goodpoints, I don't think there is a fundamental difference between the replacement scheme in Espania and that in RUS. So I will share what I posted in the RUS board a couple years ago. There will be some minor differences, but on the whole it is better to understand what the replacement values are rather than using a 10% guideline, which will unnecessarily tie up your resources for some of your replacement types and not be enough for others. Again, please note that it was originally written for RUS, but most of it should apply (including the part about being a wonderful game!):
[INDENT]Welcome to a wonderful game! There is a short primer to replacements in Bornego's AAR, in his 12 June 2011 post here (
http://forum.paradoxplaza.com/forum/showthread.php?571687-Who-put-the-stranded-Admiral-in-charge-Siberian-White-Short-Campaign-PBEM&p=13157914&viewfull=1#post13157914).
The number above the NATO symbols in the Replacement menu are the number of outstanding hits your units of this type and nationality are still suffering from. Each replacement chit you buy (by clicking on particular NATO unit symbol) is queued up (the "+" number under the NATO symbol) to add to your standing stock of replacement chits (the number to the left of the "+" number) for the next turn. In addition to sometimes getting chits for free from historical events, you also get chits when you suffer causalities in combat (the wounded healed or deserted coming back). IIRC it is the equivalent in chits of a third of the casualities in hits that comes back for free directly into your stock. Each replacement chit you have in stock for a NATO unit type of a particular nationality can replace a certain number of hits to actual units on the map. Here is the list (from Bornego):
infantry, militia and cavalry: 20 hits per replacement chit
light infantry: 15 hits per replacement chit
tanks, artillery, armoured cars : 8 hits per replacement chit
supply trains: 6 hits per replacement chit
engineers: 4 hits per replacement chit
aircraft: 12 hits per replacement chit
You don't directly control which units get replacements and it happens at the beginning of the turn, before you get to move. There are some things you need to do for a unit to get replacements. Standing still for a turn is a good idea, especially if in a region with a town (and especially with a depot). (You don't actually have to be in the town, though.) (If you set attrition to Historical you can only get replacements in a region with a depot.) Units set to "Passive" stance get preference on replacement chits.
More veteran players, please correct whatever mistakes I've made in this. Thanks![/INDENT]