The more I think about the introduction of the Tatara building, the less I like it since the whole point of it was a way to sort out the GWAM issue and early iron scarcity. Without those elements it seems as if we're just adding the building for the sake of it.
The Tatara (as an unique forge) was trying to address the following dynamic:
I've been playing a lot of Japan lately and having a rough go. But it's partly because I have some specific things I want to do and if they don't work out it makes me want to abandon the attempt. On Immortal/standard/standard my plan is:
-Authority/Artistry/Imperialism
-protection -> hero worship
-sufficient iron to spam Samurai early (5+ is ideal)
Authority starts can be the most hit or miss for me- you're a bit at the mercy of good barbarian camp luck and maybe having some nearby CSs to bully. So some % of games get rough right off the bat if Barb camps are sparse.
Protection is an easy grab- I've hardly ever missed it. But man is hero worship a beloved AI pick. I got beat to it by Ghandi of all people last game. It seems to go within the first 3 picks pretty often, so getting it as Japan isn't a given at all... my success rate is probably 50% or so. I typically won't quit here as long as the AI that got Hero Worship is at least close enough for me to attack first.
And then there's iron, which having in abundance doesn't seem all that common. A lot of games I'll have maybe 1 deposit in reach so just a few yields. There's CSs or trading as other sources but those aren't very reliable. Not being able to capitalize on Samurai feels bad.
There's also the early tech path reaching for walls and then iron early on. Having plantation or sea luxes is really inconvenient tech wise.
All of these taken together mean it's pretty easy for the plan to go wrong. To which you might say: boohoo- adapt, be flexible! And I can see your point. In terms of just trying to win the game, yes- flexible adaptation would be the answer.
But it just feels wrong to me to play Japan any other way, and less fun. The kit screams "go authority/imperialism, get hero worship, war your way to promotions and generals/admirals!". I mean- the kit is "buy 2 get 3 free" GG/GA into Artists/Writers/Musicians, how can you not pick the policy trees that let you buy GG/GA with faith or the founder that gives you tons of points towards them when you conquer a city? Why bother playing as Japan if you aren't going to lean into the kit? At that point, wouldn't most other civs be better choices to open with progress or to pick a different founder with?
The issue on how Japan currently plays out is that the civ has multiple tech requirements at disparate parts of the tech tree to make the most use of in Ancient Era (Bronze Working for securing Iron, Construction for Walls with the +1


, whatever tech unlocks your surrounding's luxury improvement), and in near Medieval Era as well (beeline the bottom techs for Steel, but also the top techs for GW slots). And all of that on a civ with no early science bonuses. This makes for a civ with a rigid plan that can't adapt easily if something goes wrong.
This dynamic is also why you had a better experience opening with Progress, despite it having less synergies with Japan's kit than Authority.
Hi all, so I've just played a few games with Japan and obviously went Authority first, and then Imperialism later on, culminating in three different starts all ending in disaster, always falling way behind in tech and not being able to make any impact with an army, even with god of war, zealotry, hero worship and warrior monk picked as beliefs as well as wonders that should bolster things like terracotta etc. So this latest game I've tried a different tact; going Progress to get expansion up and running early and then Artistry to bolster great works and by god it's miles better! I am actually enjoying the kit now although I still think the faith and culture on defensive buildings is rather pointless and wondered if that is something that could be changed?
Substituting the yields on Walls and giving an early UB alleviates your tech requirements in Ancient Era. The free Iron mitigates the desire to abandon the game if there's little Iron around, since you have a workaround. Early GW slots (or the Torii) also alleviate the tech needs in late Classical and early Medieval eras, since you don't have to rush the techs on the top of the tree just to not end with GWAM people sitting idle in your Capital.
All of this gives more room to adapt if Japan's plan goes wrong. If your monopoly luxury requires Calendar or Fishing to improve, you're not delaying it as much with an UB in Bronze Working (which also secures Iron), as you do now that you need both Bronze Working and Construction to secure Iron and benefit from the UA's yields on Walls (Japan's only source of early yields).
The Tatara (with three additional buildings) was also trying to synergize with the UA by boosting Great Works through its strong theming bonus, which is on par with World Wonders; 3 GWs on a themed World Wonder or Tatara side building are stronger than 3 Torii. I could emphasize this aspect if I gave bonuses to GWs themselves, instead of just giving a strong theming bonus. Here's an idea for a different building doing that:
----
UA: yields on Defense buildings removed.
Jinja (unique Shrine, replaces Kabuki)
Cost: 65
1
2

(from 2

)
Enables the construction of Atsuta Shrine, Three Palace Sanctuaries and Ise Grand Shrine.
Grand Shrines
Unique National Wonders, only 1 of each in the Empire, must be in different cities, fixed cost: 44
.
Atsuta Shrine
3 Writing slots (+15


theming bonus, +10


if themed, requires 3 Japanese works, any era).
+2

to Great Works in all Cities.
Three Palace Sanctuaries
3 Art/Artifact slots (+15


theming bonus, +10


if themed, requires 3 Japanese works, any era).
+2

to Great Works in all Cities.
Ise Grand Shrine
3 Music slots (+25


theming bonus, +20


if themed, requires 3 Japanese works, any era).
+2

to Great Works in all Cities.
----
A more explicit UA synergy, and gives Japan an unique way to quickly address City needs as you expand; if a city suddenly has high Distress, Illiteracy or Boredom, you can move some Great Works there to alleviate it until it can catch up on relevant infrastructure. Happiness tends to be a major issue for warmongers, so this design also indirectly supports Japan's militaristic side.
It also addresses part of the dynamic I discussed. Early yields on an unique shrine are much more convenient than on Walls, so you don't have to choose your fist techs between improving a luxury monopoly or benefitting from the current UA's yields. Early access to GW slots also means you don't end with GWAM sitting idle for beelining to Steel.
Also, we have no unique Shrines, even with the 4UC integration, so this is a point for uniqueness.
All defensive and military buildings gain +1

and +1
It should be clear from the dynamic I explained, but I don't think this type of bonus helps with making Japan's plan more flexible, even if the bonus includes Science. If Japan is to be less rigid, you'd want any early yield to come either on Bronze Working (since securing Iron is a major priority anyways), or not require a tech to unlock (like in the Jinja example).
This is also a big part of the Ironworks Tatara design, since it comes with the UA providing yields on Engineers (typically unlocked at Bronze Working, and an extra on Tradition's Justice). The rest of that Tatara design was meant to synergize with it.
Engineer-based design:
- UA change: Now also triggers on Great Engineer birth, but GWAM progress is lowered to 34%. +1

Culture and

Faith to Engineer specialists, instead of Defense buildings.
Tatara (replaces Ironworks, takes the Kabuki slot as Japan's 2nd UB)
Unlocked at Iron Working (from Machinery)
Production cost scales with number of Cities
5 Iron (from 2)
10

Production
, +5
Culture and 5
Faith
1 Engineer slot
+2
Culture and +2
Faith to Manufactories in the Empire.
When a Great Engineer is born in the Empire, gain
Science equal to 100% of your
Culture and
Faith per turn as an instant yield. (global version of the Kabuki's Musician ability, the yields and GP choices can be easily changed with database values, but the global nature requires DLL changes)
25

Science whenever a building is constructed in this city, scaling with Era. (baseline Ironworks ability, no changes)
However, I guess this UA change is easy for people to ignore.
I'm also leaning away from slapping on early iron to the civ now altogether since it technically hasn't anything to do with the Japanese ingenuity of gaining iron without actual iron.
Sounds like a contradiction to me, can you elaborate?