Late Turkey Diplomacy Broken?
Moderator: Hubert Cater
Late Turkey Diplomacy Broken?
I have 5 chits of diplo in Turkey for all of 1944 and nothing has ever happened. Highly doubt my opponent is wasting any points on this as Russia is about to fall. I took the raise Turkey towards Axis side event vs MPPs. It has sat at 83% Axis for a year ever since despite 5 chits of diplo...

- ElvisJJonesRambo
- Posts: 2464
- Joined: Wed Feb 06, 2019 6:48 pm
- Location: Kingdom of God
RE: Late Turkey Diplomacy Broken?
The Ottoman Empire is sitting this one out.
Don't try your luck in Vegas.
Have experienced same thing.
Don't try your luck in Vegas.
Have experienced same thing.
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RE: Late Turkey Diplomacy Broken?
ORIGINAL: ElvisJJonesRambo
The Ottoman Empire is sitting this one out.
Don't try your luck in Vegas.
Have experienced same thing.
Gotta be a bug then?

- OldCrowBalthazor
- Posts: 2797
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RE: Late Turkey Diplomacy Broken?
Yeah Tanaka, I've had a keen eye on that since early 44...and then when Sevastopol fell, I thought that would be the final trigger. I did put some MMP into diplo on that in 42 or 43 (I can check when I pull my turn)...after I figured you did. Weirdly, it was at 84% I believe then back slid in my favor for a bit...than crept back to 83% pro-axis...and stopped.
Possibly its a bug. Its seems I have read or heard about this issue before.
Possibly its a bug. Its seems I have read or heard about this issue before.
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- OldCrowBalthazor
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RE: Late Turkey Diplomacy Broken?
Tanaka..I pulled my turn. So, yeah...Turkey was pro-Axis in the 75% and up to 83% range for some time. When we were having that big fight in the Caucasus and Iran, I had the USA drop 150 MMP's in diplo on Turkey..got a hit, and dumped 50 more MMP's. I still had Sevastopol, but when it finally went down later on...Turkey's pro-axis mobilization never budged. I though the fall of Sevastopol created a scripted percentage range boost on Turkeys mobilization.
I'm not sure what is going on..but I was watching Turkey like a hawk...especially with those crazy running battles in Soviet and Iranian Azerbaijan. This can't be bad luck on your diplo checks I think. Again, I'm not sure..but I have been taking notes all along on this match of ours..and definitely something seems wonky here.
Image is the record of USA diplo attempts on Turkey (twice) and French Equatorial Africa.

I'm not sure what is going on..but I was watching Turkey like a hawk...especially with those crazy running battles in Soviet and Iranian Azerbaijan. This can't be bad luck on your diplo checks I think. Again, I'm not sure..but I have been taking notes all along on this match of ours..and definitely something seems wonky here.
Image is the record of USA diplo attempts on Turkey (twice) and French Equatorial Africa.

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- BillRunacre
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RE: Late Turkey Diplomacy Broken?
There are two scripts that can move Turkey towards the Axis that are related to Axis advances to, and the capture of, Sevastopol or other locations. I've pasted them below for reference.
It's probable that the first has already fired in your game, whereas the second one only has a one-off 50% chance of firing (as the Turks may well be indifferent to further advances).
If you are both investing in diplomacy with Turkey then the actual chance of the Axis moving Turkey further that way is the difference between Axis and Allied investments, bearing in mind that the US chits have more sway than anyone else's: 7% chance per chit per turn, as opposed to 5%.
So you might need to compare how many chits you both have invested, and by whom, to work out the real per turn chance of Turkey being swayed further by diplomacy.
; Axis land units 1 hex from Sevastopol resulting in a
; 5-10% increase in Turkish mobilization towards Axis
{
#NAME= Axis Advance On Sevastopol (Turkey->Axis)
#POPUP= <<TAG_45>>
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#LEVEL= 0
#GV= 1[1,100]
#LINK= 0[0]
#COUNTRY_ID= 111
#TRIGGER= 100
#DATE= 1939/09/01
; 5-10% mobilization increase towards Axis
#MOBILIZATION= [5,10] [1]
; Set variable conditions:
; 1st Line - Germany politically aligned with Axis and not surrendered
#VARIABLE_CONDITION= 45 [1] [100] [0]
; Axis has 1-2 units 1 hex from Sevastopol
#CONDITION_POSITION= 124,49 [1,1] [1,2] [1] [0]
}
; Axis forces capture Sevastopol resulting in a
; 10-20% increase in Turkish mobilization towards Axis
{
#NAME= Axis Advance To Sevastopol (Turkey->Axis)
#POPUP= <<TAG_46>>
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 0
#AI= 0
#LEVEL= 0
#GV= 1[1,100]
#LINK= 0[0]
#COUNTRY_ID= 111
#TRIGGER= 50
#DATE= 1939/09/01
; 10-20% mobilization increase towards Axis
#MOBILIZATION= [10,20] [1]
; Set variable conditions:
; 1st Line - Germany politically aligned with Axis and not surrendered
#VARIABLE_CONDITION= 45 [1] [100] [0]
; Axis has 1 unit in Sevastopol
#CONDITION_POSITION= 124,49 [0,0] [1,1] [1] [0]
; Axis has 1 unit in Maikop
#CONDITION_POSITION= 130,49 [0,0] [1,1] [1] [0]
; Axis has 1 unit in Grozny
#CONDITION_POSITION= 136,50 [0,0] [1,1] [1] [0]
; Axis has 1 unit in Grozny Oilfield
#CONDITION_POSITION= 135,49 [0,0] [1,1] [1] [0]
}
It's probable that the first has already fired in your game, whereas the second one only has a one-off 50% chance of firing (as the Turks may well be indifferent to further advances).
If you are both investing in diplomacy with Turkey then the actual chance of the Axis moving Turkey further that way is the difference between Axis and Allied investments, bearing in mind that the US chits have more sway than anyone else's: 7% chance per chit per turn, as opposed to 5%.
So you might need to compare how many chits you both have invested, and by whom, to work out the real per turn chance of Turkey being swayed further by diplomacy.
; Axis land units 1 hex from Sevastopol resulting in a
; 5-10% increase in Turkish mobilization towards Axis
{
#NAME= Axis Advance On Sevastopol (Turkey->Axis)
#POPUP= <<TAG_45>>
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#LEVEL= 0
#GV= 1[1,100]
#LINK= 0[0]
#COUNTRY_ID= 111
#TRIGGER= 100
#DATE= 1939/09/01
; 5-10% mobilization increase towards Axis
#MOBILIZATION= [5,10] [1]
; Set variable conditions:
; 1st Line - Germany politically aligned with Axis and not surrendered
#VARIABLE_CONDITION= 45 [1] [100] [0]
; Axis has 1-2 units 1 hex from Sevastopol
#CONDITION_POSITION= 124,49 [1,1] [1,2] [1] [0]
}
; Axis forces capture Sevastopol resulting in a
; 10-20% increase in Turkish mobilization towards Axis
{
#NAME= Axis Advance To Sevastopol (Turkey->Axis)
#POPUP= <<TAG_46>>
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 0
#AI= 0
#LEVEL= 0
#GV= 1[1,100]
#LINK= 0[0]
#COUNTRY_ID= 111
#TRIGGER= 50
#DATE= 1939/09/01
; 10-20% mobilization increase towards Axis
#MOBILIZATION= [10,20] [1]
; Set variable conditions:
; 1st Line - Germany politically aligned with Axis and not surrendered
#VARIABLE_CONDITION= 45 [1] [100] [0]
; Axis has 1 unit in Sevastopol
#CONDITION_POSITION= 124,49 [0,0] [1,1] [1] [0]
; Axis has 1 unit in Maikop
#CONDITION_POSITION= 130,49 [0,0] [1,1] [1] [0]
; Axis has 1 unit in Grozny
#CONDITION_POSITION= 136,50 [0,0] [1,1] [1] [0]
; Axis has 1 unit in Grozny Oilfield
#CONDITION_POSITION= 135,49 [0,0] [1,1] [1] [0]
}
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- OldCrowBalthazor
- Posts: 2797
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RE: Late Turkey Diplomacy Broken?
Hmmm...Interesting. So, its possible my USA diplo efforts on Turkey might of stopped the Germans cold then. Tanaka piled 5 on so he's at 25%. There was no Japanese or Italian diplo if I remember correctly and my 4 USA diplo chits on Turkey equals 28%. On top of that, when Sevastopol fell, the RNG goddess rolled bad numbers for the Germans.
Well, I will be interested to hear what Tanaka has seen or done from his p.o.v. about this matter.
Thanks, Bill for the script view and your explanations.
Well, I will be interested to hear what Tanaka has seen or done from his p.o.v. about this matter.
Thanks, Bill for the script view and your explanations.
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- ElvisJJonesRambo
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RE: Late Turkey Diplomacy Broken?
I'm not smart enough to figure this all out.
"I'm not a smart man, but I know what love is" --- Forrest Gump
"I'm not a smart man, but I know what love is" --- Forrest Gump
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- OldCrowBalthazor
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RE: Late Turkey Diplomacy Broken?
ORIGINAL: ElvisJJonesRambo
I'm not smart enough to figure this all out.
"I'm not a smart man, but I know what love is" --- Forrest Gump
Basically, it was a matter of throwing a bad dice roll on the Craps Table for Tanaka. [:D]
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- ElvisJJonesRambo
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RE: Late Turkey Diplomacy Broken?
Craps is the Cocaine of gambling.
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RE: Late Turkey Diplomacy Broken?
Craps best casino game
This never made sense to me but if you want to move Turkey to Axis Sealion. Not sure its worth it with US & SU mobilization moves. Turkey on Axis side a big deal tho.
; Axis land units in England resulting in a
; 45-55% increase in Turkish mobilization towards Axis:
{
#NAME= Sealion (Turkey->Axis)
#POPUP= <<TAG_44>>
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#GV= 1[1,100]
#LINK= 0[0]
#LEVEL= 0
#COUNTRY_ID= 111
#TRIGGER= 10
#DATE= 1939/09/01
; 45-55% mobilization increase towards Axis
#MOBILIZATION= [45,55] [1]
; Set variable conditions:
; 1st Line - Germany politically aligned with Axis and not surrendered
#VARIABLE_CONDITION= 45 [1] [100] [0]
; Axis land 1 unit within 2 hexes of London OR
#CONDITION_POSITION= 87,37 [2,2] [1,1] [1] [0]
; Axis land 1 unit within 2 hexes of Manchester
#CONDITION_POSITION= 85,33 [2,2] [1,1] [1] [0]
This never made sense to me but if you want to move Turkey to Axis Sealion. Not sure its worth it with US & SU mobilization moves. Turkey on Axis side a big deal tho.
; Axis land units in England resulting in a
; 45-55% increase in Turkish mobilization towards Axis:
{
#NAME= Sealion (Turkey->Axis)
#POPUP= <<TAG_44>>
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#GV= 1[1,100]
#LINK= 0[0]
#LEVEL= 0
#COUNTRY_ID= 111
#TRIGGER= 10
#DATE= 1939/09/01
; 45-55% mobilization increase towards Axis
#MOBILIZATION= [45,55] [1]
; Set variable conditions:
; 1st Line - Germany politically aligned with Axis and not surrendered
#VARIABLE_CONDITION= 45 [1] [100] [0]
; Axis land 1 unit within 2 hexes of London OR
#CONDITION_POSITION= 87,37 [2,2] [1,1] [1] [0]
; Axis land 1 unit within 2 hexes of Manchester
#CONDITION_POSITION= 85,33 [2,2] [1,1] [1] [0]
- Platoonist
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RE: Late Turkey Diplomacy Broken?
ORIGINAL: ElvisJJonesRambo
I'm not smart enough to figure this all out.
Same here. Frankly, I've come to the conclusion that if playing as Germany and you really want Turkey as an ally, then you'd be better off playing the World War One iteration of this game. [:(]
- BillRunacre
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RE: Late Turkey Diplomacy Broken?
ORIGINAL: Platoonist
ORIGINAL: ElvisJJonesRambo
I'm not smart enough to figure this all out.
Same here. Frankly, I've come to the conclusion that if playing as Germany and you really want Turkey as an ally, then you'd be better off playing the World War One iteration of this game. [:(]
That does make me laugh, but in all seriousness, do you think there's an issue that we should address here?
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- ElvisJJonesRambo
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RE: Late Turkey Diplomacy Broken?
@BillyR --- On this issue, nah. Not for me. But I can only speak for myself.
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- OldCrowBalthazor
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RE: Late Turkey Diplomacy Broken?
ORIGINAL: Platoonist
Same here. Frankly, I've come to the conclusion that if playing as Germany and you really want Turkey as an ally, then you'd be better off playing the World War One iteration of this game. [:(]
Well, I can attest as a frequent SC-WW1 enthusiast, that having the Ottoman Empire as an ally is no walk in the park either! [:D]

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RE: Late Turkey Diplomacy Broken?
ORIGINAL: BillRunacre
There are two scripts that can move Turkey towards the Axis that are related to Axis advances to, and the capture of, Sevastopol or other locations. I've pasted them below for reference.
It's probable that the first has already fired in your game, whereas the second one only has a one-off 50% chance of firing (as the Turks may well be indifferent to further advances).
If you are both investing in diplomacy with Turkey then the actual chance of the Axis moving Turkey further that way is the difference between Axis and Allied investments, bearing in mind that the US chits have more sway than anyone else's: 7% chance per chit per turn, as opposed to 5%.
So you might need to compare how many chits you both have invested, and by whom, to work out the real per turn chance of Turkey being swayed further by diplomacy.
; Axis land units 1 hex from Sevastopol resulting in a
; 5-10% increase in Turkish mobilization towards Axis
{
#NAME= Axis Advance On Sevastopol (Turkey->Axis)
#POPUP= <<TAG_45>>
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 1
#AI= 0
#LEVEL= 0
#GV= 1[1,100]
#LINK= 0[0]
#COUNTRY_ID= 111
#TRIGGER= 100
#DATE= 1939/09/01
; 5-10% mobilization increase towards Axis
#MOBILIZATION= [5,10] [1]
; Set variable conditions:
; 1st Line - Germany politically aligned with Axis and not surrendered
#VARIABLE_CONDITION= 45 [1] [100] [0]
; Axis has 1-2 units 1 hex from Sevastopol
#CONDITION_POSITION= 124,49 [1,1] [1,2] [1] [0]
}
; Axis forces capture Sevastopol resulting in a
; 10-20% increase in Turkish mobilization towards Axis
{
#NAME= Axis Advance To Sevastopol (Turkey->Axis)
#POPUP= <<TAG_46>>
#IMAGE=
#SOUND=
#FLAG= 1
#TYPE= 0
#AI= 0
#LEVEL= 0
#GV= 1[1,100]
#LINK= 0[0]
#COUNTRY_ID= 111
#TRIGGER= 50
#DATE= 1939/09/01
; 10-20% mobilization increase towards Axis
#MOBILIZATION= [10,20] [1]
; Set variable conditions:
; 1st Line - Germany politically aligned with Axis and not surrendered
#VARIABLE_CONDITION= 45 [1] [100] [0]
; Axis has 1 unit in Sevastopol
#CONDITION_POSITION= 124,49 [0,0] [1,1] [1] [0]
; Axis has 1 unit in Maikop
#CONDITION_POSITION= 130,49 [0,0] [1,1] [1] [0]
; Axis has 1 unit in Grozny
#CONDITION_POSITION= 136,50 [0,0] [1,1] [1] [0]
; Axis has 1 unit in Grozny Oilfield
#CONDITION_POSITION= 135,49 [0,0] [1,1] [1] [0]
}
I believe all events have fired and I have put 5 chits into Turkey via Germany after and nothing...

- Platoonist
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RE: Late Turkey Diplomacy Broken?
ORIGINAL: BillRunacre
That does make me laugh, but in all seriousness, do you think there's an issue that we should address here?
Not really. After the humiliating beating and break-up Turkey took in the Great War I could see where it should be extremely difficult to coax them into another.[;)]
- Platoonist
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RE: Late Turkey Diplomacy Broken?
ORIGINAL: OldCrowBalthazor
ORIGINAL: Platoonist
Same here. Frankly, I've come to the conclusion that if playing as Germany and you really want Turkey as an ally, then you'd be better off playing the World War One iteration of this game. [:(]
Well, I can attest as a frequent SC-WW1 enthusiast, that having the Ottoman Empire as an ally is no walk in the park either! [:D]
![]()
The Central Powers sure have great gams. [;)]
But being fettered to a 'turkey'is sure to put runs in your fishnet stockings. [:(]
- OldCrowBalthazor
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RE: Late Turkey Diplomacy Broken?
ORIGINAL: Tanaka
I believe all events have fired and I have put 5 chits into Turkey via Germany after and nothing...
Well, it seems when you finally took Sevastopol, you had a bad roll. There's a 50% chance the Turks didn't hit. When you got within 1 hex of Sevastopol with your Rumanians, there was the first hit. I saw Turkey jump to well over 55% pro-axis...so I put USA on the job by spending on MMP's on them...3 chits worth. The next turn, one more.
When you took the triggers on your push into the Caucasus, like Grozny for example, I noticed Turkey going up to near 83%. A year later when you finally took Sevastopol, you must of failed the RNG roll...so it stayed at 83%...
I still have the 4 USA chits in Turkey, which equals 28%.....so nullifies Germany's 5 chits at 25%....
At least, that is my understanding now, especially after reviewing the script and looking at my timeline notes of our match. Still..I would like confirmation that what I am surmising here is correct. [:)]
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- OldCrowBalthazor
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RE: Late Turkey Diplomacy Broken?
ORIGINAL: Platoonist
The Central Powers sure have great gams. [;)]
But being fettered to a 'turkey'is sure to put runs in your fishnet stockings. [:(]
tah haha! Apparently, I've turned into a meme artist instead of a gambit artist now.
...runs in the stockings indeedy........seeing that always did something to me in a favorable way.

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