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Here are some things I noticed while playing as Iran:

-Iran has quite a few permanent stability debuffs with no way to remove, not arguing for a removal of these but please either make them timed or allow us to do something in the game to fix them. Of course abolishing the historically Islamic and feudal grip of the society should be difficult to pull of and with immediate reprecussions, but after a while these should be able to be alleviated.

-The historical branch has no focuses that deal with separatist issues.

-Lack of decisions that add resources other than Oil is quite limiting and unhistorical. Good to know you are apparently fixing this.

-The Official name of Iran under the Pahlavi dynasty was the Imperial State of Iran. Therefore this name should be reserved for Pahlavi Iran, however the fascist Iran can still use this name or a variation of it (like what PDX did with German Kaiserreich)

-Bandar Emam is a post Islamic Revolution name, rhe correct name is Bandar Shahpur.

I Hope these could be re-adjusted in due time.

Perhaps a positive modifier of some sort can be given to Reza Shah too.
 
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You are able to import any design that is available for the equipment designer you have open. This includes if you are missing modules, upgrade levels, it is made for different chassis that you have open or even if it contains things from mods.

As for loading designs, you will not be able to select the designs for which you lack modules or an upgrade level for. The designs for different chassis are not visible until you open the designer with that chassis. If a design contains modules or upgrades from a loadset you don't have (e.g. disabled mods), then it will not show up in the lists either.
I think instead of being not visible, it would be more intuitive if you grey out those templates with missing modules or chassis (and show what's missing in the tooltip). Like you do with the (historical) default templates. Otherwise you don't know if they exist in your equipment_designs.txt at all.

Thanks for this long awaited feature!

The next big QoL thing would be to be able to persist (save/load/share) division templates equivalently. ;)
 
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I think instead of being not visible, it would be more intuitive if you grey out those templates with missing modules or chassis (and show what's missing in the tooltip). Like you do with the (historical) default templates. Otherwise you don't know if they exist in your equipment_designs.txt at all.

Thanks for this long awaited feature!

The next big QoL thing would be to be able to persist (save/load/share) division templates equivalently. ;)
I think instead of being not visible, it would be more intuitive if you grey out those templates with missing modules or chassis (and show what's missing in the tooltip). Like you do with the (historical) default templates. Otherwise you don't know if they exist in your equipment_designs.txt at all.

Thanks for this long awaited feature!

The next big QoL thing would be to be able to persist (save/load/share) division templates equivalently. ;)
I was maybe a bit quick in my formulation.

Designs for the correct chassis are shown in the list. If you lack the modules or upgrades to build them, they will be grayed out.

Designs for a different chassis then the only you are currently designing (e.g. heavy tank designs when you are designing a light tank) are not shown in the list of designs.

I hope that clarifies it :)
 
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Does the blueprint saving feature take into account modded modules if you’re playing with mods or does it only keep track of vanilla designs?
The shareable designs doesn’t care if a module comes from a mod or not. If you have a saved design that uses a module not in your current loadset (as in the enabled mods) then it will simply not list that design. If you enable the mod, then the mod will be visible in the list again.
 
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Does the blueprint saving feature take into account modded modules if you’re playing with mods or does it only keep track of vanilla designs?

It should handle modded designs fine. That aspect of it has received less testing than vanilla though, so feel free to try and break it.
 
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I think the provinces in Syria should be re-evaluated in terms of shape and Steel should be added Damascus. 3 provinces are too few for Syria. Deir-Az Zour is too big. More suitable province shapes should be set for the "Misak-ı Milli" in the Türkiye focus tree for the Middle East.
 
**Suggestion: Adjust Conditions for Vichy France Puppet Spawn (Syria/Lebanon)**

**Current Issue:**
Syria and Lebanon currently spawn as Vichy France puppets even if they are already occupied or capitulated to another nation (including faction allies of Germany). This can lead to inconsistencies, such as overlapping control or illogical territorial transfers.

**Proposed Fix:**
Add specific spawn conditions for Syria and Lebanon as Vichy France puppets:
1. **Require:** Neither Syria nor Lebanon has capitulated or been occupied by *any* foreign power (including faction allies) **prior to France’s capitulation**.
2. **Trigger:** Only activate the Vichy event for these territories if the regions are still under French control at the time of France’s surrender.

**Rationale:**
This ensures historical plausibility and avoids conflicts where, for example, a faction member (e.g., Italy) occupies the Levant pre-Fall of France, yet the territory is still transferred to Vichy control. The change would maintain gameplay logic and prevent "double ownership" edge cases.

**Note:** I’ve previously reported this issue in Bug Reports, but wanted to formalize it here as a balance/design suggestion for clarity.
 
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Sharing designs will be a game changer. Especially for MP games, making preparing designs a lot quicker. Would be nice if the feature works with mods that add more modules to tanks, etc.
 
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Hi guys, (requesting again and crossing fingers this is finally fixed).

Could this please be fixed?

At the moment, it's makes SHBBs unusable unless you never close the game - or are happy to have them in repair for three months every time you open the game.

 
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This was a good step in the right direction but i feel like Iran could use some more work (I am copying my main points from another comment i did last month)
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I second this, but with Iraq too. This is a big step in the right direction, so good job, but that's another reason to keep going.
 
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These changes are pretty good, the Saadabad pact branch looks pretty fun and interesting. Some suggestions for the patch I have would be:

- Expand Industrial branches for Iraq and Iran: I think more focuses are needed in both countries' industrial branches and that some focuses for civs could be reduced to 35 days, in the Iranian focus tree you spend about 270 days for 6 total civ factories and I think allowing Iran of all countries to be able to snowball a bit better would help make them more fun and playable, same with Iraq who has a terrible starting industry. More focuses especially in the Iranian tree would also help a lot to give you more help to grow industrially

- Rally around the Hashemites path: This is a path with a lot of potential I feel and adding a few more focuses and bonuses would put some flesh on the bones and make it an even better more fun path. Some choices and improved clarity of focuses would make it replayable

- Indian military branches: The organisation of India's different military branches is a bit messy and spread out, perhaps making a joined together and compacted tree like the TOA nations have could help to make it a bit easier on the eyes

- Persian empire expansion: Maybe the focuses to get war goals on Iraq and Afghanistan after demanding territory could also include an event to demand subjugation, they are already weakened so it makes sense to demand these reduced states to submit and would mean you get around the British guarantee and subsequent for war for Iraq or a death march in the Afghan mountains. Army size and opinion could play into the chances for accepting


Hope my suggestions are useful, let me know what you guys think :)
 
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Great Patch but still this doesnt solve the Afghan tree problem content wise but still nice that most of the bugs i noticed before and some people had mentioned are gone, looking forward to the focus tree changes.

Btw Commie Iraq excl Kurdish path??
More Afghan Generals ??

If by focus tree tweaking yall meant Saadabad then that would be dissapointing cause most of the hidden focuses were already noticed by the community and majority of the opinion was it wasnt enough to make AFG fun.

Iraq and Afghanistan deserve the same amount of content as Chili in South American DLC.
 
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I think that many in game national decisions that fail, such as demanding Montenegro as Italy, should let you try again at a later date. Some focus trees or milestones that depend on the AI accepting or accepting within a timeframe need the AI to say yes and having them say no can cost you the game or set you up for future failure. To mitigate this, I think a cooldown should work. Maybe the AI shouldn't get to ask twice but it would be nice for the player to be allowed to do so.
 
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I hope to see portraits for the Assyrian leaders that are in the game. I think there have been ones created previously by the community for the non aligned and the communist leaders! Maybe some bonuses for them too
 
When picking the focus "United Kurdistan" as communist Kurdistan, it changes the name to "Greater Mahabad Republic", which is not really a befitting name.

I understand that communist Kurdistan is based on the historical Republic of Kurdistan in 1946, which had its capital in Mehabad, but its official name wasn't "Mahabad". Thus, it does not make much sense to use Mahabad in the name of the new cosmetic tag.

As such, I'd suggest changing "Greater Mahabad Republic" to something like:
  • Greater Socialist Republic of Kurdistan
  • Greater People's Republic of Kurdistan
or
  • Socialist Republic of Greater Kurdistan
  • People's Republic of Greater Kurdistan
 
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