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