still control territory in Japan by 1500, or if they manage to capture Edo before then, then they are "victorious" and acquire cores on any of the provinces they still control, possibly with events for converting the provinces to Korean culture later on (c. 1700-1750?; possibly lose cores if Japan has reconquered them in this time). (In the case of the "Capture Edo" scenario, the Koreans could additionally also vassalize Japan.) If the Japanese manage to retake the provinces from the Koreans, then the revolt risk should be reduced when the province passes back into Japanese hands; after 1700 or so, Japan loses its cores on any provinces not in its hands.
(Possible secondary consideration: If Japan (or Japanese clans; see "Sengoku" below) no longer exists and Korea controls at least one province in the isles, it gets cores on the whole island.)
B. Sengoku
Should be reasonably simple to model--one independent faction per Japanese province, representing six major daimyo clans. The split starts ~1520-1530, and the player should be able to pick whichever clan he wishes to support. If one clan manages to control all five "heartland" provinces (all Japanese provinces minus Ezochi) before 1600, or any clan that controls three of the five at that time, inherits the others and reforms Japan proper. (It might be appropriate to associate each clan w/ a particular "ideology" vis-a-vis innovativeness (primarily Southern clans) vs. traditionalism (primarily Northern clans), which would have effects on the course of future events after reunification.)
(Might not happen in the case of a Korean victory in the south, or might experience a "watered-down" version w/ lots of random revolts and revolt risk. Also might not happen if Japan is united under a strong Kotei emperor.)
C. Foreign Influences
This chain might not even come into play in every game--if the province of Luzon is Christian or Muslim between 1550 or 1580 (i.e. implying settlement by a Christian / Muslim power), then it would trigger a conversion of Kyushu to that particular religion. Also, between 1560 and 1590, if Kyushu is controlled by one of the "innovative" southern clans, that clan should have the option of converting to that religion (and possibly going on to form Japan under it). I'm not sure how close Japan historically came to becoming a Christian nation, but I think that this would be one of those "what-if" situations that makes Interregnum so interesting.
(Will probably cover the remaining period later...)