Let's talk about the Kurds. (Also PDX please hire me as QA tester :P)

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KRBLACK

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The Kurds are deserve a little bit of praise.
These people literally turn air into solid gold political power.

Sarcasm aside, I am playing as Turkey (or was at least) in the current patch.
After 10 minutes of playtime I noticed that the decisions to ''Counter Kurdish Rebels'' can be taken on a daily basis.
The only requirement being you should have 15 command power. You don't even lose this command power upon taking the decision.

The 2 possible outcomes:

-some stability
+some resistance
+25 political power

+some stability
+some compliance
+50 political power

No matter the outcome, you effectively gain about 30 to 40 political power per day by religiously clicking this button.

Please note: I fully admit I am too lazy to look at previous threads. If this is a known issue, I simply delete this thread. :p
 
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blahmaster6k

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They were going to give Turkey a +4,000% daily political power gain national spirit, but didn't want the players to see it and complain on the forums.
 
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TalyonUngol

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The issue is, the RNG is way too heavy that if they actually made it cost that command power, which gathers very slowly, that debuff would never go away... and stability hits hard on Turkey.
 
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KRBLACK

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The issue is, the RNG is way too heavy that if they actually made it cost that command power, which gathers very slowly, that debuff would never go away... and stability hits hard on Turkey.
No offence good sir, but no amount of stability loss can outweigh infinite political power.

I made this thread because I am 100% certain this is unintended. Just like the bug for Bulgaria that causes ''Skirmished with IMRO'' until the end of time.

I don't really care about the balance, as I am nowhere near experienced enough in HOI4 to comment on it.

Edit: Also, anyone else just goes ATATATATATATATATATATATATATATATATATATATURK as you see the political power go up?
 
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TalyonUngol

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No offence good sir, but no amount of stability loss can outweigh infinite political power.

I made this thread because I am 100% certain this is unintended. Just like the bug for Bulgaria that causes ''Skirmished with IMRO'' until the end of time.

I don't really care about the balance, as I am nowhere near experienced enough in HOI4 to comment on it.

Edit: Also, anyone else just goes ATATATATATATATATATATATATATATATATATATATURK as you see the political power go up?

Lol fair enough, but eventually you'll run out of that infinite PP cause you'll eventually end up coring your provinces unless you go full bot.
 

KRBLACK

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Lol fair enough, but eventually you'll run out of that infinite PP cause you'll eventually end up coring your provinces unless you go full bot.

I would just keep one state around and core the rest. You literally need only one state. Besides, 30 political power per day for 365 days = 10.950 political power.
That is not even counting the PP you get from passive gain and national focus completion.
 
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TalyonUngol

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I would just keep one state around and core the rest. You literally need only one state. Besides, 30 political power per day for 365 days = 10.950 political power.
That is not even counting the PP you get from passive gain and national focus completion.

That is if the RNG works in your favor for that. RNG is RNG.

You could just get a ton of the rebels getting compliance and you're forced to core it really.

Again, its just buggy. The entire DLC isn't ready yet really. Bulgaria and Turkey need more help with bugs and focuses being reduced in t ime.
 
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KRBLACK

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That is if the RNG works in your favor for that. RNG is RNG.

You could just get a ton of the rebels getting compliance and you're forced to core it really.

Again, its just buggy. The entire DLC isn't ready yet really. Bulgaria and Turkey need more help with bugs and focuses being reduced in t ime.

That is the thing, there is no RNG involved.

You get a minimum of 25PP and max of 50PP, so I make a conservative estimate of 30PP per day.
Even at high resistance, there is no downside.
Just let the resistance sabotage all buildings in the state and don't bother repairing them or adding new ones.
The state functions as an infinite PP farm, which is far more valuable than any factories or manpower that single state can provide.
 
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Zerchai

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Not spending CP is definitely a bug. Aside from that Stability is a very important thing that affects factory output etc. Also, how do you plan to restore that stability? Yes, I too abuse that system rn because Turkey is very PP hungry but IMO it is just ineffective to use it too much. Plus, you also lose that precious manpower to rebels penetrating your garrisons.
 

TalyonUngol

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That is the thing, there is no RNG involved.

You get a minimum of 25PP and max of 50PP, so I make a conservative estimate of 30PP per day.
Even at high resistance, there is no downside.
Just let the resistance sabotage all buildings in the state and don't bother repairing them or adding new ones.
The state functions as an infinite PP farm, which is far more valuable than any factories or manpower that single state can provide.

Uh there is RNG involved. You either get compliance or you get resistance and stability hit. Stability is extremely important. Not to mention you'll have to go to war sometime and all that stability loss=strikes which is 125 PP drains for only 5 stability.
 

KDEstroy

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Uh there is RNG involved. You either get compliance or you get resistance and stability hit. Stability is extremely important. Not to mention you'll have to go to war sometime and all that stability loss=strikes which is 125 PP drains for only 5 stability.


At an estimated rate of 30 political power per day, 125 PP is at most 5 days worth of political power.
 
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KRBLACK

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Not spending CP is definitely a bug. Aside from that Stability is a very important thing that affects factory output etc. Also, how do you plan to restore that stability? Yes, I too abuse that system rn because Turkey is very PP hungry but IMO it is just ineffective to use it too much. Plus, you also lose that precious manpower to rebels penetrating your garrisons.

Just set the state to ''no garrison'' mode. Problem solved.

And I might be missing something here, but who cares about stability? The country leader gives a base of 30%, so you can't drop below that. At that level the pernalties aren't too severe.
Compliance and resistance are both inconsequential, considering we are only talking about a single state.

Also, restoring stability is incredibly easy. Political decisions have several option to increase stability. Normally these are nasty decisions that are quite costly, but ''hey guess who has infinite PP?''
 
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TalyonUngol

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Just set the state to ''no garrison'' mode. Problem solved.

And I might be missing something here, but who cares about stability? The country leader gives a base of 30%, so you can't drop below that. At that level the pernalties aren't too severe.
Compliance and resistance are both inconsequential, considering we are only talking about a single state.

Also, restoring stability is incredibly easy. Political decisions have several option to increase stability. Normally these are nasty decisions that are quite costly, but ''hey guess who has infinite PP?''

Except theres only two that raise stability. Peace and Improved workplace. Improved makes a malus of negative factory output, and then you have peace which lowers war support, which lowers your ability to construct with the economy law.
 

Kazakk

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You shouldn't have made this thread, OP. I'm pretty sure the entire community was aware of this, we were just waiting to see how long it would take Pdox to find such an obvious, big and easy to fix bug in their game.
We went through the entirety of the beta patch, which was eventually released, and this wasn't noticed, heh.
 
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KRBLACK

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You shouldn't have made this thread, OP. I'm pretty sure the entire community was aware of this, we were just waiting to see how long it would take Pdox to find such an obvious, big and easy to fix bug in their game.
We went through the entirety of the beta patch, which was eventually released, and this wasn't noticed, heh.

I am sorry mate, but I just want to have fun with Turkey and I can't do that with these kind of massive bugs.

Besides, I still hope PDX will hire me as a QA tester XD
 

Czaristan

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Does anyone have any idea what exactly affects the %s of success?
 

bitmode

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Does anyone have any idea what exactly affects the %s of success?
Code:
            random_list = {
                55 = {
                    modifier = {
                        factor = 0.25
                        350 = { resistance > 30 }
                    }
                    modifier = {
                        add = 5
                        has_country_flag = {
                            flag = TUR_failed_against_kurd_rebels_flag
                            value = 1
                        }
                    }
                    modifier = {
                        add = 10
                        has_country_flag = {
                            flag = TUR_failed_against_kurd_rebels_flag
                            value = 2
                        }
                    }
                    modifier = {
                        add = 15
                        has_country_flag = {
                            flag = TUR_failed_against_kurd_rebels_flag
                            value = 3
                        }
                    }
                    modifier = {
                        add = 25
                        has_country_flag = {
                            flag = TUR_failed_against_kurd_rebels_flag
                            value = 4
                        }
                    }
                    modifier = {
                        add = 100
                        has_country_flag = {
                            flag = TUR_failed_against_kurd_rebels_flag
                            value > 4
                        }
                    }
                    country_event = { id = bftb_turkey.110 days = 1 }
                    TUR_placate_kurdish_state_effect = yes
                    effect_tooltip = {
                        350 = { 
                            add_compliance = 10
                            add_resistance = -15
                        }
                    }
                    hidden_effect = { 
                        if = {
                            limit = {
                                has_country_flag = TUR_failed_against_kurd_rebels_flag
                            }
                            clr_country_flag = TUR_failed_against_kurd_rebels_flag
                        }
                    }
                }
                45 = {
                    modifier = {
                        factor = 1.2
                        350 = { compliance > 25 }
                    }
                    country_event = { id = bftb_turkey.111 days = 1 }
                    effect_tooltip = {
                        add_stability = -0.05
                        350 = { 
                            add_compliance = -5
                            add_resistance = 10
                        }
                    }
                    hidden_effect = {
                        set_country_flag = {
                            flag = TUR_failed_against_kurd_rebels_flag
                            value = 1
                        }
                        if = {
                            limit = {
                                NOT = { has_country_flag = TUR_failed_against_kurd_rebels_flag }
                            }
                            set_country_flag = {
                                flag = TUR_failed_against_kurd_rebels_flag
                                value = 1
                            }
                        }
                        else_if = {
                            limit = {
                                has_country_flag = TUR_failed_against_kurd_rebels_flag
                            }
                            modify_country_flag = {
                                flag = TUR_failed_against_kurd_rebels_flag
                                value = 1
                            }
                        }
                    }
                }
            }
  • default is 55% success rate
  • resistance >30% makes success much less likely
  • repeated failures make success increasingly more likely (buggy)
  • compliance >25% makes failure slightly more likely
 
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Mr_Dimento

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If you fail you trade valuable Stability for Political power. Sure, I suppose 1,500 PP by the end of 1936 is really strong - but you will most likely have 0% Stability.
 

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No offence good sir, but no amount of stability loss can outweigh infinite political power.

I made this thread because I am 100% certain this is unintended. Just like the bug for Bulgaria that causes ''Skirmished with IMRO'' until the end of time.

I don't really care about the balance, as I am nowhere near experienced enough in HOI4 to comment on it.

Edit: Also, anyone else just goes ATATATATATATATATATATATATATATATATATATATURK as you see the political power go up?
Ataturk was a dictator loved by the people, of course he would have infinite political power.
 
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