diff --git a/src/SecExp/attackOptions.tw b/src/SecExp/attackOptions.tw
index fd37c7c386503e4603a7ab335c5253d10ad52456..c517473f02e1b8eaab0458701c956a8c50e582fb 100644
--- a/src/SecExp/attackOptions.tw
+++ b/src/SecExp/attackOptions.tw
@@ -31,7 +31,7 @@
 			Free City expeditions are usually composed of mercenaries hired to take down sensible supplies or infrastructure in order to damage the enemies of their contractor. They have on average good equipment and training, together with decent mobility, making them a formidable force. Their biggest weakness however is their relatively low numbers.
 		<<elseif $attackType == "freedom fighters">>
 			<<if $recon >= 1>>
-				A dangerous looking army of guerrillas is gathering just outside the arcology. Fanatics and idealists armed with dead men's words and hope, set on erasing your fledgling empire. 
+				A dangerous looking army of guerrillas is gathering just outside the arcology. Fanatics and idealists armed with dead men's words and hope, set on erasing your fledgling empire.
 				Fortunately you knew of their coming, thanks to your recon systems.
 			<<else>>
 				Some of your citizens saw the dangerous looking army of guerrillas is gathering just outside the arcology. Fanatics and idealists armed with dead men's words and hope, set on erasing your fledgling empire.
@@ -40,10 +40,10 @@
 			Freedom Fighters are groups of individuals fighting to rid the planet of "evils" such as the free cities and their way of life. Lacking the strength to assault one directly they fight guerrilla style slowly starving to death their enemies. They are rarely well equipped, but with good training and mobility they are not a threat that can be taken lightly.
 		<<elseif $attackType == "old world">>
 			<<if $recon >= 1>>
-				A disciplined yet dusty, scruffy old world army is approaching the confines of your arcology. There's nothing better than a good war to unite the electorate and your arcology is just the perfect target. 
+				A disciplined yet dusty, scruffy old world army is approaching the confines of your arcology. There's nothing better than a good war to unite the electorate and your arcology is just the perfect target.
 				Fortunately you knew of their coming, thanks to your recon systems.
 			<<else>>
-				Some of your citizens saw the disciplined yet dusty, scruffy old world army is approaching the confines of your arcology. There's nothing better than a good war to unite the electorate and your arcology is just the perfect target. 
+				Some of your citizens saw the disciplined yet dusty, scruffy old world army is approaching the confines of your arcology. There's nothing better than a good war to unite the electorate and your arcology is just the perfect target.
 			<</if>>
 			<br>
 			Old world expeditions are usually sent to secure resources and trade routs for their nation or, more often, to provide their citizens with a boogey man to be scared of. They are usually decently equipped and trained, which together with their generous numbers make them a tough nut to crack. They however often lack in mobility.
@@ -169,13 +169,13 @@ It seems your troops and your adversary will fight
 <</if>>
 approximately <strong><<print $estimatedMen>> men</strong> are coming, they seems to be
 <<if $expectedEquip <= 0>>
-	<strong>poorly armed</strong>. Old rusty small arms are the norm with just a few barely working civilian vehicles. 
+	<strong>poorly armed</strong>. Old rusty small arms are the norm with just a few barely working civilian vehicles.
 <<elseif $expectedEquip == 1>>
 	<strong>lightly armed</strong>. Mostly small arms with some repurposed civilian vehicles and a scattered few machine guns. There's no sign of heavy vehicles, artillery or aircraft.
 <<elseif $expectedEquip == 2>>
 	<strong>decently armed</strong>. Good quality small arms, machine guns a few mortars. There seems to be some heavy military vehicles coming as well.
 <<elseif $expectedEquip == 3>>
-	<strong>well armed</strong>. High quality small arms, snipers, demolitions teams, heavy duty machine guns and mortars. Heavy military vehicles are numerous and a few artillery pieces are accompanying the detachment. 
+	<strong>well armed</strong>. High quality small arms, snipers, demolitions teams, heavy duty machine guns and mortars. Heavy military vehicles are numerous and a few artillery pieces are accompanying the detachment.
 <<elseif $expectedEquip >= 4>>
 	<strong>extremely well armed</strong>. Excellent small arms and specialized teams with heavy duty infantry support weapons. Heavy presence of armored military vehicles, artillery pieces and even some attack helicopters.
 <</if>>
@@ -269,13 +269,12 @@ With your current readiness level you can <<if $deployedUnits > 0>>still send <s
 			<br>
 			<<secBotsDescription>>
 			<br>
-			<<link "Deploy the unit">>
+			<<link "Deploy the unit" "attackOptions">>
 				<<set $secBots.isDeployed = 1>>
 				<<set $deployableUnits-->>
 				<<set $deployedUnits++>>
 				<<set $deployingBots = 1>>
 				<<set $saveValid = 0>>
-				<<goto "attackOptions">>
 			<</link>>
 		<</if>>
 	<<for _i = 0; _i < _mL; _i++>>
@@ -284,12 +283,11 @@ With your current readiness level you can <<if $deployedUnits > 0>>still send <s
 			<br>
 			<<militiaUnitsDescription $militiaUnits[_i]>>
 			<br>
-			<<link "Deploy the unit">>
+			<<link "Deploy the unit" "attackOptions">>
 				<<set $militiaUnits[_i].isDeployed = 1>>
 				<<set $deployableUnits-->>
 				<<set $deployedUnits++>>
 				<<set $saveValid = 0>>
-				<<goto "attackOptions">>
 			<</link>>
 		<</if>>
 		<</capture>>
@@ -300,12 +298,11 @@ With your current readiness level you can <<if $deployedUnits > 0>>still send <s
 			<br>
 			<<slaveUnitsDescription $slaveUnits[_i]>>
 			<br>
-			<<link "Deploy the unit">>
+			<<link "Deploy the unit" "attackOptions">>
 				<<set $slaveUnits[_i].isDeployed = 1>>
 				<<set $deployableUnits-->>
 				<<set $deployedUnits++>>
 				<<set $saveValid = 0>>
-				<<goto "attackOptions">>
 			<</link>>
 		<</if>>
 		<</capture>>
@@ -316,12 +313,11 @@ With your current readiness level you can <<if $deployedUnits > 0>>still send <s
 			<br>
 			<<mercUnitsDescription $mercUnits[_i]>>
 			<br>
-			<<link "Deploy the unit">>
+			<<link "Deploy the unit "attackOptions"">>
 				<<set $mercUnits[_i].isDeployed = 1>>
 				<<set $deployableUnits-->>
 				<<set $deployedUnits++>>
 				<<set $saveValid = 0>>
-				<<goto "attackOptions">>
 			<</link>>
 		<</if>>
 		<</capture>>
@@ -340,13 +336,12 @@ Units about to be deployed:
 			<br>
 			<<secBotsDescription>>
 			<br>
-			<<link "Remove the unit">>
+			<<link "Remove the unit" "attackOptions">>
 				<<set $secBots.isDeployed = 0>>
 				<<set $deployableUnits++>>
 				<<set $deployedUnits-->>
 				<<set $deployingBots = 0>>
 				<<set $saveValid = 0>>
-				<<goto "attackOptions">>
 			<</link>>
 		<</if>>
 	<<for _i = 0; _i < _mL; _i++>>
@@ -355,12 +350,11 @@ Units about to be deployed:
 			<br>
 			<<militiaUnitsDescription $militiaUnits[_i]>>
 			<br>
-			<<link "Remove the unit">>
+			<<link "Remove the unit" "attackOptions">>
 				<<set $militiaUnits[_i].isDeployed = 0>>
 				<<set $deployableUnits++>>
 				<<set $deployedUnits-->>
 				<<set $saveValid = 0>>
-				<<goto "attackOptions">>
 			<</link>>
 		<</if>>
 		<</capture>>
@@ -371,12 +365,11 @@ Units about to be deployed:
 			<br>
 			<<slaveUnitsDescription $slaveUnits[_i]>>
 			<br>
-			<<link "Remove the unit">>
+			<<link "Remove the unit" "attackOptions">>
 				<<set $slaveUnits[_i].isDeployed = 0>>
 				<<set $deployableUnits++>>
 				<<set $deployedUnits-->>
 				<<set $saveValid = 0>>
-				<<goto "attackOptions">>
 			<</link>>
 		<</if>>
 		<</capture>>
@@ -387,12 +380,11 @@ Units about to be deployed:
 			<br>
 			<<mercUnitsDescription $mercUnits[_i]>>
 			<br>
-			<<link "Remove the unit">>
+			<<link "Remove the unit" "attackOptions">>
 				<<set $mercUnits[_i].isDeployed = 0>>
 				<<set $deployableUnits++>>
 				<<set $deployedUnits-->>
 				<<set $saveValid = 0>>
-				<<goto "attackOptions">>
 			<</link>>
 		<</if>>
 		<</capture>>
@@ -405,7 +397,7 @@ Units about to be deployed:
 	The size of the incoming attack warrants the intervention of the security force in its full force. They will <span id="SFI">not intervene</span>.
 	<br>
 	<<if $SFIntervention == 0>>
-		<<link "Let the Security force intervene">>
+		<<link "Let the Security force intervene" "attackOptions">>
 			<<set $SFIntervention = 1>>
 			<<replace "#SFI">>
 				intervene
@@ -413,7 +405,7 @@ Units about to be deployed:
 		<</link>>
 		//The security force will join the battle with all the equipment they can mobilize within a short timeframe//
 	<<else>>
-		<<link "Do not let the Security force intervene">>
+		<<link "Do not let the Security force intervene" "attackOptions">>
 			<<set $SFIntervention = 0>>
 			<<replace "#SFI">>
 				not intervene
@@ -424,10 +416,10 @@ Units about to be deployed:
 	<br>//Some upgrades will be able to support the troops even if the security force does not intervene directly in the fight.//
 <</if>>
 
-<br><br>	
+<br><br>
 
 <<if $lastSelection.length > 0>>
-	<<link "Restore saved roster">>
+	<<link "Restore saved roster" "attackOptions">>
 		<<set $deployableUnits = $readiness * 2>>
 		<<set $deployedUnits = 0>>
 		<<for _i = 0; _i < $lastSelection.length; _i++>>
@@ -461,14 +453,13 @@ Units about to be deployed:
 			<</if>>
 		<</for>>
 		<<set $saveValid = 1>>
-		<<goto "attackOptions">>
 	<</link>>
 <<else>>
 	Restore saved roster
 <</if>>
 |
 <<if $saveValid != 1>>
-	<<link "Save current roster">>
+	<<link "Save current roster" "attackOptions">>
 		<<if $secBots.isDeployed == 1>>
 			<<set _tmp = -1>>
 			<<set $lastSelection.push(_tmp)>>
@@ -489,14 +480,13 @@ Units about to be deployed:
 			<</if>>
 		<</for>>
 		<<set $saveValid = 1>>
-		<<goto "attackOptions">>
 	<</link>>
 <<else>>
 	Save current roster
 <</if>>
 |
 <<if $deployedUnits > 0>>
-	<<link "Clear current roster">>
+	<<link "Clear current roster" "attackOptions">>
 		<<set $secBots.isDeployed = 0>>
 		<<for _i = 0; _i < $militiaUnits.length; _i++>>
 			<<set $militiaUnits[_i].isDeployed = 0>>
@@ -510,25 +500,23 @@ Units about to be deployed:
 		<<set $saveValid = 0>>
 		<<set $deployableUnits = $readiness * 2>>
 		<<set $deployedUnits = 0>>
-		<<goto "attackOptions">>
 	<</link>>
 <<else>>
 	Clear current roster
 <</if>>
 |
 <<if $lastSelection.length > 0>>
-	<<link "Clear saved roster">>
+	<<link "Clear saved roster" "attackOptions">>
 		<<unset $lastSelection>>
 		<<set $lastSelection = []>>
 		<<set $saveValid = 0>>
-		<<goto "attackOptions">>
 	<</link>>
 <<else>>
 	Clear saved roster
 <</if>>
 <br><br>
 <<replenishAllUnits>>
-		
+
 <br><br>
 
 /* tactics */
@@ -588,36 +576,33 @@ Offensive Tactics
 <br>
 <br>
 <<if $deployedUnits > 0>>
-	<<link "Send your orders">>
+	<<link "Send your orders" "attackHandler">>
 		<<set $battleResult = 4>>						/* sets $battleResult value outside accepted range to avoid evaluation problems */
 		<<if $hasFoughtOnce == 0>>
 			<<set $hasFoughtOnce = 1>>
 		<</if>>
 		<<set $foughtThisWeek = 1>>
-		<<goto "attackHandler">>
 	<</link>>
 <<else>>
 	You need at least a unit in your roster to proceed to battle.
 <</if>>
 <br>
-<<link "Surrender">>
+<<link "Surrender" "attackReport">>
 	<<set $battleResult = -1>>
 	<<if $hasFoughtOnce == 0>>
 		<<set $hasFoughtOnce = 1>>
 	<</if>>
 	<<set $foughtThisWeek = 1>>
-	<<goto "attackReport">>
 <</link>>
 <br>
 
 /* calculates bribe cost */
 <<calcBribe>>
-<<link "Attempt to bribe">>
+<<link "Attempt to bribe" "attackHandler">>
 	<<set $battleResult = 1>>
 	<<if $hasFoughtOnce == 0>>
 		<<set $hasFoughtOnce = 1>>
 	<</if>>
 	<<set $foughtThisWeek = 1>>
-	<<goto "attackHandler">>
 <</link>>
 <br>&nbsp;&nbsp;&nbsp;&nbsp;//Will cost around <<print cashFormat(Math.round($bribeCost * (1 + either(-1,1) * random(2) * 0.1)))>> (estimate).//
diff --git a/src/SecExp/attackReport.tw b/src/SecExp/attackReport.tw
index ad55400bf9925409a77053ea2d0852c6e2753eeb..82a8c2056d6486748055f797014b18b53546949d 100644
--- a/src/SecExp/attackReport.tw
+++ b/src/SecExp/attackReport.tw
@@ -701,7 +701,7 @@
 				<</if>>
 			<<elseif _oldRep >= 5000>>
 				<<if _oldRep < 15000>>
-					Your citizens are honored that their arcology owner is willing to put <<if $PC.title == 0>>her<<else>>his<</if>> life in danger.				
+					Your citizens are honored that their arcology owner is willing to put <<if $PC.title == 0>>her<<else>>his<</if>> life in danger.
 				<<else>>
 					Many among the volunteers are awed by your presence; never would they have thought they would fight shoulder to shoulder with their famous arcology owner.
 				<</if>>
@@ -801,13 +801,13 @@
 			<</if>>
 		<</if>>
 		<<if $PC.warfare <= 25 && $PC.warfare > 10>>
-			Your inexperience in military matters has a negative impact on your troops performance and the effectiveness of your battleplan.
+			Your inexperience in military matters has a negative impact on your troops performance and the effectiveness of your battle plan
 		<<elseif $PC.warfare <= 10>>
-			Your ignorance in military matters has a severe negative impact on your troops performance and the effectiveness of your battleplan.
+			Your ignorance in military matters has a severe negative impact on your troops performance and the effectiveness of your battle plan
 		<<elseif $PC.warfare >= 50 && $PC.warfare >= 50>>
-			Your experience in military matters has a positive impact on your troops performance and the effectiveness of your battleplan.
+			Your experience in military matters has a positive impact on your troops performance and the effectiveness of your battle plan.
 		<<elseif $PC.warfare >= 75>>
-			Your great experience in military matters has a major positive impact on your troops performance and the effectiveness of your battleplan.
+			Your great experience in military matters has a major positive impact on your troops performance and the effectiveness of your battle plan.
 		<</if>>
 		<<if $gainedWarfare == 1>>
 			Battlefield experience increased your understanding of warfare, making you a better commander.
@@ -819,10 +819,11 @@
 	<<elseif $leadingTroops == "assistant">>
 		<<if $auto == 1>>$assistantName<<else>>You<</if>> let your personal assistant lead the troops.
 		<<if $deployingMercs == 1 || $deployingMilitia == 1 || $deployingSlaves == 1>>
+		No soldier trusts a computer to be their commander,
 			<<if _oldRep < 10000 && _oldAuth < 10000>>
-				No soldier trusts a computer to be their commander, no algorithm can substitute experience<<if $assistantPower == 0>>and as expected<<else>>, however, <</if>>
+				no algorithm can substitute experience<<if $assistantPower == 0>>and as expected<<else>>, however, <</if>>
 			<<else>>
-				No soldier trusts a computer to be their commander, but they trust you enough to not question your decision<<if $assistantPower == 0>>, however<<else>>, <</if>>
+				but they trust you enough to not question your decision<<if $assistantPower == 0>>, however<<else>>, <</if>>
 			<</if>>
 		<</if>>
 		<<if $assistantPower == 0>>
@@ -830,7 +831,7 @@
 		<<elseif $assistantPower == 1>>
 			your assistant performs decently. While nothing to write home about your men are pleasantly surprised.
 		<<elseif $assistantPower == 2>>
-			your assistant performs admirably. Her vast computing power allows her to be everywhere on the battlefield, greatly enhancing the efficacy of your troops and the effectiveness of your battleplan.
+			your assistant performs admirably. Her vast computing power allows her to be everywhere on the battlefield, greatly enhancing the efficiency of your troops and the effectiveness of your battle plan.
 		<</if>>
 	<<elseif $leadingTroops == "bodyguard">>
 		<<if $auto == 1>>$assistantName<<else>>You<</if>> decided it will be your bodyguard that leads the troops.
@@ -914,9 +915,9 @@
 		<<elseif $Bodyguard.intelligence == 3>>
 			While she lacks experience, her great intellect allows her to seize and exploit any tactical advantage the battlefield offers her.
 		<<elseif (setup.bodyguardCareers.includes($Bodyguard.career) || setup.HGCareers.includes($Bodyguard.career)) && $Bodyguard.intelligence == 2>>
-			Having both the experience and the intelligence, she performs admirably as your commander. Her competence greatly increases the efficacy of your troops.
+			Having both the experience and the intelligence, she performs admirably as your commander. Her competence greatly increases the efficiency of your troops.
 		<<elseif $Bodyguard.intelligence == 2>>
-			Despite not having a lot of experience as a leader, her intelligence makes her a good commander, increasing the efficacy of your troops.
+			Despite not having a lot of experience as a leader, her intelligence makes her a good commander, increasing the efficiency of your troops.
 		<<elseif setup.bodyguardCareers.includes($Bodyguard.career) || setup.HGCareers.includes($Bodyguard.career) && $Bodyguard.intelligence >= 1>>
 			Thanks to her experience, she is a decent commander, competently guiding your troops through the battle.
 		<<elseif $Bodyguard.intelligence >= 1>>
@@ -1060,9 +1061,9 @@
 		<<elseif $HeadGirl.intelligence == 3>>
 			While she lacks experience, her great intellect allows her to seize and exploit any tactical advantage the battlefield offers her.
 		<<elseif (setup.bodyguardCareers.includes($HeadGirl.career) || setup.HGCareers.includes($HeadGirl.career)) && $HeadGirl.intelligence == 2>>
-			Having both the experience and the intelligence, she performs admirably as your commander. Her competence greatly increases the efficacy of your troops.
+			Having both the experience and the intelligence, she performs admirably as your commander. Her competence greatly increases the efficiency of your troops.
 		<<elseif $HeadGirl.intelligence == 2>>
-			Despite not having a lot of experience as a leader, her intelligence makes her a good commander, increasing the efficacy of your troops.
+			Despite not having a lot of experience as a leader, her intelligence makes her a good commander, increasing the efficiency of your troops.
 		<<elseif setup.bodyguardCareers.includes($HeadGirl.career) || setup.HGCareers.includes($HeadGirl.career) && $HeadGirl.intelligence >= 1>>
 			Thanks to her experience, she is a decent commander, competently guiding your troops through the battle.
 		<<elseif $HeadGirl.intelligence >= 1>>
@@ -1080,7 +1081,7 @@
 			During the battle, she had to fight for her life, giving her experience in modern combat. She is now proficient with modern firearms and hand to hand combat.
 		<</if>>
 		<<if $woundType != 0>>
-			Unfortunately, @@.red;she sustainded severe injuries.@@
+			Unfortunately, @@.red;she sustained severe injuries.@@
 			<<if $woundType == 1>>
 				A stray bullet hit her neck. While she fortunately avoided fatal hemorrhaging, her vocal cords were irreparably damaged.
 			<<elseif $woundType == 2>>
@@ -1218,7 +1219,7 @@
 	<<elseif $chosenTactic == "Defense In Depth">>
 		chose to employ "defense in depth" tactics or relying on mobility to disengage and exploit overextended enemy troops by attacking their freshly exposed flanks.
 	<<elseif $chosenTactic == "Blitzkrieg">>
-		chose to employ "blitzkrieg" tactics or shattering the enemy's frontline with a violent, concentrated armored assault.
+		chose to employ "blitzkrieg" tactics or shattering the enemy's front-line with a violent, concentrated armored assault.
 	<<elseif $chosenTactic == "Human Wave">>
 		chose to employ "human wave" tactics or overwhelming the enemy's army with a massive infantry assault.
 	<</if>>
@@ -1432,9 +1433,9 @@
 		<</if>>
 	<</if>>
 	<<if $tacticsSuccessful == 1>>
-		In the end <<if $leadingTroops == "PC">>you were<<else>>your commander was<</if>> @@.green;able to successfully employ <<print $chosenTactic>> tactics@@, greatly enhancing the efficacy of your army.
+		In the end <<if $leadingTroops == "PC">>you were<<else>>your commander was<</if>> @@.green;able to successfully employ <<print $chosenTactic>> tactics@@, greatly enhancing the efficiency of your army.
 	<<else>>
-		In the end <<if $leadingTroops == "PC">>you were<<else>>your commander was<</if>> @@.red;not able to effectively employ <<print $chosenTactic>> tactics@@, greatly affecting the efficacy of your army.
+		In the end <<if $leadingTroops == "PC">>you were<<else>>your commander was<</if>> @@.red;not able to effectively employ <<print $chosenTactic>> tactics@@, greatly affecting the efficiency of your army.
 	<</if>>
 	<br>
 	<br>
@@ -1451,7 +1452,7 @@
 			The fortress zeppelin gave our troops an undeniable advantage in recon capabilities, air superiority and fire support.
 		<</if>>
 		<<if $securityForceSatellitePower >= 11>>
-			The $securityForceName Satellite devastating power was employed with great efficacy against the enemy.
+			The $securityForceName Satellite devastating power was employed with great efficiency against the enemy.
 		<</if>>
 		<<if $securityForceGiantRobot >= 6>>
 			The giant robot of the $securityForceName proved to be a great boon to our troops, shielding many from the worst the enemy had to offer.
@@ -1536,4 +1537,4 @@
 <</for>>
 <<for _i = 0; _i < $mercUnits.length; _i++>>
 	<<set $mercUnits[_i].isDeployed = 0>>
-<</for>>
\ No newline at end of file
+<</for>>
diff --git a/src/SecExp/authorityReport.tw b/src/SecExp/authorityReport.tw
index af60ec5b81fcc44068c56550eb1c7d0c1f5b0898..11370b0273149328b0d63ea4948b0f80374e402f 100644
--- a/src/SecExp/authorityReport.tw
+++ b/src/SecExp/authorityReport.tw
@@ -2,17 +2,17 @@
 
 <<if $useTabs == 0>>__Authority__<</if>>
 <br>
-
+Your authority is
 <<if $authority > 19500>>
-	Your authority is nearly absolute. The arcology is yours to command as it pleases you.
+	nearly absolute. The arcology is yours to command as it pleases you.
 <<elseif $authority > 15000>>
-	Your authority is extremely high. There's little you cannot do within the walls of your arcology.
+	extremely high. There's little you cannot do within the walls of your arcology.
 <<elseif $authority > 10000>>
-	Your authority is high. You command respect and fear in equal measure.
+	high. You command respect and fear in equal measure.
 <<elseif $authority > 5000>>
-	Your authority is moderate. You command some respect from your citizens.
+	moderate. You command some respect from your citizens.
 <<else>>
-	Your authority is low. You command no respect or fear from your citizens.
+	low. You command no respect or fear from your citizens.
 <</if>>
 
 <<set _authGrowth = 0>>
@@ -60,7 +60,7 @@
 <</if>>
 
 <<if $crime >= 90>>
-	The all powerful criminal organizations controlling the arcology has a very easy time undermining your authority.
+	The all powerful criminal organizations controlling the arcology have a very easy time undermining your authority.
 	<<set _authGrowth -= 10 * random(10,20)>>
 <<elseif $crime >= 70>>
 	Crime is king in the arcology, powerful criminals have a very easy time undermining your authority.
@@ -123,7 +123,7 @@
 <</if>>
 
 <<if $arcologies[0].FSPaternalist >= 90>>
-	Your extremely paternalistic society has the unfortunate side effects of spreading dangerous ideals in the arcology, damaging your authority.
+	Your extremely paternalistic society has the unfortunate side effects of spreading dangerous ideals in the arcology, greatly damaging your authority.
 	<<set _authGrowth -= Math.clamp($arcologies[0].FSPaternalist, 0, 100)>>
 <<elseif $arcologies[0].FSPaternalist >= 50>>
 	Your paternalistic society has the unfortunate side effects of spreading dangerous ideals in the arcology, damaging your authority.
@@ -131,10 +131,10 @@
 <</if>>
 
 <<if $arcologies[0].FSNull >= 90>>
-	Cultural openness allows dangerous ideas to spread in your arcology, damaging your reputation.
+	Extreme cultural openness allows dangerous ideas to spread in your arcology, greatly damaging your reputation.
 	<<set _authGrowth -= $arcologies[0].FSNull>>
 <<elseif $arcologies[0].FSNull >= 50>>
-	Cultural openness allows dangerous ideas to spread in your arcology, damaging your reputation.
+	Mild cultural openness allows dangerous ideas to spread in your arcology, damaging your reputation.
 	<<set _authGrowth -= $arcologies[0].FSNull>>
 <</if>>
 
@@ -168,6 +168,6 @@ This week
 <<if $rebellionsEnabled == 1>>
 /* rebellions */
 	<br>
-	<br>	
+	<br>
 	<<include "rebellionGenerator">>
-<</if>>
\ No newline at end of file
+<</if>>
diff --git a/src/SecExp/edicts.tw b/src/SecExp/edicts.tw
index b61181fa2b8ad3f0a4911c014c6bb97ec9d3a17d..3ed4ab94dfbe3b63ad9a2937c9de7073e61a835b 100644
--- a/src/SecExp/edicts.tw
+++ b/src/SecExp/edicts.tw
@@ -11,7 +11,7 @@
 <</if>>
 
 <<if $enslavementRights == 1>>
-	<br>''Enslavement rights:'' you are the only authority able to declare a person enslaved or not. 
+	<br>''Enslavement rights:'' you are the only authority able to declare a person enslaved or not.
 	[[Repeal|edicts][$enslavementRights = 0, $edictsAuthUpkeep -= 10]]
 <</if>>
 
@@ -47,7 +47,7 @@
 <<if $SFSupportLevel > 0>>
 	<br><br>__Special Force:__
 	<<if $SFSupportLevel == 1>>
-		<br>''Equipment provision:'' $securityForceName is providing the security HQ with advanced equipment, boosting its efficacy.
+		<br>''Equipment provision:'' $securityForceName is providing the security HQ with advanced equipment, boosting its efficiency.
 		[[Repeal|edicts][$SFSupportLevel--, $SFSupportUpkeep -= 1000, $reqHelots += 5]]
 	<<elseif $SFSupportLevel == 2>>
 		<br>''Personnel training:'' $securityForceName is currently providing advanced equipment and training to security HQ personnel.
@@ -104,7 +104,7 @@
 		<br>''High wages for soldiers:'' wages for soldiers are set to a high level compared to market standards.
 		[[Repeal|edicts][$soldierWages = 1]]
 	<</if>>
-	
+
 	<<if $slavesOfficers == 1>>
 		<br>''Slave Officers:'' your trusted slaves are allowed to lead the defense forces of the arcology.
 		[[Repeal|edicts][$slavesOfficers = 0, $edictsAuthUpkeep -= 10]]
@@ -130,43 +130,43 @@
 			<br>''Militarized Society:'' every adult citizen is required to train and actively participate in the military of the arcology.
 			[[Repeal|edicts][$militarizedSociety = 0, $recruitVolunteers = 1]]
 		<</if>>
-		
+
 		<<if $militaryExemption == 1>>
 			<br>''Military exemption:'' you allow citizens to avoid military duty by paying a weekly fee.
 			[[Repeal|edicts][$militaryExemption = 0]]
 		<</if>>
-		
+
 		<<if $lowerRquirements == 1>>
 			<br>''@@.lime;Revised minimum requirements:@@'' you allow citizens outside the normally accepted range to join the militia.
 			[[Repeal|edicts][$lowerRquirements = 0]]
 		<</if>>
-		
+
 		<<if $noSubhumansInArmy == 1>>
 			<br>''@@.lime;No subhumans in the militia:@@'' it is forbidden for subhumans to join the militia.
 			[[Repeal|edicts][$noSubhumansInArmy = 0]]
 		<</if>>
-			
+
 		<<if $pregExemption == 1>>
 			<br>''@@.lime;Military exemption for pregnancies:@@'' pregnant citizens are allowed, and encouraged, to avoid military service.
 			[[Repeal|edicts][$pregExemption = 0]]
 		<</if>>
 	<</if>>
-	
+
 	<<if $militiaSoldierPrivilege == 1>>
 		<br>''Special militia privileges:'' citizens joining the militia are exempt from rent payment.
 		[[Repeal|edicts][$militiaSoldierPrivilege = 0]]
 	<</if>>
-	
+
 	<<if $slaveSoldierPrivilege == 1>>
 		<br>''Special slaves privileges:'' Slaves into the army are allowed to have material possessions.
 		[[Repeal|edicts][$slaveSoldierPrivilege = 0, $edictsAuthUpkeep -= 10]]
 	<</if>>
-	
+
 	<<if $mercSoldierPrivilege == 1>>
 		<br>''Special mercenary privileges:'' Mercenaries under contract can claim part of the loot gained from battles.
 		[[Repeal|edicts][$mercSoldierPrivilege = 0]]
 	<</if>>
-	
+
 	<<if $martialSchool == 1>>
 		<br>''@@.lime;Slave martial schools:@@'' specialized schools are training slaves in martial arts and bodyguarding.
 		[[Repeal|edicts][$martialSchool = 0, $edictsUpkeep -= 1000, $slaveBaseMorale -= 5]]
@@ -176,7 +176,7 @@
 		<br>''@@.lime;Elite officers:@@'' officers are exclusively recruited from the elite of society.
 		[[Repeal|edicts][$eliteOfficers = 0, $militiaBaseMorale += 5, $slaveBaseMorale -= 5]]
 	<</if>>
-	
+
 	<<if $liveTargets == 1>>
 		<br>''@@.lime;Live targets drills:@@'' disobedient slaves are used as live targets at shooting ranges.
 		[[Repeal|edicts][$liveTargets = 0]]
@@ -188,18 +188,18 @@
 		<br>''@@.lime;Legionaries traditions:@@'' you are funding specialized training for your recruits following the Roman tradition of professional armies.
 		[[Repeal|edicts][$legionTradition = 0, $edictsUpkeep -= 1000, $militiaBaseDefense -= 2, $militiaBaseMorale -= 5, $militiaBaseHp--]]
 	<</if>>
-	
+
 	<<if $pharaonTradition == 1>>
 		<br>''@@.lime;Pharaonic traditions:@@'' you are funding specialized training for your recruits to turn them into an army worthy of a pharaon.
 		[[Implement|edicts][$pharaonTradition = 0, $edictsUpkeep -= 1000, $militiaBaseAttack -= 2, $militiaBaseDefense -= 2, $militiaBaseMorale -= 10]]
 		<br>&nbsp;&nbsp;&nbsp;&nbsp;//Will increase attack, defense and morale of militia units, but will incur upkeep costs.//
 	<</if>>
-	
+
 	<<if $eagleWarriors == 1>>
 		<br>''@@.lime;Eagle warriors traditions:@@'' you are funding specialized training for your mercenaries following the Aztec tradition of elite warriors.
 		[[Repeal|edicts][$eagleWarriors = 0, $edictsUpkeep -= 1000, $mercBaseAttack -= 4, $mercBaseDefense += 2, $mercBaseMorale -= 10]]
 	<</if>>
-	
+
 	<<if $ronin == 1>>
 		<br>''@@.lime;Ronin traditions:@@'' you are funding specialized training for your mercenaries following the Japanese tradition of elite errant samurai.
 		[[Repeal|edicts][$ronin = 0, $edictsUpkeep -= 1000, $mercBaseAttack -= 2, $mercBaseDefense -= 2, $mercBaseMorale -= 10]]
@@ -209,7 +209,7 @@
 		<br>''@@.lime;Mamluks traditions:@@'' you are funding specialized training for your slaves following the Arabian tradition of mamluks slave soldiers.
 		[[Repeal|edicts][$mamluks = 0, $edictsUpkeep -= 1000, $slaveBaseAttack -= 2, $slaveBaseHp--, $slaveBaseMorale -= 10]]
 	<</if>>
-	
+
 	<<if $sunTzu == 1>>
 		<br>''@@.lime;Sun Tzu Teachings:@@'' you are funding specialized training for your units and officers to follow the teachings of the "Art of War".
 		[[Repeal|edicts][$sunTzu = 0, $edictsUpkeep -= 1000, $militiaBaseAttack--, $militiaBaseDefense--, $mercBaseAttack--, $mercBaseDefense--, $slaveBaseAttack--, $slaveBaseDefense--, $militiaBaseMorale -= 5, $mercBaseMorale -= 5, $slaveBaseMorale -= 5]]
@@ -425,7 +425,7 @@
 
 <<if $hasFoughtOnce == 1 || $mercenaries > 0>>
 <br><br>__Defense Force__:
-	
+
 	<<if $soldierWages == 0>>
 		<br>''Average wages for soldiers:'' will set the wages paid to the soldiers of the arcology to an average amount.
 		<<if $authority >= 1000>>
@@ -458,7 +458,7 @@
 		<</if>>
 		<br>&nbsp;&nbsp;&nbsp;&nbsp;//Will lower all units upkeep and push loyalty to average levels.//
 	<</if>>
-	
+
 	<<if $slavesOfficers == 0>>
 		<br>''Slave Officers:'' allow your trusted slaves to lead the defense forces of the arcology.
 		<<if $authority >= 1000>>
@@ -528,7 +528,7 @@
 			<</if>>
 			<br>&nbsp;&nbsp;&nbsp;&nbsp;//Will very quickly replenish militia manpower and will cap at 20% of the total citizens population, but has an extremely high authority cost//
 		<</if>>
-		
+
 		<<if $militaryExemption == 0 && ($conscription == 1 || $militaryService == 1 || $militarizedSociety == 1)>>
 			<br>''Military exemption:'' allow citizens to avoid military duty by paying a weekly fee.
 			<<if $authority >= 1000>>
@@ -538,7 +538,7 @@
 			<</if>>
 			<br>&nbsp;&nbsp;&nbsp;&nbsp;//Will slow down the replenishment of manpower, but will supply cash each week. More profitable with stricter recruitment laws.//
 		<</if>>
-		
+
 		<<if $arcologies[0].FSHedonisticDecadence >= 40>>
 		<<if $lowerRquirements == 0>>
 			<br>''@@.lime;Revised minimum requirements:@@'' will allow citizens outside the normally accepted range to join the militia.
@@ -550,7 +550,7 @@
 			<br>&nbsp;&nbsp;&nbsp;&nbsp;//Will slightly lower defense and hp of militia units, but will increase the manpower replenishment rate.//
 		<</if>>
 		<</if>>
-		
+
 		<<if $arcologies[0].FSSubjugationist >= 40>>
 		<<if $noSubhumansInArmy == 0>>
 			<br>''@@.lime;No subhumans in the militia:@@'' prevent subhumans from joining the militia.
@@ -562,7 +562,7 @@
 			<br>&nbsp;&nbsp;&nbsp;&nbsp;//Will help advance racial Subjugation, but will slow down slightly manpower replenishment.//
 		<</if>>
 		<</if>>
-			
+
 		<<if $arcologies[0].FSRepopulationFocus >= 40 && ($conscription == 1 || $militaryService == 1 || $militarizedSociety == 1)>>
 		<<if $pregExemption == 0>>
 			<br>''@@.lime;Military exemption for pregnancies:@@'' pregnant citizens will be allowed, and encouraged, to avoid military service.
@@ -575,7 +575,7 @@
 		<</if>>
 		<</if>>
 	<</if>>
-	
+
 	<<if $militiaSoldierPrivilege == 0 && $militiaFounded == 1>>
 		<br>''Special militia privileges'' will allow citizens joining the militia to avoid paying rent.
 		<<if $authority >= 1000>>
@@ -585,7 +585,7 @@
 		<</if>>
 		<br>&nbsp;&nbsp;&nbsp;&nbsp;//Will increase the loyalty of militia units, but will decrease rents.//
 	<</if>>
-	
+
 	<<if $slaveSoldierPrivilege == 0>>
 		<br>''Special slaves privileges'' will allow slaves drafted into the army to be able to have material possessions.
 		<<if $authority >= 1000>>
@@ -595,7 +595,7 @@
 		<</if>>
 		<br>&nbsp;&nbsp;&nbsp;&nbsp;//Will increase the loyalty of slave units, but will cost authority each week.//
 	<</if>>
-	
+
 	<<if $mercSoldierPrivilege == 0 && $mercenaries > 0>>
 		<br>''Special mercenary privileges'' will allow mercenaries under contract to claim part of the loot gained from battles.
 		<<if $authority >= 1000>>
@@ -605,7 +605,7 @@
 		<</if>>
 		<br>&nbsp;&nbsp;&nbsp;&nbsp;//Will increase the loyalty of mercenary units, but will reduce cash and menial slaves gained from battles.//
 	<</if>>
-	
+
 	<<if $arcologies[0].FSPhysicalIdealist >= 40>>
 		<<if $martialSchool == 0>>
 			<br>''@@.lime;Slave martial schools:@@'' specialized schools will be set up to train slaves in martial arts and bodyguarding.
@@ -629,7 +629,7 @@
 			<br>&nbsp;&nbsp;&nbsp;&nbsp;//Will help advance eugenics and provide a small morale boost to militia units, but will give a small morale malus to slave units.//
 		<</if>>
 	<</if>>
-	
+
 	<<if $arcologies[0].FSDegradationist >= 40>>
 		<<if $liveTargets == 0>>
 			<br>''@@.lime;Live targets drills:@@'' disobedient slaves will be used as live targets at shooting ranges.
@@ -656,10 +656,10 @@
 			<br>&nbsp;&nbsp;&nbsp;&nbsp;//Will increase defense, morale and hp of militia units, but will incur upkeep costs.//
 		<</if>>
 	<</if>>
-	
+
 	<<if $arcologies[0].FSEgyptianRevivalist >= 40 && $militiaFounded == 1>>
 		<<if $pharaonTradition == 0>>
-			<br>''@@.lime;Pharaonic traditions:@@'' Fund specialized training for your recruits to turn them into an army worthy of a pharaon.
+			<br>''@@.lime;Pharaonic traditions:@@'' Fund specialized training for your recruits to turn them into an army worthy of a pharaoh.
 			<<if $authority >= 1000>>
 				[[Implement|edicts][$pharaonTradition = 1, $cash -=5000, $authority -= 1000, $edictsUpkeep += 1000, $militiaBaseAttack += 2, $militiaBaseDefense += 2, $militiaBaseMorale += 10]]
 			<<else>>
diff --git a/src/SecExp/encyclopediaSecExpMain.tw b/src/SecExp/encyclopediaSecExpMain.tw
index 7bd09784d099e7e15409370fbe4ed85edccc090a..b4dd21c9807d9170b1a4fb14ff026ae24d338ebb 100644
--- a/src/SecExp/encyclopediaSecExpMain.tw
+++ b/src/SecExp/encyclopediaSecExpMain.tw
@@ -19,7 +19,7 @@
 
 		@@.orangered;<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br><strong>Crime</strong>:@@
 		<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Representing the accumulated power of criminals in the arcology. Rather than representing low level criminal activity, better represented by @@.deepskyblue;security@@ (or better lack of), but
-		the influence, organization and radication of criminal organizations, be it classic mafia families or high tech hacker groups. Do not let their power run rampant or you'll find your treasury emptier and emptier.
+		the influence, organization and reach of criminal organizations, be it classic mafia families or high tech hacker groups. Do not let their power run rampant or you'll find your treasury emptier and emptier.
 		Both @@.deepskyblue;security@@ and @@.orangered;crime@@ are displayed a 0-100% scale.
 
 	<br><br>The battles:
diff --git a/src/SecExp/proclamations.tw b/src/SecExp/proclamations.tw
index 25971da698845be9a8f55952d4cf8fec78bd0e21..2647c0801d7242566e77476a137a0ec83893b8d8 100644
--- a/src/SecExp/proclamations.tw
+++ b/src/SecExp/proclamations.tw
@@ -6,44 +6,39 @@ You can dedicate the week to issue a proclamation, a powerful tool that will hav
 You will use <<print $proclamationCurrency>> to enact it<<if $proclamationType != "none">> and will be about $proclamationType.<<else>>.<</if>>
 <br>
 <<if $authority >= 2000>>
-	<<link "Use authority">>
+	<<link "Use authority" "proclamations">>
 		<<set $proclamationCurrency = "authority">>
-		<<goto "proclamations">>
 	<</link>>
 <<else>>
 	//Requires at least 2000 authority//
 <</if>>
 |
 <<if $rep >= 4000>>
-	<<link "Use reputation">>
+	<<link "Use reputation" "proclamations">>
 		<<set $proclamationCurrency = "reputation">>
-		<<goto "proclamations">>
 	<</link>>
 <<else>>
 	//Requires at least 4000 reputation//
 <</if>>
 |
 <<if $cash >= 8000>>
-	<<link "Use cash">>
+	<<link "Use cash" "proclamations">>
 		<<set $proclamationCurrency = "cash">>
-		<<goto "proclamations">>
 	<</link>>
 <<else>>
 	//Requires at least <<print cashFormat(8000)>> in cash//
 <</if>>
 <br>
 <br>
-<<link "Issue a proclamation about security">>
+<<link "Issue a proclamation about security" "Main">>
 	<<set $personalAttention = "proclamation", $proclamationType = "security">>
-	<<goto "Main">>
 <</link>>
 <br>//You will use your <<if $proclamationCurrency == "authority">>control over the arcology<<elseif $proclamationCurrency == "reputation">>great influence<<elseif $proclamationCurrency == "cash">> vast financial means<</if>>
 to force citizens to give up on sensitive information for the good of the arcology.//
 <br>
 <br>
-<<link "Issue a proclamation about crime">>
+<<link "Issue a proclamation about crime" "Main">>
 	<<set $personalAttention = "proclamation", $proclamationType = "crime">>
-	<<goto "Main">>
 <</link>>
 <br>//You will use your <<if $proclamationCurrency == "authority">>control over the arcology<<elseif $proclamationCurrency == "reputation">>great influence<<elseif $proclamationCurrency == "cash">> vast financial means<</if>>
 to force the arrest of suspected citizens without passing through the normal legal procedures.//
diff --git a/src/SecExp/propagandaHub.tw b/src/SecExp/propagandaHub.tw
index 58b8f2c7b56024e1235fac1558a9cd60ccc8c014..7f89930d36ab92d3b46be40713b89074761ea062 100644
--- a/src/SecExp/propagandaHub.tw
+++ b/src/SecExp/propagandaHub.tw
@@ -19,12 +19,11 @@ The propaganda hub is a surprisingly inconspicuous building, dimly lit from the
 
 /* classic propaganda */
 <<if $propCampaign == 0>>
-	<<link "Set up a propaganda campaign">>
+	<<link "Set up a propaganda campaign" "propagandaHub">>
 		<<set $propCampaign += 1>>
 		<<set $cash -= 5000*$upgradeMultiplierArcology*_HistoryDiscount>>
 		<<set $propFocus = "social engineering">>
 		<<set $propHubUpkeep += $upgradeUpkeep>>
-		<<goto "propagandaHub">>
 	<</link>>
 	<br>Set up a propaganda campaign to align your citizens with your goals.
 	<br>//Costs <<print cashFormat(Math.trunc(5000*$upgradeMultiplierArcology*_HistoryDiscount))>>. Will provide the focused resource each week, but will cost reputation in upkeep.//
@@ -34,56 +33,52 @@ The propaganda hub is a surprisingly inconspicuous building, dimly lit from the
 	<<if $propFocus == "social engineering">>
 		Focus on social engineering
 	<<else>>
-		<<link "Focus on social engineering">>
+		<<link "Focus on social engineering" "propagandaHub">>
 			<<set $propFocus = "social engineering">>
-			<<goto "propagandaHub">>
 		<</link>>
 	<</if>>
 	|
 	<<if $propFocus == "immigration">>
 		Focus on immigration
 	<<else>>
-		<<link "Focus on immigration">>
+		<<link "Focus on immigration" "propagandaHub">>
 			<<set $propFocus = "immigration">>
-			<<goto "propagandaHub">>
 		<</link>>
 	<</if>>
 	|
 	<<if $propFocus == "enslavement">>
 		Focus on enslavement
 	<<else>>
-		<<link "Focus on enslavement">>
+		<<link "Focus on enslavement" "propagandaHub">>
 			<<set $propFocus = "enslavement">>
-			<<goto "propagandaHub">>
 		<</link>>
 	<</if>>
 	|
 	<<if $propFocus == "recruitment">>
 		Focus on recruitment
 	<<else>>
-		<<link "Focus on recruitment">>
+		<<link "Focus on recruitment" "propagandaHub">>
 			<<set $propFocus = "recruitment">>
-			<<goto "propagandaHub">>
 		<</link>>
 	<</if>>
 	<br>
+	You are concentrating your propaganda efforts towards
 	<<if $propFocus == "social engineering">>
-		You are concentrating your propaganda efforts towards increasing the acceptance of your chosen future societies.
+		increasing the acceptance of your chosen future societies.
 	<<elseif $propFocus == "immigration">>
-		You are concentrating your propaganda efforts towards convincing more people to immigrate to your arcology.
+		convincing more people to immigrate to your arcology.
 	<<elseif $propFocus == "enslavement">>
-		You are concentrating your propaganda efforts towards convincing more people to voluntarily enslave themselves.
+		convincing more people to voluntarily enslave themselves.
 	<<elseif $propFocus == "recruitment">>
-		You are concentrating your propaganda efforts towards convincing more citizens to enter the militia.
+		convincing more citizens to enter the militia.
 	<</if>>
 	<br>
 	<<if $propCampaign < 5>>
-		<<link "Invest more resources in the propaganda machine">>
+		<<link "Invest more resources in the propaganda machine" "propagandaHub">>
 			<<set $cash -= 5000 * $upgradeMultiplierArcology * ($propCampaign + 1) * _HistoryDiscount*$HackingSkillMultiplier>>
 			<<set $propCampaign += 1>>
 			<<set $PC.hacking += .5>>
 			<<set $propHubUpkeep += $upgradeUpkeep>>
-			<<goto "propagandaHub">>
 		<</link>>
 		<br>Invest more resources into the project to increase its effectiveness.
 		<br>//Costs <<print cashFormat(Math.trunc(5000 * $upgradeMultiplierArcology * ($propCampaign + 1) * _HistoryDiscount*$HackingSkillMultiplier))>>. Will provide more of the focused resource each week but increase reputation upkeep.//
@@ -97,21 +92,19 @@ The propaganda hub is a surprisingly inconspicuous building, dimly lit from the
 
 /* ministry of truth */
 <<if $miniTruth == 0>>
-	<<link "Set up the authenticity department">>
+	<<link "Set up the authenticity department" "propagandaHub">>
 		<<set $miniTruth += 1>>
 		<<set $cash -= 5000*$upgradeMultiplierArcology*_HistoryDiscount>>
 		<<set $propHubUpkeep += $upgradeUpkeep>>
-		<<goto "propagandaHub">>
 	<</link>>
 	<br>Set up a department tasked with guaranteeing the authenticity of all information available in the arcology. Of course if reality is against what is best for the arcology, then it should be redacted as well.
 	<br>//Costs <<print cashFormat(Math.trunc(5000*$upgradeMultiplierArcology * _HistoryDiscount))>>. Will provide authority and unlock special upgrades, but will increase upkeep.//
 <<else>>
 	<<if $miniTruth < 5>>
-		<<link "Enlarge the authenticity department">>
+		<<link "Enlarge the authenticity department" "propagandaHub">>
 			<<set $cash -= 5000*$upgradeMultiplierArcology * ($miniTruth + 1) * _HistoryDiscount>>
 			<<set $miniTruth += 1>>
 			<<set $propHubUpkeep += $upgradeUpkeep>>
-			<<goto "propagandaHub">>
 		<</link>>
 		<br>Invest more resources into the project to increase its effectiveness.
 		<br>//Costs <<print cashFormat(Math.trunc(5000 * $upgradeMultiplierArcology * ($miniTruth + 1) * _HistoryDiscount))>>. Will provide more authority each week, but increases upkeep.//
@@ -120,11 +113,10 @@ The propaganda hub is a surprisingly inconspicuous building, dimly lit from the
 	<</if>>
 	<br>
 	<<if $fakeNews == 0>>
-		<<link "Install a news generator">>
+		<<link "Install a news generator" "propagandaHub">>
 			<<set $fakeNews = 1>>
 			<<set $cash -= 10000*$upgradeMultiplierArcology*_HistoryDiscount>>
 			<<set $propHubUpkeep += $upgradeUpkeep>>
-			<<goto "propagandaHub">>
 		<</link>>
 		<br>Install an automatic news generator, able to fabricate thousands of plausible sounding news every day.
 		<br>//Costs <<print cashFormat(Math.trunc(10000 * $upgradeMultiplierArcology * _HistoryDiscount))>>. The authenticity dept. now provides a small amount of reputation as well as authority, but increases upkeep.//
@@ -133,12 +125,11 @@ The propaganda hub is a surprisingly inconspicuous building, dimly lit from the
 	<</if>>
 	<br>
 	<<if $controlLeaks == 0>>
-		<<link "Institute controlled leaks protocols">>
+		<<link "Institute controlled leaks protocols" "propagandaHub">>
 			<<set $controlLeaks = 1>>
 			<<set $cash -= 10000*$upgradeMultiplierArcology*_HistoryDiscount*$HackingSkillMultiplier>>
 			<<set $PC.hacking += 1>>
 			<<set $propHubUpkeep += $upgradeUpkeep>>
-			<<goto "propagandaHub">>
 		<</link>>
 		<br>Institute a system able to release erroneous, but plausible, information about your business, leading your competitors to prepared financial traps.
 		<br>//Costs <<print cashFormat(Math.trunc(10000 * $upgradeMultiplierArcology * _HistoryDiscount*$HackingSkillMultiplier))>>. The authenticity dept. now slightly increases prosperity each week as well as authority, but increases upkeep.//
@@ -152,21 +143,19 @@ The propaganda hub is a surprisingly inconspicuous building, dimly lit from the
 
 /* secret police */
 <<if $secretService == 0>>
-	<<link "Set up personal secret service">>
+	<<link "Set up personal secret service" "propagandaHub">>
 		<<set $secretService += 1>>
 		<<set $cash -= 10000*$upgradeMultiplierArcology*_HistoryDiscount>>
 		<<set $propHubUpkeep += $upgradeUpkeep>>
-		<<goto "propagandaHub">>
 	<</link>>
 	<br>Set up a department tasked with the protection of your person, as well as operations requiring a delicate approach.
 	<br>//Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology * _HistoryDiscount))>>. Will provide authority and unlock special upgrades, but will increase upkeep.//
 <<else>>
 	<<if $secretService < 5 && $rep >= ($secretService * 1000) + 5000>>
-		<<link "Expand the secret service">>
+		<<link "Expand the secret service" "propagandaHub">>
 			<<set $secretService += 1>>
 			<<set $cash -= 5000*$upgradeMultiplierArcology * ($secretService + 1)>>
 			<<set $propHubUpkeep += $upgradeUpkeep>>
-			<<goto "propagandaHub">>
 		<</link>>
 		<br>Invest more resources into the project to increase its effectiveness.
 		<br>//Costs <<print cashFormat(Math.trunc(5000 * $upgradeMultiplierArcology * ($secretService + 1) * _HistoryDiscount))>>. Will provide more authority each week, but increases upkeep.//
@@ -177,11 +166,10 @@ The propaganda hub is a surprisingly inconspicuous building, dimly lit from the
 	<</if>>
 	<br>
 	<<if $blackOps == 0>>
-		<<link "Create a black ops team">>
+		<<link "Create a black ops team" "propagandaHub">>
 			<<set $blackOps = 1>>
 			<<set $cash -= 10000*$upgradeMultiplierArcology*_HistoryDiscount>>
 			<<set $propHubUpkeep += $upgradeUpkeep>>
-			<<goto "propagandaHub">>
 		<</link>>
 		<br>Create a black ops team, ready to carry out corporate sabotage and sensitive operations to further your goals.
 		<br>//Costs <<print cashFormat(Math.trunc(10000 * $upgradeMultiplierArcology * _HistoryDiscount))>>. The secret services now provides security as well as authority, but increases upkeep.//
@@ -190,11 +178,10 @@ The propaganda hub is a surprisingly inconspicuous building, dimly lit from the
 	<</if>>
 	<br>
 	<<if $marketInfiltration == 0>>
-		<<link "Infiltrate the black market">>
+		<<link "Infiltrate the black market" "propagandaHub">>
 			<<set $marketInfiltration = 1>>
 			<<set $cash -= 10000*$upgradeMultiplierArcology*_HistoryDiscount>>
 			<<set $propHubUpkeep += $upgradeUpkeep>>
-			<<goto "propagandaHub">>
 		<</link>>
 		<br>Establish a presence on the black market in order to manipulate it.
 		<br>//Costs <<print cashFormat(Math.trunc(10000 * $upgradeMultiplierArcology * _HistoryDiscount))>>. The secret services now provides cash as well as authority each week, but will increase crime growth.//
diff --git a/src/SecExp/rebellionHandler.tw b/src/SecExp/rebellionHandler.tw
index 73661c7c9aaad7ff37f70e64a336c5920b71cbe3..624c40e9543d9b441708b921ab2b149fbb74f487 100644
--- a/src/SecExp/rebellionHandler.tw
+++ b/src/SecExp/rebellionHandler.tw
@@ -144,7 +144,7 @@
 	<<set _attack += $SFatk>>
 	<<set _defense += $SFdef>>
 	<<set _hp += $SFhp>>
-	
+
 <</if>>
 
 <<set _attack *= _engageMod>>
@@ -181,7 +181,7 @@
 <<set _morale = _morale + _morale * $secBarracksUpgrades.luxury * 0.05>>	/* barracks bonus */
 <<set _morale *= _moraleTroopMod>>
 <<set _baseHp = ($secBotsBaseHp * $secBots.active + $militiaBaseHp * $deployingMilitia + $slaveBaseHp * $deployingSlaves + $mercBaseHp * $deployingMercs + $SFBaseHp * $securityForceCreate) / ($secBots.active + $deployingMilitia +$deployingSlaves + $deployingMercs + $securityForceCreate)>>
-				
+
 /* calculates rebelling army stats */
 <<if $week <= 30>>
 	<<set _armyMod = $attackTroops / 100>>
@@ -366,7 +366,7 @@ __Rebels__:
 		<<set $battleTurns = _i>>
 		<<break>>
 	<</if>>
-	
+
 	/* attacker army attacks */
 	<<set _damage = _enemyAttack - _defense>>
 	<<if _damage < _enemyAttack * 0.1>>
@@ -405,18 +405,16 @@ __Rebels__:
 
 <<if $showBattleStatistics == 1 && $rebellionGameOver == 1 && $battleResult == -3>>
 	<br><br>
-	<<link "Proceed">>
+	<<link "Proceed" "Gameover">>
 		<<set $gameover = "Rebellion defeat">>
-		<<goto "Gameover">>
 	<</link>>
 <<elseif $rebellionGameOver == 1 && $battleResult == -3>>
 	<<set $gameover = "Rebellion defeat">>
 	<<goto "Gameover">>
 <<elseif $showBattleStatistics == 1>>
 	<br><br>
-	<<link "Proceed">>
-		<<goto "rebellionReport">>
+	<<link "Proceed" "rebellionReport">>
 	<</link>>
 <<else>>
 	<<goto "rebellionReport">>
-<</if>>
\ No newline at end of file
+<</if>>
diff --git a/src/SecExp/rebellionOptions.tw b/src/SecExp/rebellionOptions.tw
index 85a603021e542a2f2a920e45be94956115557cfa..cb0035eface5921beb55d2d20c33c3173b09369f 100644
--- a/src/SecExp/rebellionOptions.tw
+++ b/src/SecExp/rebellionOptions.tw
@@ -19,7 +19,7 @@
 	<<elseif $attackEquip == 2>>
 		<strong>decently armed</strong>.
 	<<elseif $attackEquip == 3>>
-		<strong>well armed</strong>. 
+		<strong>well armed</strong>.
 	<<elseif $attackEquip >= 4>>
 		<strong>extremely well armed</strong>.
 	<</if>>
@@ -29,11 +29,11 @@
 	<<set _count = 0>>
 	<<if $rebellingID.length > 0>>
 		<br>
-		<br>	
+		<br>
 		<<for _i = 0; _i < $militiaUnits.length; _i++>>
 			<<if $militiaUnits[_i].active == 1 && ($rebellingID.includes($militiaUnits[_i].ID))>>
 				<<set _count++>>
-				<<if _count < $rebellingID.length>>			
+				<<if _count < $rebellingID.length>>
 					$militiaUnits[_i].platoonName,
 				<<else>>
 					$militiaUnits[_i].platoonName
@@ -43,7 +43,7 @@
 		<<for _i = 0; _i < $slaveUnits.length; _i++>>
 			<<if $slaveUnits[_i].active == 1 && ($rebellingID.includes($slaveUnits[_i].ID))>>
 				<<set _count++>>
-				<<if _count < $rebellingID.length>>			
+				<<if _count < $rebellingID.length>>
 					$slaveUnits[_i].platoonName,
 				<<else>>
 					$slaveUnits[_i].platoonName
@@ -53,7 +53,7 @@
 		<<for _i = 0; _i < $mercUnits.length; _i++>>
 			<<if $mercUnits[_i].active == 1 && ($rebellingID.includes($mercUnits[_i].ID))>>
 				<<set _count++>>
-				<<if _count < $rebellingID.length>>			
+				<<if _count < $rebellingID.length>>
 					$mercUnits[_i].platoonName,
 				<<else>>
 					$mercUnits[_i].platoonName
@@ -70,7 +70,7 @@
 		<<for _i = 0; _i < $militiaUnits.length; _i++>>
 			<<if $militiaUnits[_i].active == 1 && ($loyalID.includes($militiaUnits[_i].ID))>>
 				<<set _count++>>
-				<<if _count < $loyalID.length>>			
+				<<if _count < $loyalID.length>>
 					$militiaUnits[_i].platoonName,
 				<<else>>
 					$militiaUnits[_i].platoonName
@@ -80,7 +80,7 @@
 		<<for _i = 0; _i < $slaveUnits.length; _i++>>
 			<<if $slaveUnits[_i].active == 1 && ($loyalID.includes($slaveUnits[_i].ID))>>
 				<<set _count++>>
-				<<if _count < $loyalID.length>>			
+				<<if _count < $loyalID.length>>
 					$slaveUnits[_i].platoonName,
 				<<else>>
 					$slaveUnits[_i].platoonName
@@ -90,7 +90,7 @@
 		<<for _i = 0; _i < $mercUnits.length; _i++>>
 			<<if $mercUnits[_i].active == 1 && ($loyalID.includes($mercUnits[_i].ID))>>
 				<<set _count++>>
-				<<if _count < $loyalID.length>>			
+				<<if _count < $loyalID.length>>
 					$mercUnits[_i].platoonName,
 				<<else>>
 					$mercUnits[_i].platoonName
@@ -114,7 +114,7 @@
 	<<elseif $attackEquip == 2>>
 		<strong>decently armed</strong>.
 	<<elseif $attackEquip == 3>>
-		<strong>well armed</strong>. 
+		<strong>well armed</strong>.
 	<<elseif $attackEquip >= 4>>
 		<strong>extremely well armed</strong>.
 	<</if>>
@@ -128,7 +128,7 @@
 		<<for _i = 0; _i < $militiaUnits.length; _i++>>
 			<<if $militiaUnits[_i].active == 1 && ($rebellingID.includes($militiaUnits[_i].ID))>>
 				<<set _count++>>
-				<<if _count < $rebellingID.length>>			
+				<<if _count < $rebellingID.length>>
 					$militiaUnits[_i].platoonName,
 				<<else>>
 					$militiaUnits[_i].platoonName
@@ -138,7 +138,7 @@
 		<<for _i = 0; _i < $slaveUnits.length; _i++>>
 			<<if $slaveUnits[_i].active == 1 && ($rebellingID.includes($slaveUnits[_i].ID))>>
 				<<set _count++>>
-				<<if _count < $rebellingID.length>>			
+				<<if _count < $rebellingID.length>>
 					$slaveUnits[_i].platoonName,
 				<<else>>
 					$slaveUnits[_i].platoonName
@@ -148,7 +148,7 @@
 		<<for _i = 0; _i < $mercUnits.length; _i++>>
 			<<if $mercUnits[_i].active == 1 && ($rebellingID.includes($mercUnits[_i].ID))>>
 				<<set _count++>>
-				<<if _count < $rebellingID.length>>			
+				<<if _count < $rebellingID.length>>
 					$mercUnits[_i].platoonName,
 				<<else>>
 					$mercUnits[_i].platoonName
@@ -165,7 +165,7 @@
 		<<for _i = 0; _i < $militiaUnits.length; _i++>>
 			<<if $militiaUnits[_i].active == 1 && ($loyalID.includes($militiaUnits[_i].ID))>>
 				<<set _count++>>
-				<<if _count < $loyalID.length>>			
+				<<if _count < $loyalID.length>>
 					$militiaUnits[_i].platoonName,
 				<<else>>
 					$militiaUnits[_i].platoonName
@@ -175,7 +175,7 @@
 		<<for _i = 0; _i < $slaveUnits.length; _i++>>
 			<<if $slaveUnits[_i].active == 1 && ($loyalID.includes($slaveUnits[_i].ID))>>
 				<<set _count++>>
-				<<if _count < $loyalID.length>>			
+				<<if _count < $loyalID.length>>
 					$slaveUnits[_i].platoonName,
 				<<else>>
 					$slaveUnits[_i].platoonName
@@ -185,7 +185,7 @@
 		<<for _i = 0; _i < $mercUnits.length; _i++>>
 			<<if $mercUnits[_i].active == 1 && ($loyalID.includes($mercUnits[_i].ID))>>
 				<<set _count++>>
-				<<if _count < $loyalID.length>>			
+				<<if _count < $loyalID.length>>
 					$mercUnits[_i].platoonName,
 				<<else>>
 					$mercUnits[_i].platoonName
@@ -233,7 +233,7 @@ In order to preserve the structural integrity of the building and the lives of o
 	<</link>>
 <</if>>
 
-<span id="engage">	
+<span id="engage">
 	<br>Your troops will use only non lethal weapons or light firearms to limit to the maximum the collateral damage. This will however weaken our troops considerably.
 </span>
 
@@ -242,51 +242,43 @@ In order to preserve the structural integrity of the building and the lives of o
 
 We can dedicate some of our forces to the protection of the vital parts of the arcology, doing so will prevent the failure of said systems, but will also take away strength from our assault.
 <<if $garrison.penthouse == 0>>
-	<br><<link "Garrison the penthouse">>
+	<br><<link "Garrison the penthouse" "rebellionOptions">>
 		<<set $garrison.penthouse = 1>>
-		<<goto "rebellionOptions">>
 	<</link>>
 <<else>>
 	<br>Troops will be dispatched to the penthouse.
-	<<link "Discard the order">>
+	<<link "Discard the order" "rebellionOptions">>
 		<<set $garrison.penthouse = 0>>
-		<<goto "rebellionOptions">>
 	<</link>>
 <</if>>
 <<if $garrison.reactor == 0>>
-	<br><<link "Garrison the reactors">>
+	<br><<link "Garrison the reactors" "rebellionOptions">>
 		<<set $garrison.reactor = 1>>
-		<<goto "rebellionOptions">>
 	<</link>>
 <<else>>
 	<br>Troops will be dispatched to the reactors.
-	<<link "Discard the order">>
+	<<link "Discard the order" "rebellionOptions">>
 		<<set $garrison.reactor = 0>>
-		<<goto "rebellionOptions">>
 	<</link>>
 <</if>>
 <<if $garrison.assistant == 0>>
-	<br><<link "Garrison the assistant's central CPU">>
+	<br><<link "Garrison the assistant's central CPU" "rebellionOptions">>
 		<<set $garrison.assistant = 1>>
-		<<goto "rebellionOptions">>
 	<</link>>
 <<else>>
 	<br>Troops will be dispatched to the assistant's central CPU.
-	<<link "Discard the order">>
+	<<link "Discard the order" "rebellionOptions">>
 		<<set $garrison.assistant = 0>>
-		<<goto "rebellionOptions">>
 	<</link>>
 <</if>>
 <<if $garrison.waterway == 0>>
-	<br><<link "Garrison the waterways">>
+	<br><<link "Garrison the waterways" "rebellionOptions">>
 		<<set $garrison.waterway = 1>>
-		<<goto "rebellionOptions">>
 	<</link>>
 <<else>>
 	<br>Troops will be dispatched to the waterways.
-	<<link "Discard the order">>
+	<<link "Discard the order" "rebellionOptions">>
 		<<set $garrison.waterway = 0>>
-		<<goto "rebellionOptions">>
 	<</link>>
 <</if>>
 
@@ -295,20 +287,18 @@ We can dedicate some of our forces to the protection of the vital parts of the a
 
 <br>
 <br>
-<<link "Proceed">>
+<<link "Proceed" "rebellionHandler">>
 	<<set $battleResult = 4>>						/* sets $battleResult value outside accepted range to avoid evaluation problems */
 	<<if $hasFoughtOnce == 0>>
 		<<set $hasFoughtOnce = 1>>
 	<</if>>
 	<<set $foughtThisWeek = 1>>
-	<<goto "rebellionHandler">>
 <</link>>
 <br>
-<<link "Surrender">>
+<<link "Surrender" "rebellionHandler">>
 	<<set $battleResult = -1>>
 	<<if $hasFoughtOnce == 0>>
 		<<set $hasFoughtOnce = 1>>
 	<</if>>
 	<<set $foughtThisWeek = 1>>
-	<<goto "rebellionHandler">>
-<</link>>
\ No newline at end of file
+<</link>>
diff --git a/src/SecExp/riotControlCenter.tw b/src/SecExp/riotControlCenter.tw
index 5697f2d456b5bd804723c66b8aa1cd76a0206066..8f20d894ae79f3033b05f3736326eac98a90bfa7 100644
--- a/src/SecExp/riotControlCenter.tw
+++ b/src/SecExp/riotControlCenter.tw
@@ -23,12 +23,11 @@ The riot control center opens its guarded doors to you. The great chamber inside
 <<else>>
 	You are providing free access to many mass media in the arcology.
 	<<if $riotUpgrades.freeMedia < 5>>
-		<<link "Invest more resources in the free media project">>
+		<<link "Invest more resources in the free media project" "riotControlCenter">>
 			<<set $riotUpgrades.freeMedia += 1>>
 			<<set $cash -= ((5000 * $upgradeMultiplierArcology * ($riotUpgrades.freeMedia + 1)*$HackingSkillMultiplier))>>
 			<<set $PC.hacking += .5>>
 			<<set $riotUpkeep += $upgradeUpkeep>>
-			<<goto "riotControlCenter">>
 		<</link>>
 		<br>Invest more resources into the project to increase its effectiveness.
 		<br>//Costs <<print cashFormat(Math.trunc((5000 * $upgradeMultiplierArcology * ($riotUpgrades.freeMedia + 1)*$HackingSkillMultiplier)))>>. Will accelerate the tension decay, but will increase upkeep costs.//
@@ -65,11 +64,10 @@ The riot control center opens its guarded doors to you. The great chamber inside
 <<else>>
 	You created a rapid deployment riot unit.
 	<<if $riotUpgrades.rapidUnit < 5>>
-		<<link "Invest more resources in the rapid deployment unit">>
+		<<link "Invest more resources in the rapid deployment unit" "riotControlCenter">>
 			<<set $riotUpgrades.rapidUnit += 1>>
 			<<set $cash -= 5000 * $upgradeMultiplierArcology * ($riotUpgrades.rapidUnit + 1)>>
 			<<set $riotUpkeep += $upgradeUpkeep>>
-			<<goto "riotControlCenter">>
 		<</link>>
 		<br>Invest more resources into the project to increase its effectiveness.
 		<br>//Costs <<print cashFormat(Math.trunc(5000 * $upgradeMultiplierArcology * ($riotUpgrades.rapidUnit + 1)))>>. Will lower action costs.//
@@ -77,11 +75,10 @@ The riot control center opens its guarded doors to you. The great chamber inside
 		<br>You upgraded your rapid deployment unit to its limits.
 	<</if>>
 	<<if $riotUpgrades.rapidUnitSpeed < 2>>
-		<<link "Enhance the internal informants network">>
+		<<link "Enhance the internal informants network" "riotControlCenter">>
 			<<set $riotUpgrades.rapidUnitSpeed += 1>>
 			<<set $cash -= 5000 * $upgradeMultiplierArcology * ($riotUpgrades.rapidUnitSpeed + 1)>>
 			<<set $riotUpkeep += $upgradeUpkeep>>
-			<<goto "riotControlCenter">>
 		<</link>>
 		<br>Invest more resources into the effectiveness of the informants network.
 		<br>//Costs <<print cashFormat(Math.trunc(5000 * $upgradeMultiplierArcology * ($riotUpgrades.rapidUnitSpeed + 1)))>>. Will reduce cooldown of the rapid deployment riot unit.//
@@ -90,20 +87,20 @@ The riot control center opens its guarded doors to you. The great chamber inside
 	<</if>>
 	<br>
 	<br>You can send out the squad to slow down the progress of hostile groups within the arcology:
-	 <<link "spend authority">>
+	 <<link "spend authority" "riotControlCenter">>
 		<<set $riotUpgrades.rapidUnitCost = 0>>
-		<<goto "riotControlCenter">>
 	<</link>> |
-	<<link "spend reputation">>
+	<<link "spend reputation" "riotControlCenter">>
 		<<set $riotUpgrades.rapidUnitCost = 1>>
-		<<goto "riotControlCenter">>
 	<</link>>
 	<br>
+	Your
 	<<if $riotUpgrades.rapidUnitCost == 0>>
-		Your authority will be leveraged to suppress the rebels.
+		authority
 	<<else>>
-		Your reputation will be leveraged to suppress the rebels.
+		reputation
 	<</if>>
+	will be leveraged to suppress the rebels.
 	<br>
 	<span id="result">
 		<<if $sentUnitCooldown == 0>>
@@ -144,20 +141,18 @@ The riot control center opens its guarded doors to you. The great chamber inside
 <br>
 <<if $brainImplant < 106>>
 	<<if $brainImplantProject == 0>>
-		<<link "Start secretly installing brain implants in your citizens and resident slaves">>
+		<<link "Start secretly installing brain implants in your citizens and resident slaves" "riotControlCenter">>
 			<<set $brainImplantProject = 1>>
 			<<set $brainImplant = 0>>
 			<<set $riotUpkeep += 5000>>
-			<<goto "riotControlCenter">>
 		<</link>>
 		<br>//Will take weeks of work and will cost <<print cashFormat(5000)>> each week, but once finished rebellions will progress a lot slower.//
 	<<elseif $brainImplantProject < 5>>
-		<<link "Invest more resources in the brain implant project">>
+		<<link "Invest more resources in the brain implant project" "riotControlCenter">>
 			<<set $brainImplantProject += 1>>
 			<<set $cash -= 50000 * $upgradeMultiplierArcology * $brainImplantProject*$HackingSkillMultiplier>>
 			<<set $PC.hacking += 1>>
 			<<set $riotUpkeep += 5000>>
-			<<goto "riotControlCenter">>
 		<</link>>
 		<br>Invest more resources into the project to increase its speed.
 		<br>//One-time cost of <<print cashFormat(Math.trunc(50000 * $upgradeMultiplierArcology * $brainImplantProject*$HackingSkillMultiplier))>> with an additional <<print cashFormat(5000)>> each week in maintenance. Will shorten the time required to complete the project.//
@@ -173,10 +168,9 @@ The riot control center opens its guarded doors to you. The great chamber inside
 <br>
 <br>
 <<if $advancedRiotEquip == 0>>
-	<<link "Develop advanced anti-riot equipment">>
+	<<link "Develop advanced anti-riot equipment" "riotControlCenter">>
 		<<set $advancedRiotEquip = 1>>
 		<<set $cash -= 30000>>
-		<<goto "riotControlCenter">>
 	<</link>>
 	<br>//Costs <<print cashFormat(30000)>>. Will allow the selection of advanced riot equipment in case of a rebellion, which will let your troops fight at full effectiveness while doing reduced collateral damage.//
 <<else>>
@@ -184,10 +178,9 @@ The riot control center opens its guarded doors to you. The great chamber inside
 <</if>>
 <br>
 <<if $fort.reactor == 0>>
-	<<link "Reinforce the reactor complex">>
+	<<link "Reinforce the reactor complex" "riotControlCenter">>
 		<<set $fort.reactor = 1>>
 		<<set $cash -= 10000 * $upgradeMultiplierArcology>>
-		<<goto "riotControlCenter">>
 	<</link>>
 	<br>//Costs <<print cashFormat(10000 * $upgradeMultiplierArcology)>>. Will add protection to the reactor building, making it less likely to be damaged and speeding up repairs if our defensive efforts should fail.//
 <<else>>
@@ -195,10 +188,9 @@ The riot control center opens its guarded doors to you. The great chamber inside
 <</if>>
 <br>
 <<if $fort.waterway == 0>>
-	<<link "Reinforce the waterways">>
+	<<link "Reinforce the waterways" "riotControlCenter">>
 		<<set $fort.waterway = 1>>
 		<<set $cash -= 10000 * $upgradeMultiplierArcology>>
-		<<goto "riotControlCenter">>
 	<</link>>
 	<br>//Costs <<print cashFormat(10000 * $upgradeMultiplierArcology)>>. Will add protection to the waterways, making it less likely to be damaged and speeding up repairs if our defensive efforts should fail.//
 <<else>>
@@ -206,10 +198,9 @@ The riot control center opens its guarded doors to you. The great chamber inside
 <</if>>
 <br>
 <<if $fort.assistant == 0>>
-	<<link "Reinforce the assistant CPU core">>
+	<<link "Reinforce the assistant CPU core" "riotControlCenter">>
 		<<set $fort.assistant = 1>>
 		<<set $cash -= 10000 * $upgradeMultiplierArcology>>
-		<<goto "riotControlCenter">>
 	<</link>>
 	<br>//Costs <<print cashFormat(10000 * $upgradeMultiplierArcology)>>. Will add protection to the assistant CPU core, making it less likely to be damaged and speeding up repairs if our defensive efforts should fail.//
 <<else>>
diff --git a/src/SecExp/secExpOptions.tw b/src/SecExp/secExpOptions.tw
index cef1467d494d52c8d7195deb2655f39645c198ee..4ce4be5c242ee104fd86b749cff3ebd9c66cddef 100644
--- a/src/SecExp/secExpOptions.tw
+++ b/src/SecExp/secExpOptions.tw
@@ -6,15 +6,13 @@ __Battles__:
 <<if $terrain != "oceanic">>
 	<br><<if $battlesEnabled == 0>>
 		Battles are @@.red;DISABLED@@.
-		<<link "Enable battles">>
+		<<link "Enable battles" "secExpOptions">>
 			<<set $battlesEnabled = 1>>
-			<<goto "secExpOptions">>
 		<</link>>
 	<<else>>
 		Battles are @@.cyan;ENABLED@@.
-	<<link "Disable battles">>
+	<<link "Disable battles" "secExpOptions">>
 			<<set $battlesEnabled = 0>>
-			<<goto "secExpOptions">>
 		<</link>>
 	<</if>>
 	<br>&nbsp;&nbsp;&nbsp;&nbsp;//Enable/disable battles.//
@@ -22,64 +20,56 @@ __Battles__:
 		<br>
 		<<if $majorBattlesEnabled == 0>>
 			Major battles are @@.red;DISABLED@@.
-			<<link "Enable major battles">>
+			<<link "Enable major battles" "secExpOptions">>
 				<<set $majorBattlesEnabled = 1>>
 				<<set $battlesEnabled = 1>>
-				<<goto "secExpOptions">>
 			<</link>>
 		<<else>>
 			Major battles are @@.cyan;ENABLED@@.
-		<<link "Disable major battles">>
+		<<link "Disable major battles" "secExpOptions">>
 				<<set $majorBattlesEnabled = 0>>
-				<<goto "secExpOptions">>
 			<</link>>
 		<</if>>
 		<br>&nbsp;&nbsp;&nbsp;&nbsp;//Enable/disable late game large scale battles.//
 		<br>
 		<<if $majorBattleGameOver == 0>>
 			Major battles can cause gameover is @@.red;FALSE@@.
-			<<link "Activate game loss in case of major battle defeat">>
+			<<link "Activate game loss in case of major battle defeat" "secExpOptions">>
 				<<set $majorBattleGameOver = 1>>
-				<<goto "secExpOptions">>
 			<</link>>
 		<<else>>
 			Major battles can cause gameover is @@.cyan;TRUE@@.
-		<<link "Deactivate game loss in case of major battle defeat">>
+		<<link "Deactivate game loss in case of major battle defeat" "secExpOptions">>
 				<<set $majorBattleGameOver = 0>>
-				<<goto "secExpOptions">>
 			<</link>>
 		<</if>>
 		<br>&nbsp;&nbsp;&nbsp;&nbsp;//By default a total defeat in a major battle will cause a gameover.//
 		<br>
 		<<if $forceBattle == 0>>
 			Battle guaranteed this week is @@.red;FALSE@@.
-			<<link "Force engagement every week">>
+			<<link "Force engagement every week" "secExpOptions">>
 				<<set $forceBattle = 1>>
-				<<goto "secExpOptions">>
 			<</link>>
-		
+
 		<<else>>
 			Battle guaranteed this week is @@.cyan;TRUE@@.
-		<<link "Do not force engagement every week">>
+		<<link "Do not force engagement every week" "secExpOptions">>
 				<<set $forceBattle = 0>>
 				<<set $forceMajorBattle = 0>>
-				<<goto "secExpOptions">>
 			<</link>>
 		<</if>>
 		<br>&nbsp;&nbsp;&nbsp;&nbsp;//Will force battles to happen every week.//
 		<br>
 		<<if $forceMajorBattle == 0>>
 			Major battle guaranteed this week is @@.red;FALSE@@.
-			<<link "Force major engagement every week">>
+			<<link "Force major engagement every week" "secExpOptions">>
 				<<set $forceMajorBattle = 1>>
 				<<set $forceBattle = 1>>
-				<<goto "secExpOptions">>
 			<</link>>
 		<<else>>
 			Major battle guaranteed this week is @@.cyan;TRUE@@.
-			<<link "Do not force major engagement every week">>
+			<<link "Do not force major engagement every week" "secExpOptions">>
 				<<set $forceMajorBattle = 0>>
-				<<goto "secExpOptions">>
 			<</link>>
 		<</if>>
 		<br>&nbsp;&nbsp;&nbsp;&nbsp;//Will force major battles to happen every week. //
@@ -89,15 +79,13 @@ __Battles__:
 	<br>
 	<<if $battlesEnabled == 0>>
 		Battles are @@.red;DISABLED@@.
-		<<link "Enable battles">>
+		<<link "Enable battles" "secExpOptions">>
 			<<set $battlesEnabled = 1>>
-			<<goto "secExpOptions">>
 		<</link>>
 	<<else>>
 		Battles are @@.cyan;ENABLED@@.
-	<<link "Disable battles">>
+	<<link "Disable battles" "secExpOptions">>
 			<<set $battlesEnabled = 0>>
-			<<goto "secExpOptions">>
 		<</link>>
 	<</if>>
 	<br>&nbsp;&nbsp;&nbsp;&nbsp;//Enable/disable battles.//
@@ -105,63 +93,55 @@ __Battles__:
 		<br>
 		<<if $majorBattlesEnabled == 0>>
 			Major battles are @@.red;DISABLED@@.
-			<<link "Enable major battles">>
+			<<link "Enable major battles" "secExpOptions">>
 				<<set $majorBattlesEnabled = 1>>
 				<<set $battlesEnabled = 1>>
-				<<goto "secExpOptions">>
 			<</link>>
 		<<else>>
 			Major battles are @@.cyan;ENABLED@@.
-		<<link "Disable major battles">>
+		<<link "Disable major battles" "secExpOptions">>
 				<<set $majorBattlesEnabled = 0>>
-				<<goto "secExpOptions">>
 			<</link>>
 		<</if>>
 		<br>&nbsp;&nbsp;&nbsp;&nbsp;//Enable/disable late game large scale battles.//
 		<br>
 		<<if $majorBattleGameOver == 0>>
 			Major battles can cause gameover is @@.red;FALSE@@.
-			<<link "Activate game loss in case of major battle defeat">>
+			<<link "Activate game loss in case of major battle defeat" "secExpOptions">>
 				<<set $majorBattleGameOver = 1>>
-				<<goto "secExpOptions">>
 			<</link>>
 		<<else>>
 			Major battles can cause gameover is @@.cyan;TRUE@@.
-		<<link "Deactivate game loss in case of major battle defeat">>
+		<<link "Deactivate game loss in case of major battle defeat" "secExpOptions">>
 				<<set $majorBattleGameOver = 0>>
-				<<goto "secExpOptions">>
 			<</link>>
 		<</if>>
 		<br>&nbsp;&nbsp;&nbsp;&nbsp;//By default a total defeat in a major battle will cause a gameover.//
 		<br>
 		<<if $forceBattle == 0>>
 			Battle guaranteed this week is @@.red;FALSE@@.
-			<<link "Force engagement every week">>
+			<<link "Force engagement every week" "secExpOptions">>
 				<<set $forceBattle = 1>>
-				<<goto "secExpOptions">>
 			<</link>>
-		
+
 		<<else>>
 			Battle guaranteed this week is @@.cyan;TRUE@@.
-		<<link "Do not force engagement every week">>
+		<<link "Do not force engagement every week" "secExpOptions">>
 				<<set $forceBattle = 0>>
-				<<goto "secExpOptions">>
 			<</link>>
 		<</if>>
 		<br>&nbsp;&nbsp;&nbsp;&nbsp;//Will force battles to happen every week.//
 		<br>
 		<<if $forceMajorBattle == 0>>
 			Major battle guaranteed this week is @@.red;FALSE@@.
-			<<link "Force major engagement every week">>
+			<<link "Force major engagement every week" "secExpOptions">>
 				<<set $forceMajorBattle = 1>>
 				<<set $forceBattle = 1>>
-				<<goto "secExpOptions">>
 			<</link>>
 		<<else>>
 			Major battle guaranteed this week is @@.cyan;TRUE@@.
-			<<link "Do not force major engagement every week">>
+			<<link "Do not force major engagement every week" "secExpOptions">>
 				<<set $forceMajorBattle = 0>>
-				<<goto "secExpOptions">>
 			<</link>>
 		<</if>>
 		<br>&nbsp;&nbsp;&nbsp;&nbsp;//Will force major battles to happen every week. //
@@ -173,15 +153,13 @@ __Rebellions__:
 	<br>
 	<<if $rebellionsEnabled == 0>>
 		Rebellions are @@.red;DISABLED@@.
-		<<link "Enable rebellions">>
+		<<link "Enable rebellions" "secExpOptions">>
 			<<set $rebellionsEnabled = 1>>
-			<<goto "secExpOptions">>
 		<</link>>
 	<<else>>
 		Rebellions are @@.cyan;ENABLED@@.
-	<<link "Disable rebellions">>
+	<<link "Disable rebellions" "secExpOptions">>
 			<<set $rebellionsEnabled = 0>>
-			<<goto "secExpOptions">>
 		<</link>>
 	<</if>>
 	<br>&nbsp;&nbsp;&nbsp;&nbsp;//Enable/disable rebellions.//
@@ -189,30 +167,26 @@ __Rebellions__:
 	<<if $rebellionsEnabled == 1>>
 		<<if $rebellionGameOver == 0>>
 			Rebellions can cause gameover is @@.red;FALSE@@.
-			<<link "Activate game loss in case of rebellions succeeding">>
+			<<link "Activate game loss in case of rebellions succeeding" "secExpOptions">>
 				<<set $rebellionGameOver = 1>>
-				<<goto "secExpOptions">>
-			<</link>> 
+			<</link>>
 		<<elseif $rebellionGameOver == 1>>
 			Rebellions can cause gameover is @@.cyan;TRUE@@.
-			<<link "Deactivate game loss in case of rebellions succeeding">>
+			<<link "Deactivate game loss in case of rebellions succeeding" "secExpOptions">>
 				<<set $rebellionGameOver = 0>>
-				<<goto "secExpOptions">>
 			<</link>>
 		<</if>>
 		<br>&nbsp;&nbsp;&nbsp;&nbsp;//Determines whether a total defeat in a rebellion will cause a gameover.//
 		<br>
 		<<if $forceRebellion == 0>>
 			Rebellions guaranteed this week is @@.red;FALSE@@.
-			<<link "Force engagement every week">>
+			<<link "Force engagement every week" "secExpOptions">>
 				<<set $forceRebellion = 1>>
-				<<goto "secExpOptions">>
 			<</link>>
 		<<else>>
 			Rebellions guaranteed this week is @@.cyan;TRUE@@.
-		<<link "Do not force engagement every week">>
+		<<link "Do not force engagement every week" "secExpOptions">>
 				<<set $forceRebellion = 0>>
-				<<goto "secExpOptions">>
 			<</link>>
 		<</if>>
 		<br>&nbsp;&nbsp;&nbsp;&nbsp;//Will force rebellions to happen every week. Rebellions will take precedence over battles.//
@@ -222,9 +196,8 @@ __Rebellions__:
 	<br>
 	<br>
 	Detailed battle statistics are @@.red;HIDDEN@@.
-	<<link "Enable detailed battle statistics">>
+	<<link "Enable detailed battle statistics" "secExpOptions">>
 		<<set $showBattleStatistics = 1>>
-		<<goto "secExpOptions">>
 	<</link>>
 	<br>&nbsp;&nbsp;&nbsp;&nbsp;//Will show detailed statistics and battle turns.//
 	<br><br>
@@ -232,9 +205,8 @@ __Rebellions__:
 	<br>
 	<br>
 	Detailed battle statistics are @@.cyan;SHOWN@@.
-	<<link "Disable detailed battle statistics">>
+	<<link "Disable detailed battle statistics" "secExpOptions">>
 		<<set $showBattleStatistics = 0>>
-		<<goto "secExpOptions">>
 	<</link>>
 	<br>&nbsp;&nbsp;&nbsp;&nbsp;//Will show detailed statistics and battle turns.//
 <</if>>
@@ -243,9 +215,8 @@ __Rebellions__:
 	<br>
 	<br>
 	Battles can give prestige to slaves is @@.red;DISABLED@@.
-	<<link "enable prestige from battles for slaves">>
+	<<link "enable prestige from battles for slaves" "secExpOptions">>
 		<<set $allowPrestigeFromBattles = 1>>
-		<<goto "secExpOptions">>
 	<</link>>
 	<br>&nbsp;&nbsp;&nbsp;&nbsp;//If enabled, slaves will gain a rank of prestige for every 10 victories scored under their command.//
 	<br><br>
@@ -253,9 +224,8 @@ __Rebellions__:
 	<br>
 	<br>
 	Battles can give prestige to slaves is @@.cyan;ENABLED@@.
-	<<link "Disable prestige from battles for slaves">>
+	<<link "Disable prestige from battles for slaves" "secExpOptions">>
 		<<set $allowPrestigeFromBattles = 0>>
-		<<goto "secExpOptions">>
 	<</link>>
 	<br>&nbsp;&nbsp;&nbsp;&nbsp;//If enabled, slaves will gain a rank of prestige for every 10 victories scored under their command.//
 <</if>>
@@ -441,7 +411,7 @@ __Rebellions buildup speed__:
 __Debug/cheats:__
 <<silently>><<MenialPopCap>><</silently>>
 <br>
-<<link "Set loyalty high">>
+<<link "Set loyalty high" "secExpOptions">>
 	<<for _i = 0; _i < $militiaUnits.length; _i++>>
 		<<set $militiaUnits[_i].loyalty = random(80,100)>>
 	<</for>>
@@ -449,12 +419,11 @@ __Debug/cheats:__
 	<<for _i = 0; _i < $slaveUnits.length; _i++>>
 		<<set $slaveUnits[_i].loyalty = random(80,100)>>
 	<</for>>
-	
+
 	<<for _i = 0; _i < $mercUnits.length; _i++>>
 		<<set $mercUnits[_i].loyalty = random(80,100)>>
 	<</for>>
-	<<goto "secExpOptions">>
-<</link>> | <<link "Set loyalty average">>
+<</link>> | <<link "Set loyalty average" "secExpOptions">>
 	<<for _i = 0; _i < $militiaUnits.length; _i++>>
 		<<set $militiaUnits[_i].loyalty = random(40,60)>>
 	<</for>>
@@ -462,12 +431,11 @@ __Debug/cheats:__
 	<<for _i = 0; _i < $slaveUnits.length; _i++>>
 		<<set $slaveUnits[_i].loyalty = random(40,60)>>
 	<</for>>
-	
+
 	<<for _i = 0; _i < $mercUnits.length; _i++>>
 		<<set $mercUnits[_i].loyalty = random(40,60)>>
 	<</for>>
-	<<goto "secExpOptions">>
-<</link>> | <<link "Set loyalty low">>
+<</link>> | <<link "Set loyalty low" "secExpOptions">>
 	<<for _i = 0; _i < $militiaUnits.length; _i++>>
 		<<set $militiaUnits[_i].loyalty = random(20)>>
 	<</for>>
@@ -475,12 +443,11 @@ __Debug/cheats:__
 	<<for _i = 0; _i < $slaveUnits.length; _i++>>
 		<<set $slaveUnits[_i].loyalty = random(20)>>
 	<</for>>
-	
+
 	<<for _i = 0; _i < $mercUnits.length; _i++>>
 		<<set $mercUnits[_i].loyalty = random(20)>>
 	<</for>>
-	<<goto "secExpOptions">>
-<</link>> | <<link "Randomize loyalty">>
+<</link>> | <<link "Randomize loyalty" "secExpOptions">>
 	<<for _i = 0; _i < $militiaUnits.length; _i++>>
 		<<set $militiaUnits[_i].loyalty = random(100)>>
 	<</for>>
@@ -488,76 +455,57 @@ __Debug/cheats:__
 	<<for _i = 0; _i < $slaveUnits.length; _i++>>
 		<<set $slaveUnits[_i].loyalty = random(100)>>
 	<</for>>
-	
+
 	<<for _i = 0; _i < $mercUnits.length; _i++>>
 		<<set $mercUnits[_i].loyalty = random(100)>>
 	<</for>>
-	<<goto "secExpOptions">>
 <</link>>
-<br><<link "Give Authority">>
+<br><<link "Give Authority" "secExpOptions">>
 	<<set $authority = Math.clamp($authority + 1000, 0, 20000)>>
-	<<goto "secExpOptions">>
-<</link>> | <<link "Remove Authority">>
+<</link>> | <<link "Remove Authority" "secExpOptions">>
 	<<set $authority = Math.clamp($authority - 1000, 0, 20000)>>
-	<<goto "secExpOptions">>
 <</link>>
-<br><<link "Raise security">>
+<br><<link "Raise security" "secExpOptions">>
 	<<set $security = Math.clamp($security + 5, 0, 100)>>
-	<<goto "secExpOptions">>
-<</link>> | <<link "Lower security">>
+<</link>> | <<link "Lower security" "secExpOptions">>
 	<<set $security = Math.clamp($security - 5, 0, 100)>>
-	<<goto "secExpOptions">>
 <</link>>
-<br><<link "Raise crime">>
+<br><<link "Raise crime" "secExpOptions">>
 	<<set $crime = Math.clamp($crime + 5, 0, 100)>>
-	<<goto "secExpOptions">>
-<</link>> | <<link "Lower crime">>
+<</link>> | <<link "Lower crime" "secExpOptions">>
 	<<set $crime = Math.clamp($crime - 5, 0, 100)>>
-	<<goto "secExpOptions">>
 <</link>>
-<br><<link "Give menial slaves">>
+<br><<link "Give menial slaves" "secExpOptions">>
 	<<set $helots = Math.clamp($helots + 30, 0, $PopCap)>>
-	<<goto "secExpOptions">>
-<</link>> | <<link "Remove menial slaves">>
+<</link>> | <<link "Remove menial slaves" "secExpOptions">>
 	<<set $helots = Math.clamp($helots - 30, 0, $PopCap)>>
-	<<goto "secExpOptions">>
 <</link>>
-<br><<link "Give militia manpower">>
+<br><<link "Give militia manpower" "secExpOptions">>
 	<<set $militiaFreeManpower += 30>>
 	<<recalcManpower>>
-	<<goto "secExpOptions">>
-<</link>> | <<link "Remove militia manpower">>
+<</link>> | <<link "Remove militia manpower" "secExpOptions">>
 	<<set $militiaFreeManpower = Math.clamp($militiaFreeManpower - 30, 0, $militiaFreeManpower)>>
 	<<recalcManpower>>
-	<<goto "secExpOptions">>
 <</link>>
-<br><<link "Give mercs manpower">>
+<br><<link "Give mercs manpower" "secExpOptions">>
 	<<set $mercFreeManpower += 30>>
 	<<recalcManpower>>
-	<<goto "secExpOptions">>
-<</link>> | <<link "Remove mercs manpower">>
+<</link>> | <<link "Remove mercs manpower" "secExpOptions">>
 	<<set $mercFreeManpower = Math.clamp($mercFreeManpower - 30, 0, $mercFreeManpower)>>
 	<<recalcManpower>>
-	<<goto "secExpOptions">>
 <</link>>
-<br><<link "Add citizens">>
+<br><<link "Add citizens" "secExpOptions">>
 	<<set $ACitizens = Math.clamp($ACitizens + 200, 0, $ACitizenLimit)>>
-	<<goto "secExpOptions">>
-<</link>> | <<link "Remove citizens">>
+<</link>> | <<link "Remove citizens" "secExpOptions">>
 	<<set $ACitizens = Math.clamp($ACitizens - 200, 0, $ACitizenLimit)>>
-	<<goto "secExpOptions">>
 <</link>>
-<br><<link "Add slaves">>
+<br><<link "Add slaves" "secExpOptions">>
 	<<set $ASlaves = Math.clamp($ASlaves + 200, 0, $ASlaveLimit)>>
-	<<goto "secExpOptions">>
-<</link>> | <<link "Remove slaves">>
+<</link>> | <<link "Remove slaves" "secExpOptions">>
 	<<set $ASlaves = Math.clamp($ASlaves - 200, 0, $ASlaveLimit)>>
-	<<goto "secExpOptions">>
 <</link>>
-<br><<link "Raise prosperity">>
+<br><<link "Raise prosperity" "secExpOptions">>
 	<<set $arcologies[0].prosperity = Math.clamp($arcologies[0].prosperity + 10, 0, 1000)>>
-	<<goto "secExpOptions">>
-<</link>> | <<link "Lower prosperity">>
+<</link>> | <<link "Lower prosperity" "secExpOptions">>
 	<<set $arcologies[0].prosperity = Math.clamp($arcologies[0].prosperity - 10, 0, 1000)>>
-	<<goto "secExpOptions">>
-<</link>>
\ No newline at end of file
+<</link>>
diff --git a/src/SecExp/securityHQ.tw b/src/SecExp/securityHQ.tw
index ccf8730dbc0bb960f3309adb2f8f9a9a4f90fc63..78cfca082308ed3b0f03860860248433c513817c 100644
--- a/src/SecExp/securityHQ.tw
+++ b/src/SecExp/securityHQ.tw
@@ -97,16 +97,17 @@ You have <span id="secHel"><<print $secHelots>></span> slaves working in the HQ.
 <br>
 
 /* security level and upgrades */
+Your security level (@@.deepskyblue;<<print $security>>@@)
 <<if $security <= 20>>
-	Your security level (@@.deepskyblue;<<print $security>>@@) is dangerously low.
+	 is dangerously low.
 <<elseif $security <= 40>>
-	Your security level (@@.deepskyblue;<<print $security>>@@) is low.
+	 is low.
 <<elseif $security <= 60>>
-	Your security level (@@.deepskyblue;<<print $security>>@@) is decent.
+	 is decent.
 <<elseif $security <= 80>>
-	Your security level (@@.deepskyblue;<<print $security>>@@) is good.
+	 is good.
 <<else>>
-	Your security level (@@.deepskyblue;<<print $security>>@@) is great.
+	 is great.
 <</if>>
 Considering the current upgrades the resting level for security is <<print $secRestPoint>>, while the effective maximum level is <<print Math.trunc($secRestPoint * (Math.clamp($secHelots,0,$reqHelots) / $reqHelots))>>.
 
@@ -131,7 +132,7 @@ Considering the current upgrades the resting level for security is <<print $secR
 	<<if $secUpgrades.eyeScan == 0>>
 		[[Install invisible eye scanners|securityHQ][$cash -= Math.trunc(10000*$upgradeMultiplierArcology*_HistoryDiscount*$HackingSkillMultiplier), $secUpgrades.eyeScan = 1, $secRestPoint += 20, $reqHelots += 10, $secHQUpkeep += $upgradeUpkeep]]
 		<br>//Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology*_HistoryDiscount*$HackingSkillMultiplier))>>. Will raise rest point of security by 15 points, but will require 10 extra slaves in the headquarters and increases upkeep.//
-	<<else>>	
+	<<else>>
 		You have installed numerous hidden eye scanners that accurately register the movements of everyone inside the arcology.
 	<</if>>
 	<br>
@@ -140,7 +141,7 @@ Considering the current upgrades the resting level for security is <<print $secR
 		<br>//Costs <<print cashFormat(Math.trunc(15000*$upgradeMultiplierArcology*_HistoryDiscount*$HackingSkillMultiplier))>>. Will raise rest point of security by 15 points, but will require 10 extra slaves in the headquarters and increases upkeep.//
 	<<else>>
 		You have bought and employed sophisticated crypto analyzing software to accurately track and archive every financial movement or transaction made inside the walls of your arcology.
-	<</if>>	
+	<</if>>
 <<else>>
 	<br>You lack the reputation to access more advanced upgrades.
 <</if>>
@@ -149,16 +150,17 @@ Considering the current upgrades the resting level for security is <<print $secR
 <br>
 
 /* crime level and upgrades */
+Your crime level (@@.orangered;<<print $crime>>@@)
 <<if $crime <= 20>>
-	Your crime level (@@.orangered;<<print $crime>>@@) is very low.
+	 is very low.
 <<elseif $crime <= $upgradeUpkeep>>
-	Your crime level (@@.orangered;<<print $crime>>@@) is low.
+	 is low.
 <<elseif $crime <= 60>>
-	Your crime level (@@.orangered;<<print $crime>>@@) is average.
+	 is average.
 <<elseif $crime <= $upgradeUpkeep>>
-	Your crime level (@@.orangered;<<print $crime>>@@) is high.
+	 is high.
 <<else>>
-	Your crime level (@@.orangered;<<print $crime>>@@) is extremely high.
+	 is extremely high.
 <</if>>
 Considering the current upgrades the maximum level of crime is <<print $crimeCap>>, while the effective maximum level is <<print Math.trunc(Math.clamp($crimeCap + ($crimeCap - $crimeCap * ($secHelots / $reqHelots)),0,100))>>.
 
@@ -176,7 +178,7 @@ Considering the current upgrades the maximum level of crime is <<print $crimeCap
 	[[Install auto-curating archiver|securityHQ][$cash -= Math.trunc(7500*$upgradeMultiplierArcology*_HistoryDiscount*$HackingSkillMultiplier), $crimeUpgrades.autoArchive = 1, $crimeCap -= 10, $reqHelots += 5, $secHQUpkeep += $upgradeUpkeep, $PC.hacking += 1]]
 	<br>//Costs <<print cashFormat(Math.trunc(7500*$upgradeMultiplierArcology*_HistoryDiscount*$HackingSkillMultiplier))>>. Will bring down the crime level cap by 10 points, but will require 5 extra slaves in the headquarters and increases upkeep.//
 <<else>>
-	You have installed auto-curating archiver software, which will update in real time your data archives with any new relevant information on criminals residing in your arcology. 
+	You have installed auto-curating archiver software, which will update in real time your data archives with any new relevant information on criminals residing in your arcology.
 <</if>>
 <br>
 <<if $rep > 10000>>
@@ -242,7 +244,7 @@ Considering the current upgrades the maximum level of crime is <<print $crimeCap
 
 <br>
 <br>
-	
+
 /* readiness */
 
 <<if $readiness == 1>>
@@ -254,7 +256,7 @@ Considering the current upgrades the maximum level of crime is <<print $crimeCap
 <<else>>
 	You have great readiness. You can mobilize an small army in very little time.
 <</if>>
-	
+
 <br>
 <br>
 
diff --git a/src/SecExp/securityReport.tw b/src/SecExp/securityReport.tw
index 29ab04917a3b81daf0ccd20a190cda2f4963716c..d2bc722eabc10622cfc5887bd8299a465f59644e 100644
--- a/src/SecExp/securityReport.tw
+++ b/src/SecExp/securityReport.tw
@@ -41,7 +41,7 @@
 	<<set _secGrowth += 1>>
 <</if>>
 <<if $smilingManFate == 0>>
-	The ex-criminal known to the world as The Smiling Man puts her impressive skills to work, dramatically increasing the efficacy of your security measures.
+	The ex-criminal known to the world as The Smiling Man puts her impressive skills to work, dramatically increasing the efficiency of your security measures.
 	<<set _secGrowth += 2>>
 <</if>>
 <<if $ACitizens + $ASlaves <= 2000>>
@@ -56,7 +56,7 @@
 	The extremely high number of residents makes their job a lot harder.<<set _secGrowth -= 2>>
 <</if>>
 <<if _immigration < 10>>
-	The limited number of immigrants that reached the arcology this week does not have any serious impact on the efficacy of current security measures.<<set _secGrowth += 0.5>>
+	The limited number of immigrants that reached the arcology this week does not have any serious impact on the efficiency of current security measures.<<set _secGrowth += 0.5>>
 <<elseif _immigration < 30>>
 	The number of immigrants that reached the arcology this week is high enough to complicate security protocols.<<set _secGrowth -= 0.2>>
 <<elseif _immigration < 60>>
@@ -399,7 +399,7 @@
 		<</if>>
 		<br>
 	<</if>>
-	
+
 	<<if $activeUnits > 0>>
 		/* loyalty and training */
 		<<set _sL = $slaveUnits.length>>
@@ -554,7 +554,7 @@
 <<if $currentUpgrade.time > 0>>
 	<br>
 	<br>
-	In the research lab, <<print $currentUpgrade.name>> 
+	In the research lab, <<print $currentUpgrade.name>>
 	<<switch $currentUpgrade.name>>
 	<<case "adaptive armored frames" "advanced synthetic alloys" "ceramo-metallic alloys" "rapid action stimulants" "universal cyber enhancements" "remote neural links" "combined training regimens with the special force">>
 		are
@@ -624,4 +624,4 @@
 	<<else>>
 		It will be finished in <<if $currentUpgrade.time == 1>> one week.<<else>><<print $currentUpgrade.time>> weeks.<</if>>
 	<</if>>
-<</if>>
\ No newline at end of file
+<</if>>
diff --git a/src/cheats/mod_EditNeighborArcologyCheatDatatypeCleanup.tw b/src/cheats/mod_EditNeighborArcologyCheatDatatypeCleanup.tw
index 3e41cb5a69cf59b1ded34f9ad1525f69d4dfb66e..34f6bef7878cb10b42a5fa2fe14b574e47132d11 100644
--- a/src/cheats/mod_EditNeighborArcologyCheatDatatypeCleanup.tw
+++ b/src/cheats/mod_EditNeighborArcologyCheatDatatypeCleanup.tw
@@ -102,6 +102,10 @@
 	<</if>>
 	<<set $arcologies[_i].embargo = Number($arcologies[_i].embargo) || 0>>
 	<<set $arcologies[_i].embargoTarget = Number($arcologies[_i].embargoTarget) || 0>>
+	<<set $arcologies[_i].CyberEconomic = Number($arcologies[_i].CyberEconomic) || 0>>
+	<<set $arcologies[_i].CyberEconomicTarget = Number($arcologies[_i].CyberEconomicTarget) || 0>>
+	<<set $arcologies[_i].CyberReputation = Number($arcologies[_i].CyberReputation) || 0>>
+	<<set $arcologies[_i].CyberReputationTarget = Number($arcologies[_i].CyberReputationTarget) || 0>>
 	<<set $arcologies[_i].influenceTarget = Number($arcologies[_i].influenceTarget) || 0>>
 	<<set $arcologies[_i].influenceBonus = Number($arcologies[_i].influenceBonus) || 0>>
 	<<set $arcologies[_i].rival = Number($arcologies[_i].rival) | 0>>
@@ -109,4 +113,4 @@
 
 You have CHEATED your way to influencing the neighboring arcologies. They have been unscrupulously directed according to your CHEAT whims.
 
-<br><br>The Eldritch horrors feast upon your CHEATING soul and look forward to more future dealings with you. The repercussions may be far reaching and the consquences dire.
\ No newline at end of file
+<br><br>The Eldritch horrors feast upon your CHEATING soul and look forward to more future dealings with you. The repercussions may be far reaching and the consquences dire.
diff --git a/src/cheats/mod_EditNeighborArcologyCheatWidget.tw b/src/cheats/mod_EditNeighborArcologyCheatWidget.tw
index 897f49b9f4f94cc1995f5e9d8de5eb7d5a0ed3c8..99339244154c6a3ef6edd942b4e7973ed6bd89de 100644
--- a/src/cheats/mod_EditNeighborArcologyCheatWidget.tw
+++ b/src/cheats/mod_EditNeighborArcologyCheatWidget.tw
@@ -8,64 +8,64 @@
 
 	''Arcology _i name:'' $arcologies[_i].name
 	<br><<textbox "$arcologies[_i].name" $arcologies[_i].name "MOD_Edit Neighbor Arcology Cheat">>
-	
+
 	<br>
 
 	'' $arcologies[_i].name direction:'' $arcologies[_i].direction
-	<br><<radiobutton "$arcologies[_i].direction" "north">> north 
-	| <<radiobutton "$arcologies[_i].direction" "northeast">> northeast 
-	| <<radiobutton "$arcologies[_i].direction" "east">> east 
-	| <<radiobutton "$arcologies[_i].direction" "southeast">> southeast 
-	| <<radiobutton "$arcologies[_i].direction" "south">> south 
-	| <<radiobutton "$arcologies[_i].direction" "southwest">> southeast 
-	| <<radiobutton "$arcologies[_i].direction" "west">> west 
-	| <<radiobutton "$arcologies[_i].direction" "northwest">> northwest 
-	
-	<br>
-	
+	<br><<radiobutton "$arcologies[_i].direction" "north">> north
+	| <<radiobutton "$arcologies[_i].direction" "northeast">> northeast
+	| <<radiobutton "$arcologies[_i].direction" "east">> east
+	| <<radiobutton "$arcologies[_i].direction" "southeast">> southeast
+	| <<radiobutton "$arcologies[_i].direction" "south">> south
+	| <<radiobutton "$arcologies[_i].direction" "southwest">> southeast
+	| <<radiobutton "$arcologies[_i].direction" "west">> west
+	| <<radiobutton "$arcologies[_i].direction" "northwest">> northwest
+
+	<br>
+
 	'' $arcologies[_i].name government:'' $arcologies[_i].government
-	<br><<radiobutton "$arcologies[_i].government" "elected officials">> elected officials 
-	| <<radiobutton "$arcologies[_i].government" "a committee">> a committee 
-	| <<radiobutton "$arcologies[_i].government" "an oligarchy">> an oligarchy 
-	| <<radiobutton "$arcologies[_i].government" "an individual">> an individual 
-	| <<radiobutton "$arcologies[_i].government" "a corporation">> a corporation 
-	| <<radiobutton "$arcologies[_i].government" "direct democracy">> direct democracy 
-	| <<radiobutton "$arcologies[_i].government" "your trustees">> your trustees 
-	| <<radiobutton "$arcologies[_i].government" "your agent">> your agent 
-	
-	<br>
-	
+	<br><<radiobutton "$arcologies[_i].government" "elected officials">> elected officials
+	| <<radiobutton "$arcologies[_i].government" "a committee">> a committee
+	| <<radiobutton "$arcologies[_i].government" "an oligarchy">> an oligarchy
+	| <<radiobutton "$arcologies[_i].government" "an individual">> an individual
+	| <<radiobutton "$arcologies[_i].government" "a corporation">> a corporation
+	| <<radiobutton "$arcologies[_i].government" "direct democracy">> direct democracy
+	| <<radiobutton "$arcologies[_i].government" "your trustees">> your trustees
+	| <<radiobutton "$arcologies[_i].government" "your agent">> your agent
+
+	<br>
+
 	'' $arcologies[_i].name honeymoon:'' $arcologies[_i].honeymoon
 	<br><<textbox "$arcologies[_i].honeymoon" $arcologies[_i].honeymoon>>
-	
+
 	<br>
-	
+
 	'' $arcologies[_i].name prosperity:'' $arcologies[_i].prosperity
 	<br><<textbox "$arcologies[_i].prosperity" $arcologies[_i].prosperity>>
-	
+
 	<br>
-	
+
 	'' $arcologies[_i].name ownership:'' $arcologies[_i].ownership
 	<br><<textbox "$arcologies[_i].ownership" $arcologies[_i].ownership>>
-	
+
 	<br>
-	
+
 	'' $arcologies[_i].name minority ownership:'' $arcologies[_i].minority
 	<br><<textbox "$arcologies[_i].minority" $arcologies[_i].minority>>
-	
+
 	<br>
-	
+
 	'' $arcologies[_i].name player ownership:'' $arcologies[_i].PCminority
 	<br><<textbox "$arcologies[_i].PCminority" $arcologies[_i].PCminority>>
 
 	<br>
 	'' $arcologies[_i].name demand factor:'' $arcologies[_i].demandFactor
 	<br><<textbox "$arcologies[_i].demandFactor" $arcologies[_i].demandFactor>>
-	
+
 	<br>
 	'' $arcologies[_i].name Supremacist (unset or 1-100):'' $arcologies[_i].FSSupremacist
 	<br><<textbox "$arcologies[_i].FSSupremacist" $arcologies[_i].FSSupremacist>>
-	
+
 	<br>
 	'' $arcologies[_i].name Supremacist race:'' $arcologies[_i].FSSupremacistRace
 	<br><<radiobutton "$arcologies[_i].FSSupremacistRace" white>> White |
@@ -79,14 +79,14 @@
 	<<radiobutton "$arcologies[_i].FSSupremacistRace" southern european>> Southern European |
 	<<radiobutton "$arcologies[_i].FSSupremacistRace" semitic>> Semitic |
 	<<radiobutton "$arcologies[_i].FSSupremacistRace" mixed race>> Mixed Race
-	
+
 	<br>
-	
+
 	'' $arcologies[_i].name Subjugationist (unset or 1-100):'' $arcologies[_i].FSSubjugationist
 	<br><<textbox "$arcologies[_i].FSSubjugationist" $arcologies[_i].FSSubjugationist>>
-	
+
 	<br>
-	
+
 	'' $arcologies[_i].name Subjugationist race:'' $arcologies[_i].FSSubjugationistRace
 	<br><<radiobutton "$arcologies[_i].FSSubjugationistRace" white>> White |
 	<<radiobutton "$arcologies[_i].FSSubjugationistRace" asian>> Asian |
@@ -99,142 +99,162 @@
 	<<radiobutton "$arcologies[_i].FSSubjugationistRace" southern european>> Southern European |
 	<<radiobutton "$arcologies[_i].FSSubjugationistRace" semitic>> Semitic |
 	<<radiobutton "$arcologies[_i].FSSubjugationistRace" mixed race>> Mixed Race
-	
+
 	<br>
-	
+
 	'' $arcologies[_i].name Gender Radicalist (unset or 1-100):'' $arcologies[_i].FSGenderRadicalist
 	<br><<textbox "$arcologies[_i].FSGenderRadicalist" $arcologies[_i].FSGenderRadicalist>>
-	
+
 	<br>
-	
+
 	'' $arcologies[_i].name Gender Fundamentalist (unset or 1-100):'' $arcologies[_i].FSGenderFundamentalist
 	<br><<textbox "$arcologies[_i].FSGenderFundamentalist" $arcologies[_i].FSGenderFundamentalist>>
-	
+
 	<br>
-	
+
 	'' $arcologies[_i].name Paternalist (unset or 1-100):'' $arcologies[_i].FSPaternalist
 	<br><<textbox "$arcologies[_i].FSPaternalist" $arcologies[_i].FSPaternalist>>
-	
+
 	<br>
-	
+
 	'' $arcologies[_i].name Degradationist (unset or 1-100):'' $arcologies[_i].FSDegradationist
 	<br><<textbox "$arcologies[_i].FSDegradationist" $arcologies[_i].FSDegradationist>>
-	
+
 	<br>
-	
+
 	'' $arcologies[_i].name Body Purist (unset or 1-100):'' $arcologies[_i].FSBodyPurist
 	<br><<textbox "$arcologies[_i].FSBodyPurist" $arcologies[_i].FSBodyPurist>>
-	
+
 	<br>
-	
+
 	'' $arcologies[_i].name Transformation Fetishist (unset or 1-100):'' $arcologies[_i].FSTransformationFetishist
 	<br><<textbox "$arcologies[_i].FSTransformationFetishist" $arcologies[_i].FSTransformationFetishist>>
-	
+
 	<br>
-	
+
 	'' $arcologies[_i].name Youth Preferentialist (unset or 1-100):'' $arcologies[_i].FSYouthPreferentialist
 	<br><<textbox "$arcologies[_i].FSYouthPreferentialist" $arcologies[_i].FSYouthPreferentialist>>
-	
+
 	<br>
-	
+
 	'' $arcologies[_i].name Maturity Preferentialist (unset or 1-100):'' $arcologies[_i].FSMaturityPreferentialist
 	<br><<textbox "$arcologies[_i].FSMaturityPreferentialist" $arcologies[_i].FSMaturityPreferentialist>>
-	
+
 	<br>
-	
+
 	'' $arcologies[_i].name Slimness Enthusiast (unset or 1-100):'' $arcologies[_i].FSSlimnessEnthusiast
 	<br><<textbox "$arcologies[_i].FSSlimnessEnthusiast" $arcologies[_i].FSSlimnessEnthusiast>>
-	
+
 	<br>
-	
+
 	'' $arcologies[_i].name Asset Expansionist (unset or 1-100):'' $arcologies[_i].FSAssetExpansionist
 	<br><<textbox "$arcologies[_i].FSAssetExpansionist" $arcologies[_i].FSAssetExpansionist>>
-	
+
 	<br>
-	
+
 	'' $arcologies[_i].name Pastoralist (unset or 1-100):'' $arcologies[_i].FSPastoralist
 	<br><<textbox "$arcologies[_i].FSPastoralist" $arcologies[_i].FSPastoralist>>
-	
+
 	<br>
-	
+
 	'' $arcologies[_i].name Physical Idealist (unset or 1-100):'' $arcologies[_i].FSPhysicalIdealist
 	<br><<textbox "$arcologies[_i].FSPhysicalIdealist" $arcologies[_i].FSPhysicalIdealist>>
-	
+
 	<br>
-	
+
 	'' $arcologies[_i].name Chattel Religionist (unset or 1-100):'' $arcologies[_i].FSChattelReligionist
 	<br><<textbox "$arcologies[_i].FSChattelReligionist" $arcologies[_i].FSChattelReligionist>>
-	
+
 	<br>
-	
+
 	'' $arcologies[_i].name Roman Revivalist (unset or 1-100):'' $arcologies[_i].FSRomanRevivalist
 	<br><<textbox "$arcologies[_i].FSRomanRevivalist" $arcologies[_i].FSRomanRevivalist>>
-	
+
 	<br>
-	
+
 	'' $arcologies[_i].name Aztec Revivalist (unset or 1-100):'' $arcologies[_i].FSAztecRevivalist
 	<br><<textbox "$arcologies[_i].FSAztecRevivalist" $arcologies[_i].FSAztecRevivalist>>
-	
+
 	<br>
-	
+
 	'' $arcologies[_i].name Egyptian Revivalist (unset or 1-100):'' $arcologies[_i].FSEgyptianRevivalist
 	<br><<textbox "$arcologies[_i].FSEgyptianRevivalist" $arcologies[_i].FSEgyptianRevivalist>>
-	
+
 	<br>
-	
+
 	'' $arcologies[_i].name Edo Revivalist (unset or 1-100):'' $arcologies[_i].FSEdoRevivalist
 	<br><<textbox "$arcologies[_i].FSEdoRevivalist" $arcologies[_i].FSEdoRevivalist>>
-	
+
 	<br>
-	
+
 	'' $arcologies[_i].name Arabian Revivalist (unset or 1-100):'' $arcologies[_i].FSArabianRevivalist
 	<br><<textbox "$arcologies[_i].FSArabianRevivalist" $arcologies[_i].FSArabianRevivalist>>
-	
+
 	<br>
-	
+
 	'' $arcologies[_i].name Chinese Revivalist (unset or 1-100):'' $arcologies[_i].FSChineseRevivalist
 	<br><<textbox "$arcologies[_i].FSChineseRevivalist" $arcologies[_i].FSChineseRevivalist>>
-	
+
 	<br>
-	
+
 	'' $arcologies[_i].name FSNull (unset or 1-100):'' $arcologies[_i].FSNull
 	<br><<textbox "$arcologies[_i].FSNull" $arcologies[_i].FSNull>>
-	
+
 	<br>
-	
+
 	'' $arcologies[_i].name Repopulation Focus (unset or 1-100):'' $arcologies[_i].FSRepopulationFocus
 	<br><<textbox "$arcologies[_i].FSRepopulationFocus" $arcologies[_i].FSRepopulationFocus>>
-	
+
 	<br>
-	
+
 	'' $arcologies[_i].name FSRestart (unset or 1-100):'' $arcologies[_i].FSRestart
 	<br><<textbox "$arcologies[_i].FSRestart" $arcologies[_i].FSRestart>>
-	
+
 	<br>
-	
+
 	'' $arcologies[_i].name embargo (1 to 3):'' $arcologies[_i].embargo
 	<br><<textbox "$arcologies[_i].embargo" $arcologies[_i].embargo>>
-	
+
 	<br>
-	
+
 	'' $arcologies[_i].name embargoTarget (0 to 7):'' $arcologies[_i].embargoTarget
 	<br><<textbox "$arcologies[_i].embargoTarget" $arcologies[_i].embargoTarget>>
-	
+
 	<br>
-	
+
 	'' $arcologies[_i].name influenceTarget:'' $arcologies[_i].influenceTarget
 	<br><<textbox "$arcologies[_i].influenceTarget" $arcologies[_i].influenceTarget>>
-	
+
 	<br>
-	
+
 	'' $arcologies[_i].name influenceBonus:'' $arcologies[_i].influenceBonus
 	<br><<textbox "$arcologies[_i].influenceBonus" $arcologies[_i].influenceBonus>>
-	
+
 	<br>
-	
+
 	'' $arcologies[_i].name rival (0 or 1):'' $arcologies[_i].rival
 	<br><<textbox "$arcologies[_i].rival" $arcologies[_i].rival>>
-	
+
+	<br>
+
+	'' $arcologies[_i].name CyberEconomic (1 to 3):'' $arcologies[_i].CyberEconomic
+	<br><<textbox "$arcologies[_i].CyberEconomic" $arcologies[_i].CyberEconomic>>
+
+	<br>
+
+	'' $arcologies[_i].name CyberEconomicTarget (0 to 7):'' $arcologies[_i].CyberEconomicTarget
+	<br><<textbox "$arcologies[_i].CyberEconomicTarget" $arcologies[_i].CyberEconomicTarget>>
+
+	<br>
+
+	'' $arcologies[_i].name CyberReputation (1 to 3):'' $arcologies[_i].CyberReputation
+	<br><<textbox "$arcologies[_i].CyberReputation" $arcologies[_i].CyberReputation>>
+
+	<br>
+
+	'' $arcologies[_i].name CyberReputationTarget (0 to 7):'' $arcologies[_i].CyberReputationTarget
+	<br><<textbox "$arcologies[_i].CyberReputationTarget" $arcologies[_i].CyberReputationTarget>>
+
 	<br>
 
 <</widget>>