Auto-translation tools aren't up to converting ANY language yet.
Sometimes there's more to it than just changing the words around, too. You might have a sign or billboard in the game where English fits nicely but it doesn't fit in German, while in Turkish the phrase is so short that it makes the sign look weirdly large.
In Larian's Divinity games, there's a mage named Bellegar that always speaks in rhyme. "Wherever thou runneth, be it near or afar, I will find thee still, I Bellegar!" To localize the character, you wouldn't just have to translate, you would have to try and figure out a translation that still rhymes. (What really confuses me, though, is that Larian is in Belgium. Belgium has three official languages, none of which are English!)
So yeah, it's all about the money. Studios have to guess how much the localization is going to cost them and weigh it against how much money they expect to make back by doing the translation. If it looks favorable and if they can find somebody reliable that can do it, they'll do it. Unfortunately, that can lead to feedback problems. Because games aren't often translated into Turkish, Turks are less likely to make a hobby of playing games, which means the expected sales get lower, which means even fewer games translated into Turkish.