#L Practicaly no electronics
  "Clear strategy version A"

  V_range == 1

  Submarine  - always invisible
  Helicopter - don't see Submarines

  No missiles
#E
#L Low level electronics
  "Clear strategy version B"

  if can fly
    then  V_range = 2
    else  V_range = 1

  Submarine  - always invisible
  Helicopter - don't see Submarines

  No missiles
#E
#L Low level electronics
  "Extend strategy version"

  if can fly
    then  V_range = 2
    else  V_range = 1

  Submarine  - always invisible
  Helicopter - don't see Submarines

  There are torpedous only on ships
#E
#L Middle level electronics

  if can fly
    then  V_range = 2
    else  V_range = 1

  Submarine  - always invisible
  Helicopter - don't see Submarines

  There are missiles - torpedous on D,S,Q,H and missiles on F,Y
#E
#L High level electronics
  "Operating/stategy version"

  There are varios V_ranges
  Helicopters can see Submarines

  There are missiles - torpedous on D,S,Q,H and missiles on F,Y
#E
#L High level electronics, extend weapons

  There are varios V_ranges
  Helicopters can see Submarines

  There are missiles - torpedous on D,S,Q,H and missiles on F,Y

  Missiles can hit citys
#E
#L - - - - - - -  future - - - - - - -


  Citys with workplaces

  Auto_Hit : a - passive : only reaction for missiles
             b - active  : can kill attacking mean
#E