CRP gains or losses are noted on a map track for ea. country. Italy enters the game as an Ally and Turkey as a CP and optional rules vary the entry turn. The German can build Stosstruppen which force a one hex retreat with certain CRT results. In my biggest quibble with the game, the Allies automatically get 75 VP simulating the RN blockade. Placement of these resource hexes impact play.
None are in Russia, Turkey or the Balkans.
Since the historical scenario begins with the Germans on the verge of taking Belgium's two hexes and within a hex of 3 in France, there is implicit pressure to continue to drive in the west. But the CP gets 100-60 VP if Russia surrenders within the first four turns. Course because of the relatively huge number of new units per side which can be built each turn, this leaves the CP vunerable to an early Allied push in the West. AH should seek to occupy Russian attention, draw units into somewhat static positions along the border. An AH push into Italy is not recommended unless you want to send some Stoss there to try to grab 1 of the 2 resource hexes.