Help to manage Kurdish Separatism as Turkey (BftB)

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Tutalya

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I am playing with Communist Turkey but due to Kurdish separatism on the east side of country, I am losing lots of man and equipment. Could you please let me know how can i manage this problem with minimal lost?
 
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Tutalya

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Yesterday when i was playing, I assigned spies with upgrades and apply martial law in Kurdish states. For very long time resistance was close to zero and then war started with Axis and i did not check the resistance level for a while After couple months of war, a warning popped up and said my resistance is too high. I dont know what is the reason it became suddenly warning level from 0. A guide or tips to get rid of this resistance would be very helpfull.
 

Goodfontana

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I wrote this post in another thread explaining it, but just so you guys can find it more easily I'll paste it here:



The Kurdish states have a modifier that increases the severity of the resistance. I believe there are 4 levels (maybe there's 5 but I've never gotten that far) which are:

Level 1: Separatist Fatigue
Level 2: Kurdish Agitation
Level 3: Kurdish Separatism
Level 4: Kurdish Rebellion
Level 5: not sure if there's a 5th

See pictures below for each of them and their effects.

The higher the level in your state, the more resistance will grow along with some other bad things. This means that if you want to contain it via the normal resistance mechanics, you will need increasing occupation laws to keep it at bay.

Then, there is an event that when active lasts for 70 days and when it completes, has an 80% chance of increasing the level in one of the 4 states, and 20% to decrease it.

The only way to reduce the levels without relying on that 20% dice roll, is to spend 100 PP on the decisions to "Counter the rebels". This is another dice roll that is unaffected by anything you do, the outcome is predetermined by the random seed.

Every time you do it and you are succesful, the level will decrease in that state by 1, and you will also get 75 PP back and get some other benefits (see picture below). If you fail, you will get back 50 PP, and get some bad things, but the modifier level will not be increased (see picture below). Also note that once a state has level 1 (Separatist fatigue) you can still do the decision, but it is a waste because you will reduce it no further.

The only way to stop this completely, is to reduce ALL states to Separatist Fatigue, because that will completely stop the event that increases it. Without this, you will hardly ever get enough compliance to core the states in the future.

I have been able to do it saving 600 PP and spamming the decisions, but there is no guarantee, the results are predetermined and sometimes will be better and sometimes will be worse, this is no longer a strategy game, is a roulette, so good luck when you try
 

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  • SEPARATIST FATIGUE.png
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  • KURDISH AGITATION.png
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  • KURDISH SEPARATISM.png
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  • KURDISH REBELLION.png
    KURDISH REBELLION.png
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  • COUNTER FAIL.png
    COUNTER FAIL.png
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  • COUNTER SUCCESS.png
    COUNTER SUCCESS.png
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eastcoastceojam

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The Kurdish states have a modifier that increases the severity of the resistance. I believe there are 4 levels (maybe there's 5 but I've never gotten that far) which are:

Level 1: Separatist Fatigue
Level 2: Kurdish Agitation
Level 3: Kurdish Separatism
Level 4: Kurdish Rebellion


Thanks again for sharing these details. Very helpful.
 

Tsavong

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An option i read here about is to set occuption to no garrison, let it revolt and then defeat the rebellion. Then the additional negative modifiers should be gone.
Another option is a decision thats makes a conscription compromise and makes the state a core, but you cant access it as communist i believe. And as ottomans you can get a leader with a crazy compliance-boost that just pushes that to 100.
 
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