Why Counter Rebels on Kurdish States is so hard?

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sezar5

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When I trying to use decision for counter rebels on kurdish provinces, changes are too low to suppress Kurdish separistism. I aldreay pour hundreds of my political power but still it is very hard to convert them totally. I don't know if there any way to increase the chances.
 

Vin55

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There isnt really anything ^^ just release them as a puppet I guess and thats that... I whent the fascist way where you get that but you need 200 pp 70 percent compliance and lower unrest than 40 or so one province hat like 70 70 cmon what?
 

brantodb01

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No you don't. I still have them with resistance and compliance as well as the PP drains.
Sure the states aren't core and sure the PP drains are available but the modifiers 'Kurdish rebellion', 'kurdish seperatism' and 'seperatist fatigue' are removed so they're just like any other non core territory
 

Vin55

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I mean in the sense of how this game works. Danzig or Sudentenland are as much core if you take into consideration what makes a core. So it makes little sense that you have no "simple" solution only a pp drain. No country can afford that on top of your industry pp drain as Turkey.
 

TalyonUngol

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I mean in the sense of how this game works. Danzig or Sudentenland are as much core if you take into consideration what makes a core. So it makes little sense that you have no "simple" solution only a pp drain. No country can afford that on top of your industry pp drain as Turkey.

I actually think that the meta will be to ignore the kurds, let them rebel, annex them and focus on going facist. I need to look but I think the Turanian Empire might be even stronger than the Ottomans.
 

DystopianAlphaOmega

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I mean, the reason they made it so hard is likely since Turkey historically wasn’t able to fully pacify/integrate the Kurdish areas (and to an extent still hasn’t).

More questionable how it’s implemented now from a game design standpoint, although it does encourage Turkey to consider other options to end the resistance, like the conscription debuff.
 

praftd

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I absolutely hate it. Turkey is manpower starved as it is and the Kurds are a massive manpower bleed which puts you in a death spiral of having no manpower by the time WWII starts.
 

Iskulya

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I absolutely hate it. Turkey is manpower starved as it is and the Kurds are a massive manpower bleed which puts you in a death spiral of having no manpower by the time WWII starts.

You're just not playing correctly, then.

I set my occupation policy to martial law until I was able to get the reconciliation policy and only lost about 6,000 total manpower before I cored the states. If you insist on putting those states on civilian administration, then that's your fault for choosing a poor policy that makes no sense in the face of armed, determined resistance.
 
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praftd

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I set my occupation policy to martial law until I was able to get the reconciliation policy and only lost about 6,000 total manpower before I cored the states. If you insist on putting those states on civilian administration, then that's your fault for choosing a poor policy that makes no sense in the face of armed, determined resistance.

Martial law isn't enough to fully suppress them without quality garrisons. And doubly so for reconciliation. I just did a quick test. Set the region to martial law and waited 4 months, too soon to actually fully equip your garrisons. -10K casualties to resistance. Literally did nothing but set it to martial law.

The only thing I can think you did is you disbanded a good chunk of your army. Turkey is gimped either way. And even though this does impact resistance, it only lowers the cap to around 25%-35% which still plenty to continue draining a good chunk of your manpower.

So the first half of the game you are stuck wasn't manpower, equipment, and massive amounts of PP on decisions and garrison templates. This update was nothing but a nerf for Turkey.

And this is just one complaint, and arguably, a minor one. The current state of Turkey after this DLC is pretty abysmal. Boring, weak, stunned.
 
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