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Having said that, for playing tall, you should look for modifiers like reduced Dev Cost, production efficiency and bonus goods produced. From a quick look at Daimyos, Nanbu seems decent, since it has:
-10% dev cost
+10% production efficiency
-10% construction cost
+10% tax
Otomo is also good economically. It gets +10% Tax and Production Efficiency as well as +10% Goods Produced, but lacks any military bonuses to help secure its position.
Development cost reductions are nice if you can get them, but you need to stack a lot of them to notice a difference after the first few improvements. A single -10% bonus is not the be-all and end-all, and Japan's benefits tend to come later in their mission tree, especially if they become the Emperor of China - which you want to avoid.
Edit: and then you keep Oda's ideas, of course. Oda has pretty much always been my favorite Japan-former.
Nanbu - dev cost, tax, production efficiency, and construction cost
Otomo - tax, goods produced, production efficiency, and domestic trade power
Shimazu - tax, production efficiency, and trade steering (a rare, poorly understood, but in late game extremely powerful modifier)
An honorable mention goes to Asakura, a Daimyo tag which has the golden combination of dev cost, goods produced, and production efficiency - the issue being that they don't actually exist in the standard 1444 start date. You'd either have to start in 1472 or later, and deal with all the potential gamebreaking issues that might cause, or start as Ashikaga and focus on integrating Shiba so you can release and play as Asakura.
True, but you can do things like expand infrastructure and hyper-dev. You'd pretty easily be able to be #1 GP in the world this way.
I think he'd want to roleplay something like an isolationist Japan; Which has unique mechanics.
I'm glad someone else recognizes the power of trade steering, which I've been talking about for years now. But it's not nearly as useful in a tall run as it is when you blob.
Remind me, why is trade steering so powerful?
So if you're steering trade from Indonesia to the English Channel through a chain of 15 merchants, the value of the trade gets multiplied by 1.xx 15 times before you collect it (xx = whatever the trade steering modifier works out to be). The wiki explains it thusly:
"At a base rate, trade value steered towards the next node increases by 5%, however this is increased by the Trade steering of the steering nation. So for example, a nation with 100% Trade steering increases the trade value by 10% of the base trade value it steers to the next node."
So with a Trade Steering modifier of 100%, you would multiply the trade value sent forward by 1.1 every step of the way. The game's most valuable trade goods are concentrated in the east, so if you collect in the west, those goods are affected by the multiplier many times. 200 becomes 220 becomes 242 becomes 266 becomes 292 becomes 321 and so on. And of course each new node you steer to adds its own base value to the total as well prior to multiplying.
The combination of multiplication and addition gets insanely strong once you can put long trade chains together, especially if you don't share that trade. This is why I always say "let trade guide your expansion."
Also, if he doesn't expand, all incoming trade will be shared with Korea, with the Chinese possibly diverting a small portion.
As important as your National Ideas, though, is to work your way through what you can of the Japanese mission tree, and especially to make conscious decisions regarding the Shinto Isolationism event chains. Going fully Isolationist grants you an extra -10% dev cost. You can get either an additional -10% dev cost, or +15% Goods Produced, for 50 years by achieving either the "neutral" or "isolationist" resolution of the Urbanization event chain, respectively. Assuming you have the Domination DLC active, going Isolationist in the "Nanban Trade" event chain will grant you a mission reward giving you a permanent -5% dev cost and +1 possible number of Manufactories for every owned province in the Japan region, which is huge for tall gameplay. There are probably plenty of other modifiers hidden away in various events that are scripted or triggered by missions, I can't be bothered to read through them all right now.
I mentioned that: