                              THE SIMULATION

THE SCENARIO

	During the first major naval exercise of the new Coomonwealth
of Independant States.  50% of its balllistic missile subs are deployed
to sea and a limited nuclear strike is launched on American targets.
All other Commonwealth and American forces are on day-to-day alert.

Commonwealth Commander
	Respond to possible American counter strike with restraint, but 
maintain now favorable balance of power while the Kremlin negotiates a 
cease-fire.  Neutralize the efforts of the US Commander to initiate PD-59.

American Commander
	Launch a limited second striek against targets that are selected 
to demonstrate the resolve of your political leadership and restore the
pre-conflict balance of power while avoiding escalation.  Implement PD-59.

VICTORY (?) CONDITIONS

	At various points in the conflict, your political leader will analyze
the course of the war from a remote location with a separate communications
link.  Based on the picture that your leader is given, your success in
applying the nation's strategy to accomplish your assigned task will be
judged.  The political leader will take into account such factors as casualties
inflicted and taken, the shift in the strategic balance of power, target kills
versus losses, and the effectiveness of the communications network and the
nations tactical defensive systems effectiveness.  Note that regardless of 
how much damage you do to the opponent's population, his industrial capacity
or his war making ability, you cannot achieve success if your actions 
precipitate massive casualties on your own citizens.

                             GAME PLAY

INITIAL GAME VALUES

BRD is a varied and intricate simulation.  Each time the program runs (w/o
loading a save file) it is a diffirent game.  The weather, alert status of
offensive weapons platforms, and location of mobile units are established
randomly a initial game setup according to the following formula:

US Air        25%  Airborne Alert
	      25%  Strip Alert
              50%  Rest/Refit
US Sub        25%  Underway - Routine (War) Patrol
              50%  Docked
              25%  Docked with Reactor Shutdown
US ICBM       100% Normal

Com Air       50%  Airborne Alert
	      40%  Strip Alert
              10%  Rest/Refit
Com Sub       25%  Full Alert - Firing Point
              25%  Underway - Routine (War) Patrol
              25%  Docked
              25%  Docked with Reactor Shutdown
Com ICBM      100% Normal

Weather

	Weather is randomly established based on location.  Locations within
100K from each other will always have the same weather - unless one location
has suffered nuclear hits or near misses, in which case the weather patterns
at that location are based on the size and the location of detonation.  The 
weather will continue to change even if the player's weather detection 
satellites are destroyed.  The generals may not know what the weather at a
target is, but the bomber piots surely will.  Weather plays a significant role
in the effectiveness of a bomber strike; the more obscured the target is by
weather, the smaller the chance of a successful bomb run.

Mobile unit locations

	Airborne aircraft will stay near their airfield until ordered to
strike.  Submarines on partol will partol in the oceans adjacent to their
home ports, and within range of the opposing country, based on the weapon
system they are armed with.  Mobile ICBM's and Communications facilities
always start the simulation in the same location, than move in random locations
at their designated speeds.

GAME CONTROLS
	
	All game icons have a name associated with them.  This name has one
letter printed in red and underlined.  This is the action letter that activates
that feature.  To activate a particular feature, press the upper or lower
case letter. Do NOT press CTRL or ALT key with the letter.

BRAVE ROMEO DELTA

	The game is broken into three areas of play; Command Control, 
Tactical Warning and Attack assessment and Nuclear Strike Plan Generator.
Part of the enjoyment of this game is deciding how to handle these three areas
in relation to one another, as well as in the context of your country's
military philosophy.  The basic function and data displays of each area is
summarized as follows:

Command/Control Menu
	Used to evaluate the current alert levels and readiness of your 
strategic forces, and to issue commands altering those levels.  The data
display also shows the status, location, combat efficiency and hours at
current alert level of each unit.  For Strategic Air Forces, Aircraft 
Airborne and At Base are displayed.  Your communications network efficiency
is tracked here as well.

Tactical Warning/Attack Assessment Menu
	Used to receive messages from all NORAD units (PVO-Strany for the
Commonwealth.)  Casualty figures and Defensive systems effectiveness are
displayed here as well.

Nuclear Strike Plan Generator Menu
	Used to choose targets and payloads to meet your nation's objectives.
All available intelligence regarding your opponent's assets will be displayed 
here.  Additionally, Bomb Damage Assessment is conducted from this display.
The number of warheads your political leadership has authorized for launch is
displayed here as well.  Once a target is selected, the bomb damage computer
will request the assignment of the most efficient delivery system for a 
particular target.

MAIN MENU

	The Main Menu allows access to the three game menus, as well as
allowing you to accelerate game time, and save games in progress.  The screen
is divided into four quarters.  The top left quarter is where the current
game-time and game-day are displayed, along with the game save, and accelerate
icons.  The upper right quarter will take you to the Command/Control Menu, the
lower left quarter will take you to the Nuclear Strike Plan Generator and the
lower right quarter will take you to the Tactical Warning and Attack Assassment
Menu.  Each section of the display is labeled with appropriate text.  The label
includes an action letter that will activate that display.

Acelerate Time
	Pressing the H key accelerates game time.  A single key press halves
game time (i.e. 1 game second = .5 real seconds).  Additional key presses
continue to halve game time up to four key presses of the H key (1 game sec
= 1/16 real second).  On the fifth key press of the H key, the second's 
display disappears and is replaced by a dash symbol.  At this point, all of
your computer processor's power is devoted to executing the war.  The 
acceleration factor will depend on the speed of your processor.  Typically, 
in the early stages of the war, one game hour is equal to about 10 seconds.

Normal Time
	Pressing the N key turns off all time acceleration.  With no time
acceleration, a game second equals an actual second.

Game Save and Exit
	The D key will exit the game with an option to save the game in 
progress.  This procedure will create a save game file on your game disk.

Main Menu
	Pressing ESC key from within any of the sub-menus will return you
to the main menu.  From there, the player cas access all other sub-menus.

COMMAND/CONTROL MENU

	The Command/Control Menu allows a player to request a roll call of
surviving Intercontinental Ballistic Missiles (ICBM) and bombers.  Since a
nuclear-powered ballistic misslile submarine (SSBN) will bever confirm its
status, the pre-war situation of subs will be displayed.  Note that if a
submarine base is destroyed before a submarine has a chance to get underway,
that particular submarine will be reported as destroyed also, and its weapons
will be removed from inventory.

General Data:
Data reported on this screen applicable to al weapons is:

Communications Efficiency
	CE is the probability that a transmitted message will reach its 
intended destination.  In addition to taking into account the percentage of
the command value destroyed, communications efficiency also reflects 
electromagnetic pulse (EMP) effects from nuclear explosions, mobile systems
changing line-of-sight, jammers destroyed, backup generators going dead,
satellites reaching the limits of unattended operation and surviving systems
being reconnected.  *It is the measurement expressed as a percentage, of a
commander's ability to communictae with his forces*.  Each sides communication
efficiency plays a major role in every facet of the simulation.  All commands
to forces in the field (either strike orders or changes to alert status) and
reports from them are "filtered" by the CE.  Without functional communications,
not only will the player not receive warnings of the incoming warheads, but
no launch orders will reach the intended units.  Each C3 unit has an internal
value that represents its worth to the overall war effort and its contribution
to the communications. As C3 units are lost as a result of combat, each sides
communications ability will drop.  The Command/Control screen and the Strike
Plan Generator screen should be monitored closely to ensure orders you send to
your units actually arrive.

Battle Efficiency
	BE is an individual unit's measurement of morale, fatigie, military
readiness and prepareness for combat operations exressed as a percentage.
Within Brave Romeo Delta, the single biggest factor of a unit's BE is time
spend at full alert.  Maximum alert stresses men and equipment as no other
operation will.  The longer a unit is at full alert, the lower it's battle
efficiency. The BE factor for a given unit determines how that unit responds
to orders and how successful a strike mission will be.   The only cure for a
unit with a low BE rating is rest.

Alert Conditions
	The speed of a military unit's response to a strike order is related
to its alert status.  The lower the alert status, the longer it takes a unit
to respond to strike orders.  Units at full alert will execute strike orders
instantly, but may be more susceptible to attack.  Units that receive strike
orders while at less than full alert will automatically be brought to full
alert before launching their strike.  The unit will stay at full alert after
the strike until explicitly ordered to stand down.

Launch Control Center (ICBM)
	By pressing the I key, a player can receive the number, type and alert
level of ICBMs at a given command center.  Alert levels for an ICBM include
normal readiness (which allowes a missile launch withinh minutes of receiving
an order - at least 7 minutes for a mobile ICBM).  At the next level, there is
slight diffirence in launch readiness since ICBM unit is considered to be in a
launch-under attack/impact mode.  This gives the LCC crew full authority to
select targets and launch missiles if early warning radar relays notice of
incoming warheads or if a nuclear weapon detonates nearby.  However, if there
is an explosion near an ICBM site, any missile launched out of that area in
the preceding 2 minutes will be desatroyed by atmospheric turbulence or 
airbornce debris generated by the nuclear ground burst.  In addition, by 
authoring a launch-under-attack, the player will lose some flexibility in the
assignment of warheads.

SSBN's
	There are 4 alert levels for ballistic missile submarines.  The lowest
level is a state that exists when the sub is docked and bringing its reactor
on-line.  Docked submarines will be unresponcible to commands until the
reactors are on-line.  At the next level, "bastion mode", the sub is docked 
but has its reactor running.  It carries missiles with at least 4400KM range.
It can fire SLBM (sub-launched ballistic missiles) within minutes of receiving
a launch order (Commonwealth ISBN's only!). The next level is non-alert-at-sea.
In this state, submarines are in maximum concealment and can launch weapons
within 1-2 hours of receiving an order.  The highest state of readiness is 
"alert-at-sea".  At this level an SSBN travels near the surface for ease of
communications but at the expence of survivability.  Firing is possible within
minutes in this state.

Strategic Air Forces
	There are 3 alert levels for a primary bomber base.  At the lowest 
level, bombers on base require 1-2 hours to get airborne upon receipt of
nuclear strike instructions.  At the next alert level, strip alert, the
aircraft are taxied onto a runway and are ready for takeoff if a strike is
ordered or if there is a warning og incoming warheads.  Strategic bombers
placed at the highest alert level are airborne unless they land at a dispersal
airfield (for refueling, fatigued pilots, etc.)
Determining Bomber Status:
Bombers will return from a mission based on an internal survivability factor
and the opponents defensive systems effectiveness.  The player can determine
if a particular bomber survived or not by selecting tge affected air base.
If an aircraft fails to return from a mission, or is intercepted on a mission,
the number of aircraft in the air assigned to the base (if the base has not
been destroyed) will decrease by one.  If the base has been destroyed, the 
number of aircraft in the air will decrease by one.

Communications and Combat Support
	Through this icon, the player can examine the status of strategic,
communications and combat sypport units.  This includes the network of spy
satellites and other intelligence collection asset.  In assition to spy
satellites, the intelligence collection assets include listening posts, 
airborne moving target indicators, optical, infrared and radar surveillance
from space or high altitude aircraft, radio direction finding from satellites,
aircraft and fixed ground sites, surveillance from surface ships and 
submarines, seismic detectors and nuclear burst sensors and reconnaisance
obtained from bombers that have penetrated air defences.  Besides jamming,
decoys abd camouflage, the effectiveness of these sensors will be limited by
fallout, smoke, mass fires, radioactivity, EMP, rock outcroppings, surface
irregularities, vegetation and the search rate of the intelligence platform.

Alert Status Change
	The readiness of nuclear forces can be changed one level by using
this option.  However, it may take units up to one hour to alter their alert
posture.  Note that this option always orders a changes in alert status.
Sending that unit another alert staus change will cause them to decrease their
alert status again - until they are at the most relaxed status.  At that point,
an additional alert status change order will cause an INCREASE in alert status
- until they are at full alert.  Each alert status has various consequences,
depending on the type of unit involved (Sub, Bomber or ICBM).

TACTICAL WARNING & THREAT ASSESSMENT MENU

	Your link to the outside world - and your view of the progress of the
conflict - is determined by the flash messages you receive on the various
communications channelson the TW&TA screen.  Flash messages are generated
principally by your offensive and defensive sensor systems and from your ASW
forces and your srategic defence command.  If the message arrives while Main
screen is displayed, the text "Flash message traffic" will show in red below
the game clock.  The text will continue to display until all messages have
been read.

Factors determining message traffic
	Almost all events that occur in BRD may generate a message.  Whether
a message arrives at your HQ depends on your CE and the presence and 
effectiveness of the reporting asset.  For example: you will receive no 
Nuclear Detection messages even if your CE is at 99% if your nuclear detection
satellites are destroyed.  Any sensor system MAY fail to detect the threat
even when all equipment is operational.

New and Old Messages
	New messages are simply flash messages that you have noit yet read.
BRD maintains a record of all message traffic received during game play for
your review.  To read new messages, press the action key for appropriate 
communications channel.  If no new messages have been received, the display
will show that.  To review old messages, first select the comm channel, than
use up and down cursor keys to loop through the messages.  The tactical
warning and assessment screen will indicate which of the comm channel listed
below have new (unread) messages by bordering each channel selector icon in 
red.  When all new messages have been read, the red border will become black.

Anti-Submarine Warfare
	The sinking of an enemy ballistic missile submarine will generate a
report specifying the type of sub and weapons associated with it.  
Occasionally, your ASW forces will also report the sinking of one of your
own vessels.

Air Defence Forces
	This channel will report enemy aircraft or cruise missiles detected
by air defenses.  Additionally, it will report any intruder aircraft
interceptions.

Nuclear Burst Detection
	A nuclear detonation will be detected by an array of burst sensors 
and than combined with navigational and weather inputs.  By determining the
direction of arrival of the nuclear flash to the sensor network, the number
of bursts and intensity of explosions, a report will be created estimating
the size of the explosion, number of detonations, location and an estimate of
personnel casualties.  Global winds will spread fallout in the generally
easterly direction.

Satellite Warning Systems
	Your global network of surveillance satellites report launch 
detection's from SSBN's and ICBM's.  Additionally, they report the approximate
location of reentry vehicles detected.

OTH Radar Systems
	This channel is used to report long range (Over The Horizon) radar
sightings of varying sophistication.  Reports may vary in detail from an
estimated location of a reentry vehicle, to precise information about 
expected point of impact time and location.

Interpreting Message Data
	An enemy misslile strike can be followed from launch to impact (other
factors not considered) by watching the "Most Recent Detection" displayed.
This will update in real time - it is not stored as a permanent part of the 
message.  This information shows which sensor system currentrly has acquired
a RV.  If all hardware is operational with 100% detection probability - and
comm effectiveness is 100%, every missile fired at the player will generate
a launch message.  a BMEWS or SEWS message, a OTH-B or Phased array radar 
report, an ABM intercept (if the target has ABM defences) and an impact 
message.  The player can determine where missile is along this path by the 
newest detection system displayed.

DEFENSIVE SYSTEMS EFFICIENCY
	Although the DSE is displayed on the Strategic Warning screen, the 
value is used throughout the simulation to determine the success of the 
opposing forces bomber and cruise missile strikes against your country.  This
value represents the ability of strategic defense forces to defend the country
against intruder aircraft.  As bombers carry the heaviest and most accurate 
weapons, unopposed bomber strikes will quickly devastate a country and bring 
a quick and bloody end to hostilities.  Each strategic defence unit has an 
internal value that represents its worth to the overall war effort and its
contribution to strategic defense.  These units consist of strategic defense
command and control senters, specific anti-aircraft radar sites, and fighter
interceptor units.  As these units are lost as a result of combat, each sides
DSE will drop.

                          NUCLEAR STRIKE PLAN GENERATOR

The screen is viewed as a 2way flow of orders and information between you and
your battle staff.  You will implement your global strategy from this screen
using its controls and data displays.  All available intelligence is displayed
about selected targets.  When a target is selected, whether certain data items
are displayed will depend on the existence of spesific intelligence and comm
assets, and on the player's communications efficiency.  The presence or 
absence of specific intelligence about a selected target is based on the
following:

DATA ITEM              ASSET REQUIRED
Population Report      Photo-Recon or Multi-Sensor Satellites
Weapons Pesent         Photo-Recon or Multi-Sensor Satellites
Weather Reports        Defense weather satellites
Nuclear Burst          Nuclear Detecion satellite
Radiation              IR Imaging or Multi-Sensor (Keyhole family) satellites

Additionally, this menu will display the maximum number of warheads that your
political leadership has sanctioned for use.  Based on a political evaluation
of the crisis, the number of warheads recommended in proportion to the scale
of the enemy attack/counterattack may increase, decrease or remain constant.
If trends indicate a favorable campaign, your leadership will decrease the 
level of violence; whereas unfavorable trends may cause the leadership to
either continue the conflict at an escalated level or opt for a conditional 
surrender.  Mixed results pay produce either a susteained or slightly higher
level of vioelnce being authorized.

Types of nuclear strikes.
	Although you are free to select any targets in the database for attack,
professional military planners generlly plan on inplementing one of the 
following 3 types of military strikes:
- A blunting (or Bravo) strike: An attack directed against enemy nuclear
  strategic forces in an effort to disarm the opponent.
- A retardation (or Romeo) strike: An attack aimed at destroying or
  temporary disabling enemy communications, early warning systems and 
  electronic intelligence assets.
- A disruptive (or Delta) strike: An attack focusing on enemy urban/industrial
  assets with an intend of delaying post-war recovery.
Additionally - the unthinkable scenario is thinkable within BRD:
- Armageddon: Total unrestricted nuclear warfare.  Blow the opponent back to
  stone age before he does it to you.

Target list
	The target list displays all areas in a given category that meet the
political goals and objectives in a given scenario as well as those areas
which could be subjected to collateral damage.  Use the action letter to use
the specific target class.  To change the target class, simply press the 
action letter for the class you want to scan.  Note that to change target 
classes or to return to main menu, you must be in "target scan mode", that is,
you cannot be in a process of putting together a strike.  You must first abort
the strike sequence, which returns you to the taregt scan mode.

Building a nuclear strike
	The following steps are required to launch a nuclear strike:
- Select a taget class as outlined above.
- Using the cursor UP or DOWN keys, scroll through the Target Data Displays
until you find the target you want to attack.
Press the enter key to lock in your target selection.  This causes the 
Delivery Vehicle Data for your strike weapons to be displayed.
Once a target is locked in, the Strike Computer will display the weapons 
system *least* capable of attacking the target.  Use the cursor UP and DOWN
keys to scroll through the available weapons systems.  For bombers, the T key
will toggle an alternate payload if that bomber is so equipped.
- To lock in your weapons selection press ENTER.  Strike Statistics Data is
now displayed.
- Use the cursor UP and DOWN keys to adjust a number of warheads delivered.
- Press ENTER to send the strike order.  The Battle Staff Confirmation Report
is now displayed.
- Press ENTER to return to Target Scan mode.

Note: Pressing the B key anytime during the above procedure will return you
to the target scan mode.

EXPLANATION OF DATA DISPLAYS

Further details on the choices available, intelligence reports on targets, and
computer calculations of expected results are discussed in the following 
sections.

Target Data Display
	Once a taget class is determined, the targeting computer will 
automatically select the first target on the list of priorities by analyzing
available reconnaissance and resources for a strike.  Assuming that recent 
intelligence has been collected in the target area, and that the appropriate
intelligence assets are not destroyed and your communications systems 
efficiency allows you to receive the infiormation, the following data will be
displayed:
- Target Class. (i.e. Mobile ICBM sites, urban/industrial assets)
- Status (Active, Destroyed, or Attack In Progress)
- Weather
- Forces Employed (ICBM silos may be empty), Surviving Population (neither 
injured or killed), or Capacity (for nuclear power plants)
- Blast Hardness (pounds per square inch)
 or
- Mobility (in meters per second)
- Latitude and Longitude
- ABM defenses in area (if present)
- Radioactive Contamination present.

Delivery Vehicle Data
	Once a suitable target has been selected, the computer will recommend
the *least capable* delivery vehicle that can accomplish the task.  The
following data is displayed after "Locking in" a target:
- Delivery Vehicle TIme (i.e. ICBM, Bomber, etc.)
- Launchers Ready (this is a total number of available delivery systems known
to exist at the time the data is displayed)
- Component Reliablity (PR) (This is the probability of successful system
operation unit from launch to impact)
- Speed (meters/sec) (This data is displayed for bombers only)
- Range (kilometers) (This is a maximum range of a ballistic missile, or the
combat radius of the strategic bomber and the range of its payload)
- Payload (i.e. air-launched misssile, multiple warhead)
- Hard target kill efficiency (This is a measure of system's potential in
destroying missile silos, underground bunkers, and other blast resistant
structures.  Hard target kill effectiveness is expressed in terms of 
probability of a vehicle placing a crater of a given size over a target.
This can be calculated given a warhead with the yield (Y) in kilometers, and
an accuracy (CEP) in meters by the following equations:
EFF_HTK = [1-(0.5)x], where x = (19 Y1/3)2/(CEP)2 for sand-clay soil.)
- Yield (The nuclear yield in Megatons or Kilotons for a single warhead)
- CEP (Circular Error Probability in meters - the accuracy of the delivery 
system).

Strike Statistic Data
	Locking in the displayed delivery system will generate the Strike 
Statistic Display.  As stated above, use cursor up or down keys to adjust
the number of warheads to deliver.  The following information is also displayed
- Target Name
- Payload
- Single Shot Kill Probability:  The probability of each warhead destroying
a target.  Given a warhead yield (Y) in kilotons, accuracy in meters, and
target blast hardness (H) in pounds per square inch, the following equation 
is used:
SSPK = 1-(0.5)x
Where x can be equal to the following:
 for soft targets (0-50 PSI hardness), x = (1,340 Y1/3 / Accuracy)2
 for semi hard targets (50-100 PSI),   x = [(538 Y1/3 / H0.33)/(Accuracy)]2
 for hard targets (over 1000 PSI),     x = [(438 Y1/3 / H0.33)/(Accuracy)]2
 for mobile ground targets,            x = (638 Y1/3 / v(t)2)2
 for airborne targets,                 x = (1340 Y1/3 / v(t))2
where v = target speed (meters/sec), and t = weapon reaction time factor.
-Multi Shot Kill Probability: The probability of destroying a target given
"n" attacking warheads.  
Pk = 1 - (Ps)n
 where Ps = 1 - SSPk
- Casualties.  This is the calculation of the number of immediate dead and
wounded from a direct hit on the target selected.  "Light" casualties means
that there would be no major colaretorial damage in a direct hit on the target
area.  Where Y is the yield kilotons, the lethal radius in meters is as 
followes:
 LR = 1340 Y1/3 ; for an airburst
 LR = 817 Y1/3  ; for a surface burst
- Corellation Of Forces (CoF)
	This is a calculation of the shift in the destructive potential that
would occur after a successful strike on opposing nuclear forces.  This can
be computed by determining the ratio of the operational lethality (usable
destructive potential) of the attacking forces to the targeted forces.  The
area of destruction of weapons is called megaton equivalence.  Where Y is the
warhead yield (explosive power), and N is the number of warheads carried.
For yields of at least one megaton:
 Mte = nY2/3
Otherwise:
 Mte = nY1/2
The CoF also includes the Weapons Performance Factor, which is a dimentionless
value quntifying inherent survivability features of weapon-launching platforms,
such as the armored protection of an ICBM silo or the stealth and mobility of
a submarine.  Other variables in the corellation of forces include the accuracy
of the warhead in meters; the total reliability of the vehicle from take-off
or launch to impact or recovery; and the maximum range (for missiles) or combat
radius (for aircraft) in kilometers.
Thus,
 OL = SUM[Mte/Accuracy2)(Range)(PR)(WPF)]
Therefore,
 CoF = OL(Defender)/OL(Attacker)

Note: Simply put, CoF is the offensive power of the attacking weapon system
compared to the offensive power of the unit under attack.  This is a 
significant number, because it allowes the target planner to select weapons
systems and targets that maximize destruction of enemy offensive systems with
minimal cost.

Battle Staff Confirmation Report
	Once a target, delivery vehicle and number of warheads (1-4) have been
selected, pressing the RETURN orders the strike to proceed.  Your battle staff
will display a confirmation report that they have received your orders.  The
confirmation report has all the above information plus the following additions:

- Launch EST: This is the time delay until the requested weapon can be launched
from an appropriate platform. NOTE: If you see a "Launch EST" that is many 
minutes or hours away, that indicates that you have selected a weapon carried
by a unit that is not at full alert.
- Strike EST: This is the time until the requested weapon actually strikes the
target.  Not including launch delays, the flight time of vehicles vary from
7-15 minutes for SLBM's with less than 4000km range; 25 minutes for all other
SLBMs; 28 minutes for an ICBM; 3-10 hours for a subsonic bomber; and 1-6 hours
for a supersonic bomber.
- Success %: This is the percent probability that the entire launch/flight/kill
scenario will actually be successful.  In addition to the multi-shoot kill
value discussed above, the value also factors in such things as the battle
efficiency of the attacking unit, the weapons platform reliablity, and weather
at the target site.

ADDITIONAL INTELLIGENCE ITEMS RELATED TO STRIKE PLANNING

Global Corellation of Forces
	Global Corellation of Force is the same CoF mentioned earlier, except
applied to every remaining weapon system for each side.  This ratio is of
paramount importance. It will be used to determine the outcome of the conflict,
among other factors.  The initial objectives of the conflict cannot be met
without significant changes in the global corellation of forces.  NOTE:  This
value is generally unknown to the player, except when terminating the game.

ASW Systems Effectiveness
	ASW Systems effectiveness is a measurement of the ability to locate,
track, and destroy the opponents ballistic missile submarines.  The value is
based on the command, control and coordination of ASW units as opposed to
specific ASW vessels.  Each side has two military facilities that constitute
the principal means of coordinating ASW operations.  There are

For the US:
- Atlantic Fleet HQ (Norfolk)
- Keflavik AFB, Iceland (ASW UNIT)
For teh Commonwealth:
- Northernt Fleet HQ (Murmansk)
- Pacific Fleet HQ (Vladivostok)

City Destruction
	For targeting purposes a city is considered destroyed if over half its
original population are killed.  This includes cumulative effects of radiation
(below).  This means a city could sustain a near miss that immediately kills
25% of its population, but the detonation caused lethal radiation.  As the
simulation continues over a period of hours and days, the city's population 
will continue to decline, depending on how long the radiation level stays at
the "LETHAL" level.  If the city's population reaches 50% of its pre-war value
it will become technically destroyed for display purposes.

Radiation Effects
	Radiation effects will continue to reduce remaining city populations
after a strike (hit or miss) depending on the proximity and severity of the
detonation.  The radiation half life for a contaminated area is calculated
every 12 hours.  Note that radiation conditions between neighboring locations
may not be the same - even if they are less than 100KM apart.  Firestorms will
last at least 4 hours, than they are *possibly* downgraded to FALLOUT.  Lethal
radiation will last at least 12 hours, then they are *possibly* downgraded to
"HIGH Contaminaiton".

FINAL BATTLE STATISTIC DISPLAY

The final battle statistic display is the report card of your performance
conducting the war.  This complex data display is viewed only under the 
following conditions:
- The opposing commander surrenders
- Your political leaders surrender
- The player selects the  "Disk-Exit" option from the Main menu and chooses 
  to terminate the game.
- The computer platform running the simulation has run out of available 
  resources to store additional strike information or message traffic.

Explanation of Battle Statistics

- The first line of the battle statistics display will explain why the conflict
  has been terminated.  This could range from sustaining excessive casualties
  to restoring the global balance of power.
- Casualties: This lists all casualties, both civilian and military, for each
  side.  Additionally, innocent civiliansfrom neutral countries killed as a
  result of missile strikes gone awry will be added to the appropriate side.
- Global Corellation of Forces is shown for each side.
- Communication, Defense and ASW effectiveness for both sides in the conflict.
- Strikes Ordered/Executed: These two numbers indicate the number of strikes
  ordered and how many of those ordered strikes were actually launched.  The
  diffirence between these two numbers is the number of strike orders "lost"
  due to a less than perfect communications systems.
- Strikes in progress: This number indicates the number of strikes beleived
  to have successfully landed a warhead on enemy soil, based on intelligent
  asset reports.
- Kilotons delivered: This value represents the combined kiloton yield of the
  warheads that were beleived to have landed on enemy soil.
- Tracked Incoming:  This is the number of strikes that your intelligence 
  assets indicate are targeted at you.
- Own Asset Hits and Near Misses: These values represent the number of your
  own assets that have sustained either a direct hit ot near miss.  Note that
  one warhead targeted at one facility may cause multiple hits and misses,
  depending on the concentration of facilities at that location, and/or the
  size of the warhead.
- Objectives Met: This refers to the initial simulation objectives outlined
  in the SIMULATION section of this manual.