AGE OF EMPIRES IV
CIVILISATION MATCHUPS
YOUR CIV
OPPONENT
JapaneseJapanese
Japanese establish early pressure through Samurai with deflective armor and bonus melee damage, then scale into late game via Daimyo-upgraded farms and elite Bannermen leaders that amplify nearby infantry damage, maintaining momentum through flexible religious traditions and escalating farm production.
Matchup advice3 TIPS

It's kind of obvious when you're up against Japanese that it's going to be mounted samurai. And instead of making spearman against the mounted samurai play, we saw archers coming in. That's that just doesn't work, unfortunately.

The problem is Japan has so many cards. They get to go for a feudal aggression, make mass Yumi into your base, they can go fast castle. And you, Mr. Rus, you're not going to have time to go for all your horse archers; they're going to have enough units to handle it, especially with those Yumis.

Once Mounted Samurai arrive, Horse Archers do not make the cut, especially not with that shield.

Unique Units
UNITDESCRIPTION
SamuraiDark Age melee unit with block ability
Mounted SamuraiMelee cavalry with deflective armor
Yumi AshigaruArcher replacement with ranged attack
Onna-BugeishaFast light infantry with extended reach
Onna-MushaHorse archer vs heavily armored units
ShinobiLight unit disguising as villagers
OzutsuHeavy cannon with area-of-effect damage
Katana BannermanGrants melee infantry attack bonus
Yumi BannermanGrants ranged infantry attack bonus
Uma BannermanGrants mounted units attack bonus
Shinto PriestPlaces sacred objects for building bonuses
Buddhist MonkWeakens enemy damage, strengthens position
AtakebuneNaval warship armed with rockets
Treasure CaravanCaravan delivering resources from trade posts
Landmarks
Koka Township
Allows training of Shinobi.
Kura Storehouse
Serves as a drop-off location for all resources. Periodically generates free Farms in the surrounding area.

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