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Re: Quick Questions Thread
Posted: Tue Jan 27, 2026 6:34 am
by bradfordkay
Okay, starting to look into the GC. One aspect that I am not sure about is the rule on capturing resources.
According to the manual, a base must be in the hands of its original side in order to produce supplies, etc. Does this mean that it has to be within the original dark red borders of a side's territories, or is the "{original side" the side whose flag is on the base on turn 1? If the latter, how will we know which side originally owned it as the war progresses?
I ask this because the Republicans start out with a lot of static units in otherwise empty bases that display the Nationalist's flag - even though several of these are within the red Republican border. So when these towns are captured by the Republicans, they will receive no supply production from these towns?
Re: Quick Questions Thread
Posted: Tue Jan 27, 2026 6:42 am
by RangerJoe
Honestly, I really never paid attention to this. I just tried to capture as many such places as I could even if it was just to deny the enemy the resources and supplies. So I can't answer your question.
I do know as the Nationalist player, I was never short of supplies overall but the supplies didn't always make it to where it is needed.
Re: Quick Questions Thread
Posted: Tue Jan 27, 2026 7:36 am
by Mkha2023
A question about a grim aspect of territory control and anti-partisan activity: executions of enemies.
The Spanish civil war was plagued by the use of the firing squad, by both sides.
Since it was also a "tool" to instil discipline in the conquered territory, is it reflected and/or actionable in the game? (i couldnt find it in program or in the manual).
Thanks,
Re: Quick Questions Thread
Posted: Tue Jan 27, 2026 7:51 am
by Piteas
Mkha2023 wrote: Tue Jan 27, 2026 7:36 am
A question about a grim aspect of territory control and anti-partisan activity:
executions of enemies.
The Spanish civil war was plagued by the use of the
firing squad, by both sides.
Since it was also a "tool" to instil discipline in the conquered territory, is it reflected and/or actionable in the game? (i couldnt find it in program or in the manual).
Thanks,
There is no repression of the population in WiS. We have not wanted to touch on that aspect, which is still very sensitive in spanish public opinion.
But a modder could use the event editor to create a "consequences of repression" or so event, regarding manpower, morale, or whatever he wants to do in the game
Re: Quick Questions Thread
Posted: Tue Jan 27, 2026 10:13 am
by Mkha2023
Piteas wrote: Tue Jan 27, 2026 7:51 am
Mkha2023 wrote: Tue Jan 27, 2026 7:36 am
A question about a grim aspect of territory control and anti-partisan activity:
executions of enemies.
The Spanish civil war was plagued by the use of the
firing squad, by both sides.
Since it was also a "tool" to instil discipline in the conquered territory, is it reflected and/or actionable in the game? (i couldnt find it in program or in the manual).
Thanks,
There is no repression of the population in WiS. We have not wanted to touch on that aspect, which is still very sensitive in spanish public opinion.
But a modder could use the event editor to create a "consequences of repression" or so event, regarding manpower, morale, or whatever he wants to do in the game
Thank you for answering!
I understand why developers are inclined to go with that route.
However, the guidance of the Rules of War - which in part already were ractified by Spain by 1936 - has Operational decision-making reverberations, for which in some capacity we would benefit from being reproduced in-game (if partisan activity is modeled). Maybe not allowing those repressions to be effected in a specific manner, but in a overall approach.
(
For reference, Nato, in the JWC, has been approaching this aspect through the "Sword of Justice" wargame).
I think it is a mistake for wargames to shy away from this aspect of the
brutality of war (wite2 deals a bit with it).
Lets wait for a modder then.

Re: Quick Questions Thread
Posted: Tue Jan 27, 2026 2:05 pm
by melvi
Has coal amount in a base cap? does it count against base fuel cap? against base supplies cap?
Regards:
Melvi
Re: Quick Questions Thread
Posted: Tue Jan 27, 2026 2:18 pm
by jazzyblur
Is there a good place to learn more about optimal aircraft orders?

- Screenshot 2026-01-27 091309.jpg (240.2 KiB) Viewed 770 times
In the tutorial scenario for example - We have this very fine Vildebeest!
By default it's naval saerch mission is set at 15k Cruise Alt and 15k Release altitude.
It strikes me that 15k is probably a very hard distance to accurately drop a bomb.
Do the planes attempt to drop bombs at optimal distance when spotting ships for example? Or should I be manually lowering these distances?
If I should be manually changing them, is there a good resource that goes into what altitude different planes would drop ordinance?
Thank you!
Re: Quick Questions Thread
Posted: Tue Jan 27, 2026 2:27 pm
by RangerJoe
jazzyblur wrote: Tue Jan 27, 2026 2:18 pm
Is there a good place to learn more about optimal aircraft orders?
Screenshot 2026-01-27 091309.jpg
In the tutorial scenario for example - We have this very fine Vildebeest!
By default it's naval saerch mission is set at 15k Cruise Alt and 15k Release altitude.
It strikes me that 15k is probably a very hard distance to accurately drop a bomb.
Do the planes attempt to drop bombs at optimal distance when spotting ships for example? Or should I be manually lowering these distances?
If I should be manually changing them, is there a good resource that goes into what altitude different planes would drop ordinance?
Thank you!
The lower the altitude the place flies, the less area that it can see since the aircrew can't see as far. When flying ASW, the lower the altitude, the less time that the sub crew will have to dive after spotting the aircraft. The farther a SAP bomb drops, the faster it goes, the more penetration that it has, but the accuracy goes down. So it depends upon what you what the aircraft to do. I usually drop lower for search and your can have a lower release altitude. I don't know the "sweet" spot as far as the best search altitude but in WITP:AE it was 6k feet.
Re: Quick Questions Thread
Posted: Tue Jan 27, 2026 10:25 pm
by bradfordkay
bradfordkay wrote: Tue Jan 27, 2026 6:34 am
Okay, starting to look into the GC. One aspect that I am not sure about is the rule on capturing resources.
According to the manual, a base must be in the hands of its original side in order to produce supplies, etc. Does this mean that it has to be within the original dark red borders of a side's territories, or is the "{original side" the side whose flag is on the base on turn 1? If the latter, how will we know which side originally owned it as the war progresses?
I ask this because the Republicans start out with a lot of static units in otherwise empty bases that display the Nationalist's flag - even though several of these are within the red Republican border. So when these towns are captured by the Republicans, they will receive no supply production from these towns?
Can anyone give an answer to this question? I agree with Joe that it is good to deny resources to the enemy, but a better understanding of this game mechanic has an awful lot to do with long term planning.
Re: Quick Questions Thread
Posted: Wed Jan 28, 2026 12:47 am
by bradfordkay
What exactly is the yellow line across the middle of the Straits of Gibraltar supposed to represent? I tried to find reference to it in the manual but did not see it (doesn't mean that it's not there, just that I couldn't find it). Is it just the location of the minefields and otherwise has naught to do with movement?
Re: Quick Questions Thread
Posted: Wed Jan 28, 2026 1:35 am
by Sergey45
shgenerolas wrote: Mon Jan 26, 2026 8:05 pm
Hi. I understand that this game is more like WiP:AE than WiTE2, but after watching a few videos, a question arose:
Is there an option in the game to create new units yourself from the manpower pool and armaments (like the Soviets in WiTE2)? Or is there only historical units in the game and you can't create new ones? How much freedom does the player have in the game to control the resource pools themselves?
Hey there, yes there is, you can select an existing unit and replace the regiment of it from INF to ART for instance and then replace all the units with arty.
Or you can create a unit from scratch , choose the regiment and then fill it with any units you want.
Re: Quick Questions Thread
Posted: Wed Jan 28, 2026 1:39 am
by RangerJoe
bradfordkay wrote: Wed Jan 28, 2026 12:47 am
What exactly is the yellow line across the middle of the Straits of Gibraltar supposed to represent? I tried to find reference to it in the manual but did not see it (doesn't mean that it's not there, just that I couldn't find it). Is it just the location of the minefields and otherwise has naught to do with movement?
I don't have those in my game.
Re: Quick Questions Thread
Posted: Wed Jan 28, 2026 6:09 pm
by Q-Ball
What is the hotkey to display national borders in RED?
(It's not in the Hotkey List in the manual, BTW)
Re: Quick Questions Thread
Posted: Wed Jan 28, 2026 6:56 pm
by Dali101
The Border line (visibility) setting is in the preferences.
However, it currently only works as a static starting line.
Its importance later is minimal.
Above is the question about supplies.
Almost every settlement and city has some light industry (which hides practically everything, from fish oil to a sawmill with wood).
After conquest by the enemy, production continues for the new master at 50%.
Re: Quick Questions Thread
Posted: Wed Jan 28, 2026 8:30 pm
by Mkha2023
Quick question:
if an idiot commander (me...) includes in the invasion TF of an island hex (non-port) a RR unit (railcars...), no track-rails available, is there a way to get them back, or will they stay as turist atractions?
(i dumped the vehicles of said unit and was able to move them to port...But the rest is still on the beaches).
Thanks
Re: Quick Questions Thread
Posted: Wed Jan 28, 2026 8:50 pm
by Q-Ball
Dali101 wrote: Wed Jan 28, 2026 6:56 pm
The Border line (visibility) setting is in the preferences.
However, it currently only works as a static starting line.
Its importance later is minimal.
Above is the question about supplies.
Almost every settlement and city has some light industry (which hides practically everything, from fish oil to a sawmill with wood).
After conquest by the enemy, production continues for the new master at 50%.
Thanks! To confirm, then.....the importance of the RED LINE within Spain does impact production
Because production centers that the Nationalists Capture within Spain outside that RED LINE will produce at only 50%...correct? Example, Malaga.....
And does that also apply to Manpower Centers?
Re: Quick Questions Thread
Posted: Wed Jan 28, 2026 9:01 pm
by bradfordkay
Q-Ball wrote: Wed Jan 28, 2026 8:50 pm
Dali101 wrote: Wed Jan 28, 2026 6:56 pm
The Border line (visibility) setting is in the preferences.
However, it currently only works as a static starting line.
Its importance later is minimal.
Above is the question about supplies.
Almost every settlement and city has some light industry (which hides practically everything, from fish oil to a sawmill with wood).
After conquest by the enemy, production continues for the new master at 50%.
Thanks! To confirm, then.....the importance of the RED LINE within Spain does impact production
Because production centers that the Nationalists Capture within Spain outside that RED LINE will produce at only 50%...correct? Example, Malaga.....
And does that also apply to Manpower Centers?
That was part of my question. It still hasn't been confirmed if the red boundary lines are what controls which side gets full production or if it is based upon whose flag was on the base at the game start.
Re: Quick Questions Thread
Posted: Wed Jan 28, 2026 9:26 pm
by Dali101
I always write this....
red borders do not define anything
(most hexes simply do not belong to anyone, it is not 2by3).
To produce supplies you need light industry in cities and villages.
What exactly do you not understand about this?
Re: Quick Questions Thread
Posted: Wed Jan 28, 2026 9:51 pm
by RangerJoe
Mkha2023 wrote: Wed Jan 28, 2026 8:30 pm
Quick question:
if an idiot commander (me...) includes in the invasion TF of an island hex (non-port) a
RR unit (railcars...), no track-rails available, is there a way to get them back, or will they stay as turist atractions?
(i dumped the vehicles of said unit and was able to move them to port...But the rest is still on the beaches).
Thanks
Load them onto ships (LBs?) and take them to a port with railroad tracks. You could also try "disbanding" the unit which would return the devices to the pools and then rebuild the unit the very next turn.
Not an idiot, something to laugh about later, we all do stupid things since that is part of being
human. Remember that the only perfect human was nailed to a tree.
Re: Quick Questions Thread
Posted: Wed Jan 28, 2026 10:38 pm
by bradfordkay
Dali101 wrote: Wed Jan 28, 2026 9:26 pm
I always write this....
red borders do not define anything
(most hexes simply do not belong to anyone, it is not 2by3).
To produce supplies you need light industry in cities and villages.
What exactly do you not understand about this?
So your response seems to indicate that the reduction in production is based on who owned the resource center at the very start of the game - without actually saying so. Will a village/town/city go back to 100% production if you recapture one that had originally been yours, or is the reduction permanent?