diff --git a/src/SpecialForce/SpecialForce.js b/src/SpecialForce/SpecialForce.js
index c32c7ce750ed2233a07cfb2833d08216a3423a49..79f1f7341d450e40f7b577254e1006eb78190640 100644
--- a/src/SpecialForce/SpecialForce.js
+++ b/src/SpecialForce/SpecialForce.js
@@ -167,7 +167,7 @@ window.SFBC = function() {
 				V.SF.UC = {Assign:V.SF.SpecOps, Lock:V.SF.SpecOpsLock};
 				jsDel([V.SF.SpecOps,V.SF.SpecOpsLock]);
 			} else if (V.SF.UC === {}) {
-				V.SF.UC={Assign:0, Lock:0};
+				V.SF.UC = {Assign:0, Lock:0};
 			}
 		}
 		if (V.SF.U !== undefined) V.SF.Upgrade = V.SF.U; delete V.SF.U;
@@ -520,7 +520,7 @@ window.progress = function(x,max) {
 		else {
 			z = 10 - x;
 			for (i = 0;i<x;i++) out += `█⏐`;
-			for (i = 0;i<z;i++) out += `<span style='opacity: 0;\'>█</span>⏐`;}}
+			for (i = 0;i<z;i++) out += `<span style='opacity: 0;'>█</span>⏐`;}}
 	else {
 		Math.clamp(x,0,max);
 		x = Math.floor(10*x/max);
@@ -631,86 +631,86 @@ window.UnitText = function(input) {
 	"use strict"; const V = State.variables, S = V.SF.Squad; let r =``;
 	//Sorted by case
 	let appear = `is currently constructed in a haphazard fashion.`;
-	 let barracks = `Soldiers' cots are mixed in with weapons crates and ammunition.`;
-	 let slave = `Cages for processing slaves lie off to one side,`;
-	 let common = `and in the center is a common area with tables for soldiers to gather around for meals or rowdy conversations.`;
-	 let garage = ``, drone = ``, hangar = ``, launch = ``, artillery = ``;
-	 let comms = ``, training = ``;
+	let barracks = `Soldiers' cots are mixed in with weapons crates and ammunition.`;
+	let slave = `Cages for processing slaves lie off to one side,`;
+	let common = `and in the center is a common area with tables for soldiers to gather around for meals or rowdy conversations.`;
+	let garage = ``, drone = ``, hangar = ``, launch = ``, artillery = ``;
+	let comms = ``, training = ``;
 
 	const Quantity = `the ${num(S.Troops)} members of ${V.SF.Lower}`;
 
 	let weapons = `The weapons are mostly worn rifles that have already seen years of service before ${V.SF.Lower} acquired them.`;
-	 let armor1 = `The body armor is enough to stop smaller calibers, but nothing serious.`;
-	 let radio = ``, helmets = ``, ammo0 = ``, uniforms = ``, special = ``;
-	 let exo = ``;
+	let armor1 = `The body armor is enough to stop smaller calibers, but nothing serious.`;
+	let radio = ``, helmets = ``, ammo0 = ``, uniforms = ``, special = ``;
+	let exo = ``;
 
 	let amphet = ``, phen = ``, steroid = ``, downer = ``, concen = ``;
-	 let stimpack = ``, stabilizer = ``;
+	let stimpack = ``, stabilizer = ``;
 
 	let a = `have been recommissioned for use by ${V.SF.Lower}`, b = `.`, c = ``;
-	 let d = ``, e = ``, f = ``, g = ``, h = ``, i = ``, j = ``, k = ``;
+	let d = ``, e = ``, f = ``, g = ``, h = ``, i = ``, j = ``, k = ``;
 
 	let activate = `has been recommissioned for use by ${V.SF.Lower}. They`;
-	 let mechanics = `, mechanics are methodically checking the recent purchases for battle-readiness`;
-	 let MG = `120 mm main gun is enough to handle the majority of opponents around the Free Cities.`;
-	 let engine1 = ``, armor2 = ``, armor22 = ``, ammo1 = ``, mg = ``;
-	 let fireC0 = ``, fireC1 = ``, fireC2 = ``, fireC3 = ``, turret = ``;
+	let mechanics = `, mechanics are methodically checking the recent purchases for battle-readiness`;
+	let MG = `120 mm main gun is enough to handle the majority of opponents around the Free Cities.`;
+	let engine1 = ``, armor2 = ``, armor22 = ``, ammo1 = ``, mg = ``;
+	let fireC0 = ``, fireC1 = ``, fireC2 = ``, fireC3 = ``, turret = ``;
 
 	let B = `has been recommissioned for use by ${V.SF.Lower}. They`;
-	 let C = `, mechanics are giving the new purchases a final tuneup`;
-	 let squad = `a squad`, G1 = `20`, G2 = `in a firefight`;
-	 let e0 = `The engine has been`, engine3 = ``, armor3 = ``, tires = ``;
-	 let m1 = ``, m2 = ``, pod1 = ``, pod2 = ``;
+	let C = `, mechanics are giving the new purchases a final tuneup`;
+	let squad = `a squad`, G1 = `20`, G2 = `in a firefight`;
+	let e0 = `The engine has been`, engine3 = ``, armor3 = ``, tires = ``;
+	let m1 = ``, m2 = ``, pod1 = ``, pod2 = ``;
 
 	let b1 = `has been sold to ${V.SF.Lower} through back channels to support a failing Old World nation. The tank is so large it cannot fit inside the garage, and has`;
-	 let c1 = ``, engines4 = `. Two engines power the left and right sides of the tank separately, leaving it underpowered and slow`;
-	 let gun0 = ``, gun1 = ``, gun2 = `an undersized main gun and makeshift firing system from a standard battle tank`;
-	 let armor5 = ``, armor6 = ``, cannon = ``, laser = ``, PGTframe = ``;
+	let c1 = ``, engines4 = `. Two engines power the left and right sides of the tank separately, leaving it underpowered and slow`;
+	let gun0 = ``, gun1 = ``, gun2 = `an undersized main gun and makeshift firing system from a standard battle tank`;
+	let armor5 = ``, armor6 = ``, cannon = ``, laser = ``, PGTframe = ``;
 
 	let W1 = `only armed`, W2 = `;`, W3 = `a poor weapon against flying targets, but enough to handle ground forces`;
-	 let group = `A small group of attack VTOL have been recommissioned for use by ${V.SF.Lower}, enough to make up a squadron`;
-	 let engines = ``, TAI = ``, lock = ``, support = ``, stealth = ``;
-	 let scramble = ``, PAI = ``;
+	let group = `A small group of attack VTOL have been recommissioned for use by ${V.SF.Lower}, enough to make up a squadron`;
+	let engines = ``, TAI = ``, lock = ``, support = ``, stealth = ``;
+	let scramble = ``, PAI = ``;
 
 	let Num = `number`, type = `tiltrotor`, capacity = `small platoon or 15`;
-	 let engines0 = ``, engines01 = ``, Radar = ``, Armor = ``, landing = ``;
-	 let miniguns = ``, counter = ``;
+	let engines0 = ``, engines01 = ``, Radar = ``, Armor = ``, landing = ``;
+	let miniguns = ``, counter = ``;
 
 	let engine20 = `ramjet engines in the atmosphere that can reach Mach 10`;
-	 let b5 = `has been purchased from an insolvent Old World nation. It `;
-	 let shield = ``, camera = ``, efficiency = ``, camera2 = ``, drag = ``;
-	 let crew = ``, engine2 = ``, skin = ``;
+	let b5 = `has been purchased from an insolvent Old World nation. It `;
+	let shield = ``, camera = ``, efficiency = ``, camera2 = ``, drag = ``;
+	let crew = ``, engine2 = ``, skin = ``;
 
 	let activate2 = `has been recommissioned for use by ${V.SF.Lower}. Currently, it `;
 		let barrels = `Miniguns and Gatling cannons line`, distance = `, though the distance to ground targets renders the smaller calibers somewhat less useful`;
-	 let b4 = ``, c2 = ``, fuel = ``, GS_Speed = ``, countermeasures = ``, ammunition = ``, DFA = ``, autocannon = ``;
+	let b4 = ``, c2 = ``, fuel = ``, GS_Speed = ``, countermeasures = ``, ammunition = ``, DFA = ``, autocannon = ``;
 
 	let loc1 = `An unused science satellite has been purchased from an Old World nation. While currently useless, it holds potential to be a powerful tool.`;
-	 let gyro = ``, telemetry = ``, thrusters = ``, solar = ``, surviv = ``;
-	 let laser1 = ``, heat = ``, reactor = ``, lens = ``, kin = ``;
+	let gyro = ``, telemetry = ``, thrusters = ``, solar = ``, surviv = ``;
+	let laser1 = ``, heat = ``, reactor = ``, lens = ``, kin = ``;
 
 	let loc = `has been purchased from a crumbling Old World nation. It`;
-	 let power = `Large batteries mounted in oversized shoulders power the robot for up to ten minutes of use, though they make for large targets.`;
-	 let knife = `simply a 8.5 meter long knife, though additional weapons are under development.`;
-	 let armor8 = ``, actuator = ``, cannon1 = ``, heatsink = ``, ammo2 = ``;
-	 let missile = ``;
+	let power = `Large batteries mounted in oversized shoulders power the robot for up to ten minutes of use, though they make for large targets.`;
+	let knife = `simply a 8.5 meter long knife, though additional weapons are under development.`;
+	let armor8 = ``, actuator = ``, cannon1 = ``, heatsink = ``, ammo2 = ``;
+	let missile = ``;
 
 let a4 = `A cruise missile launch site has been constructed near the base of`;
- let b2 = `outdated, something quickly rigged together to give the launch site something to fire in the case of an attack`;
- let c8 = ``, d1 = ``, e1 = ``, f1 = ``, g1 = ``, h1 = ``;
+let b2 = `outdated, something quickly rigged together to give the launch site something to fire in the case of an attack`;
+let c8 = ``, d1 = ``, e1 = ``, f1 = ``, g1 = ``, h1 = ``;
 
 let recom1 = `has been recommissioned from the Old World for ${V.SF.Lower}. It`;
- let jets = `Formerly mothballed strike jets`, loc2 = ``, radar = ``, AAG = ``;
- let prop = ``, torp = ``, armor9 = ``, power1 = ``, scramble1 = ``;
+let jets = `Formerly mothballed strike jets`, loc2 = ``, radar = ``, AAG = ``;
+let prop = ``, torp = ``, armor9 = ``, power1 = ``, scramble1 = ``;
 
 let recom = `has been recommissioned from the old world, and`;
- let reactor0 = `Because diesel engines provide power and breathing oxygen is kept in pressurized canisters, the sub must frequently surface.`;
- let reactor1 = ``, cal = ``, hull = ``, tubes = ``, torpedoes = ``, sonar = ``;
- let control = ``, missiles = ``;
+let reactor0 = `Because diesel engines provide power and breathing oxygen is kept in pressurized canisters, the sub must frequently surface.`;
+let reactor1 = ``, cal = ``, hull = ``, tubes = ``, torpedoes = ``, sonar = ``;
+let control = ``, missiles = ``;
 
 let recom2 = `; has been recommissioned for use by ${V.SF.Lower}. It`;
- let tons = `200`, skirt = ``, guns = ``, guns2 = ``, fans = ``, speed = ``;
- let turbines = ``, armor10 = ``, ramps = ``, HATframe = ``, loadout = ``;
+let tons = `200`, skirt = ``, guns = ``, guns2 = ``, fans = ``, speed = ``;
+let turbines = ``, armor10 = ``, ramps = ``, HATframe = ``, loadout = ``;
 
 	switch(input) {
 		case 'firebase':
@@ -749,7 +749,8 @@ let recom2 = `; has been recommissioned for use by ${V.SF.Lower}. It`;
 				if (S.Armoury >= 9) exo = `An exosuit has been developed to reduce the amount of weight soldiers carry, increase lifting strength, and move faster in combat.`;
 				if (S.Armoury >= 10) weapons = `Cutting-edge weaponry is available to ${V.SF.Lower}, far outpacing the ability of rival mercenary outfits.`;
 				return `${r} The armory holds soldiers' weapons and gear while not in training or combat. ${weapons} ${special} ${armor1} ${radio}${helmets} ${ammo0} ${uniforms} ${exo}`;
-			} break;
+			}
+			break;
 		case 'drugs':
 			if (S.Drugs >= 0) { r += `<br><br>''Drug Lab:''`; amphet = `Amphetamines have been added to the cocktail at a low dosage to act as a stimulant, physical performance enhancer, cognition control enhancer. Some side-effects exist.`;
 				if (S.Drugs >= 2) phen = `Phencyclidine has been added to the cocktail at a low dosage as a dissociative psychotropic for soldiers in battle to introduce feelings of detachment, strength and invincibility, and aggression. Some side-effects reduce the tolerable dosage before soldiers go on uncontrollable violent outbreaks.`;
@@ -801,7 +802,8 @@ let recom2 = `; has been recommissioned for use by ${V.SF.Lower}. It`;
 				if (S.TV >= 9) squad = `two squads`; armor3 = ``; m2 = `destroying any incoming missiles with a high-powered laser. Some of the now redundant composite armor has been removed, and the reclaimed space allows for more passengers.`;
 				if (S.TV >= 10) engine3 = `${e0} replaced with the newest model, allowing the vehicle to get in and out of the conflict extremely quickly.`;
 				return `A fleet of infantry fighting vehicles ${B} are parked in the garage${C}. The IFVs can carry ${squad} of 6 to a firezone. The ${G1} mm autocannon supports infantry ${G2}. ${pod1} ${pod2} ${engine3} ${armor3} ${tires} ${m1} ${m2}`;
-			} break;
+			}
+			break;
 		case 'PGT':
 			if (S.PGT >= 1) {r += `<br>&nbsp;''Prototype Goliath Tank:''`;
 				if (S.PGT >= 2) c1 = `rests in`; b1 = ``; engines4 = ` and powered by their own engine, allowing the tank to travel with an unsettling speed for its massive bulk`;
@@ -1061,7 +1063,7 @@ let recom2 = `; has been recommissioned for use by ${V.SF.Lower}. It`;
 				case 'Edo Revivalism': text += `Edo Revivalism: a vision of Edo Japan.`; break;
 				case 'Arabian Revivalism': text += `Arabian Revivalism: a vision of the Sultanate of old.`; break;
 				case 'Chinese Revivalism': text += `Chinese Revivalism: a vision of ancient China.`; break;
-				case 'Multiculturalism': text +=`Multiculturalism: a commitment to allow your arcology's citizens cultural freedom.`; break;
+				case 'Multiculturalism': text + = `Multiculturalism: a commitment to allow your arcology's citizens cultural freedom.`; break;
 			}
 			text += `\n&nbsp;Smuggle in FS-optimized : `;
 			const Optionslist = UpgradeOptions;
@@ -1084,7 +1086,7 @@ let recom2 = `; has been recommissioned for use by ${V.SF.Lower}. It`;
 					case 'VehicleUpgrades': title='Vehicle Upgrade'; cost=300000; break;
 					case 'CommonAreaVendors': title='Firebase Vendors'; cost=300000; break;
 					case 'RoleplayingManadated': title='Mandate FS-Roleplaying'; cost=500000; break;
-					case 'ColonelCompilance': title='colonel compliance'; cost=1000000; break;
+					case 'ColonelCompilance': title='colonel compliance'; cost = 1000000; break;
 				}
 				if (![FSPOS].includes(V.SF.Acceptance.FS)) {
 					MEMU_OPTION('Slaves','Slaves',cost), text += ` `;
diff --git a/src/js/optionsMacro.js b/src/js/optionsMacro.js
index b4d81c6d548aecbba2d12f180509f62df7af8a56..bbf725a57cc0cb0508ade6e23a9e702cbbfd5a14 100644
--- a/src/js/optionsMacro.js
+++ b/src/js/optionsMacro.js
@@ -1,3 +1,4 @@
+/* eslint-disable no-empty */
 /* eslint-disable no-console */
 /* eslint-disable no-undef */
 /* Use like:
diff --git a/src/js/slaveSummaryWidgets.js b/src/js/slaveSummaryWidgets.js
index 76be92184a13cb83fbf785a129daec6544bb2955..356e0b8d2350de14260340d3ea175b049f33173f 100644
--- a/src/js/slaveSummaryWidgets.js
+++ b/src/js/slaveSummaryWidgets.js
@@ -22,12 +22,35 @@ window.SlaveSummary = /** @param {App.Entity.SlaveState} slave */ function Slave
 window.SlaveSummaryUncached = (function(){
 	"use strict";
 	let V, r;
+	/*
+	let pronouns;
+	let he;
+	let him;
+	let his;
+	let hers;
+	let himself;
+	let boy;
+	let He;
+	let His;
+	*/
 
 	/** @param {App.Entity.SlaveState} slave
 	 * @returns {string} */
 	function SlaveSummaryUncached(slave) {
 		V = State.variables;
 		r = "";
+		/*
+		pronouns = getPronouns(slave);
+		he = pronouns.pronoun;
+		him = pronouns.object;
+		his = pronouns.possessive;
+		hers = pronouns.possessivePronoun;
+		himself = pronouns.objectReflexive;
+		boy = pronouns.noun;
+		He = capFirstChar(he);
+		His = capFirstChar(his);
+		*/
+
 		if (V.abbreviateDevotion === 1)
 			short_devotion(slave);
 		else if (V.abbreviateDevotion === 2)
@@ -248,7 +271,7 @@ window.SlaveSummaryUncached = (function(){
 			if (V.abbreviateClothes === 2) {
 				r += `&nbsp;&nbsp;&nbsp;&nbsp;`;
 				if (slave.choosesOwnClothes === 1)
-					r += `Dressing herself.`;
+					r += `Dressing herself. `;
 				long_clothes(slave);
 				long_collar(slave);
 				long_belly(slave);