diff --git a/devNotes/twine JS.txt b/devNotes/twine JS.txt
index 0e8bd36320609428c6107e4398c5246ff0be6f6e..16cce19fa339a41e2200ea7ea08f30ee67a11c04 100644
--- a/devNotes/twine JS.txt	
+++ b/devNotes/twine JS.txt	
@@ -2229,9 +2229,16 @@ window.getCost = function(array) {
 		}
 	}
 
-if(State.variables.SF.Toggle && State.variables.SF.Active >= 1 && State.variables.SF.Subsidy) {
-		costs += Math.ceil( (10000*(State.variables.SFUnit.Troops/10))+(1+(State.variables.arcologies[0].prosperity/100))+(1+(State.variables.SF.Units/100)) );
-}
+	if(State.variables.SF.Toggle && State.variables.SF.Active >= 1) {
+		if(State.variables.SF.Subsidy) {
+			costs += Math.ceil( (10000*(State.variables.SFUnit.Troops/10))+(1+(State.variables.arcologies[0].prosperity/100))+(1+(State.variables.SF.Units/100)) );
+		}
+		if(State.variables.SF.Bonus) {
+			const T = State.temporary;
+			Count();
+			costs += Math.ceil(T.SFCashBonus);
+		}
+	}
 	// clean up
 	if(costs < 0) {
 		costs = 0;
@@ -33074,6 +33081,9 @@ window.Count = function() {
 	if (E > 100) {T.Env = 4;}
 	else if (E > 67) {T.Env = 3;}
 	else {T.Env = 2;}
+	T.ColonelCashBonus = 1000000;
+	T.TroopCashBonus = 100000*S.Troops;
+	T.SFCashBonus = ((T.ColonelCashBonus+(T.TroopCashBonus))*T.Env);
 };
 
 window.Firebase = function() {
diff --git a/src/SpecialForce/Firebase.tw b/src/SpecialForce/Firebase.tw
index 0f32dc46c407fcabdc00125f81b27eeaff16e7fe..09691bf3a557b0a1b51d5f61877044b4d6a17a3a 100644
--- a/src/SpecialForce/Firebase.tw
+++ b/src/SpecialForce/Firebase.tw
@@ -91,19 +91,19 @@
 		
 			<<case 0>>
 		
-				<br>No soldiers are working undercover. [[Lock your choice in|Firebase][$SpecOpsLock = 1]]
+				<br>No soldiers are working undercover. [[Full time assignement|Firebase][$SpecOpsLock = 1]]
 		
 				<br>[[Reassign soldiers|Firebase][$SF.SpecOps = -1]]
 		
 			<<case 1>>
 		
-				<br>A small section of soldiers are working undercover. [[Lock your choice in|Firebase][$SpecOpsLock = 1]]
+				<br>A small section of soldiers are working undercover. [[Full time assignement|Firebase][$SpecOpsLock = 1]]
 		
 				<br>[[Reassign soldiers|Firebase][$SF.SpecOps = -1]]
 		
 			<<case 2>>
 		
-				<br>A large section of soldiers are working undercover. [[Lock your choice in|Firebase][$SpecOpsLock = 1]]
+				<br>A large section of soldiers are working undercover. [[Full time assignement|Firebase][$SpecOpsLock = 1]]
 		
 				<br>[[Reassign soldiers|Firebase][$SF.SpecOps = -1]]
 		
@@ -119,7 +119,7 @@
 		
 			<</switch>>
 		<<else>>
-			<br> <<if $SF.SpecOps < 1>>''Zero''<<elseif $SF.SpecOps < 2>>A ''small'' section<<else>>A ''large'' section<</if>> of the special force is assigned to undercover work. [[Unock your choice|Firebase][$SpecOpsLock = 0]]
+			<br> <<if $SF.SpecOps < 1>>''Zero''<<elseif $SF.SpecOps < 2>>A ''small'' section<<else>>A ''large'' section<</if>> of the special force is assigned to undercover work. [[Re-alloclate the units|Firebase][$SpecOpsLock = 0]]
 		<</if>>
 	
 		<<if $SFUnit.Firebase > 5 && $secExp > 0 && $SFSupportLevel >= 4 && $maxUnits === 16 && $readiness <= 10>>
@@ -128,7 +128,13 @@
 	
 			@@.yellowgreen;<<print cashFormat(Math.ceil((750000*(1.15+($SF.Units/1000))*(1.15+($SFUnit.Firebase/10)))*_Env))>>@@
 	
-		<</if>>	
+		<</if>>
+
+		<br> <<if $SF.Bonus < 1>>
+			<<link "Provide @@.yellowgreen;<<print cashFormat(Math.ceil(_SFCashBonus))>>@@ in bonuses for basic FS acceptance amoungst $SF.Lower.""Firebase">> <<set $SF.Bonus = 1>> <</link>>
+		<<else>>
+			You are providing @@.yellowgreen;<<print cashFormat(Math.ceil(_SFCashBonus))>>@@ in bonuses for basic FS acceptance amoungst $SF.Lower. [[Withdraw the bonuses.|Firebase][$SF.Bonus = 0]]
+		<</if>>
 	
 		<<include "Upgrades">> 
 	
diff --git a/src/SpecialForce/FlavourText.tw b/src/SpecialForce/FlavourText.tw
index 08d10f7a629f9a8dfb1d59cac5d7ce7657125260..275fe243686e2984d9b93594add895a6842c4653 100644
--- a/src/SpecialForce/FlavourText.tw
+++ b/src/SpecialForce/FlavourText.tw
@@ -1,6 +1,41 @@
 :: FlavourText [nobr]
 <br> <<if passage() === "Firebase">>
-	You continue towards the common area, the soldiers you pass nodding respectfully, saluting, or giving slight bows, as they please, to you. You pass the briefing areas, the officers and sergeants of the force are conferring over planning tables and display screens regarding their upcoming deployments.
+	You continue towards the common area, the soldiers you pass
+	<<if $SF.Bonus > 0>>
+		<<if $arcologies[0].FSChattelReligionistLaw > 0>>
+			bow to the Prophet.
+		<<elseif $arcologies[0].FSChattelReligionist >= $FSLockinLevel*0.9>>
+			bow to the Keeper of the Blade and Chalice.
+		<<elseif $arcologies[0].FSChattelReligionist >= $FSLockinLevel*0.6>>
+			bow to the Champion of the Faith.
+		<<elseif $arcologies[0].FSRomanRevivalist >= $FSLockinLevel*0.6>>
+			greet you with a roman salute.
+		<<elseif $arcologies[0].FSAztecRevivalist >= $FSLockinLevel*0.9>>
+			greet the Head <<if $PC.title > 0>>Priest<<else>>Priestess<</if>>.
+		<<elseif $arcologies[0].FSEgyptianRevivalist >= $FSLockinLevel*0.9>>
+			bowing to the Living <<if $PC.title == 1>>God<<else>>Goddess<</if>>.
+		<<elseif $arcologies[0].FSEdoRevivalist >= $FSLockinLevel*0.9>>
+			greet you with saikeirei.
+		<<elseif $arcologies[0].FSArabianRevivalist >= $FSLockinLevel*0.9>>
+			bow to the <<if $PC.title > 0>>Caliph<<else>>Handmaiden of Allah<</if>>.
+		<<elseif $arcologies[0].FSChineseRevivalist >= $FSLockinLevel*0.9>>
+			bow to the <<if $PC.title > 0>>Emperor<<else>>Empress<</if>> and Holder of the Mandate of Heaven.
+		<<elseif $arcologies[0].FSAztecRevivalist >= $FSLockinLevel*0.6>>
+			greet the Tlatcani.
+		<<elseif $arcologies[0].FSEgyptianRevivalist >= $FSLockinLevel*0.6>>
+			bow to the Pharaoh.
+		<<elseif $arcologies[0].FSEdoRevivalist >= $FSLockinLevel*0.6>>
+			bow to the Shogun.
+		<<elseif $arcologies[0].FSArabianRevivalist >= $FSLockinLevel*0.6>>
+			bow to the <<if $PC.title > 0>>Sultan<<else>>Sultana<</if>>.
+		<<elseif $arcologies[0].FSChineseRevivalist >= $FSLockinLevel*0.6>>
+			bow to the <<if $PC.title > 0>>Emperor<<else>>Empress<</if>>.
+		<</if>>
+	<<else>>
+		nod respectfully, salute, or bow slightly, as they please.
+	<</if>>
+	You pass the briefing areas, the officers and sergeants of the force are conferring over planning tables and display screens regarding their upcoming deployments.
+	
 	<br><br><div style="margin-left:2em">The commanders are
 	<<if $SF.Target === "recruit">>
 		viewing lists of potential recruits for $SF.Lower. Mainly mercenaries and Old World soldiers who might be receptive to an offer of employment and residence within the arcology, in addition to some citizens of the arcology who wish to have some excitement in their lives.
@@ -24,27 +59,118 @@
 		There are no warnings or information regarding disciplinary procedures on any of the screens. Near one of them, a waste basket has been dragged over and a soldier has posted a note above it that says: "For Old World Complaints and Warrants."
 	<</if>> </div>
 
-	<br>You arrive at the firebase's common area, a nest of bars, pleasure dens, public spaces, and other facilities catering to the soldiers' needs and giving them somewhere to spend their free time, since they do not mingle with your citizens on the higher levels or exit the arcology except on deployment. It is well-occupied by the soldiers not currently tasked with duties, and they respectfully move out of your way as you approach, clearing a path for you to move forward.
+	<br>You arrive at the firebase's common area,
+	<<if $SF.Bonus > 0>>
+	designed with the ideology of your society in mind.
+		<<if $arcologies[0].FSSubjugationist != "unset">>
+			There is a club, where $arcologies[0].FSSubjugationistRace slaves entertain the brave soldiers before and after missions.
+		<<elseif $arcologies[0].FSSupremacist != "unset">>
+			A luxurious establishment for your $arcologies[0].FSSupremacistRace soldiers, where subhumans of other races will satisfy their every whim.
+		<</if>>
+		<<if $arcologies[0].FSGenderRadicalist != "unset">>
+		You spot an apothecary and a diner selling drugs and food designed for hermaphrodites.
+		<<elseif $arcologies[0].FSGenderFundamentalist != "unset">>
+			You spot a brothel where pretty girls are always ready to please the brave men of the force.
+				<<if $arcologies[0].FSRestart != "unset">>
+					They are sterile and show off their fresh, stretch mark - free bellies.
+				<<else>>
+					Some of them are pregnant, caressing their bellies to entice the fathers of their progeny.
+				<</if>>
+		<</if>>
+		<<if $arcologies[0].FSPaternalist != "unset">>
+			A faint sounds of music can be heard. After following it you see soldiers and slaves alike are relaxing on the dance floor.
+		<<elseif $arcologies[0].FSDegradationist != "unset">>
+			A faint sounds of shooting can be heard. After following it you see soldiers using slaves as moving target practice.
+		<</if>>
+		<<if $arcologies[0].FSBodyPurist != "unset">>
+			A highly subsidized clinic is stationed here, with top-notch equipment for surgery-free treatments and blood purification.
+		<<elseif $arcologies[0].FSTransformationFetishist != "unset">>
+			A highly subsidized clinic is stationed here, with top-notch equipment for advanced surgeries and cybernetic enhancements.
+		<</if>>
+		<<if $arcologies[0].FSYouthPreferentialist != "unset">>
+			A grizzled veteran appears at the entrance of a love hotel with pretty minx, telling her stories of war and glory, while she clings to him waiting for the main deal.
+		<<elseif $arcologies[0].FSMaturityPreferentialist != "unset">>
+			A young recruit appears at the entrance of a love hotel with experienced cougar, being initiated into the force by one of rites of passage established among the troops.
+		<</if>>
+		<<if $arcologies[0].FSSlimnessEnthusiast != "unset">>
+			A racetrack was established for slaves to compete, with soldiers betting their wages and in extreme cases freedom.
+		<<elseif $arcologies[0].FSAssetExpansionist != "unset">>
+			Slaves are a common site in the gym, with their heavy and sometimes immobilizing breasts being used for muscle building and of course groping. Most female soldiers don't even need slaves for that.
+		<</if>>
+		<<if $arcologies[0].FSPastoralist != "unset">>
+			You can see a healthy-looking cowgirl through the window of a slave-products only store, offering the free sample of a product.
+		<</if>>
+		<<if $arcologies[0].FSPhysicalIdealist != "unset">>
+			You can see a buff and imposing amazon through the window of an expanded and upgraded gym, lifting and showing off her gains.
+			<<set _vignette++>>
+		<<elseif $arcologies[0].FSHedonisticDecadence != "unset">>
+			Laughter can be heard from the "all you can eat" buffet at the center of the area.
+		<</if>>
+		<<if $arcologies[0].FSChattelReligionist != "unset">>
+			A chapel, always full of worshipers fulfills the spiritual needs of your men and increases their loyalty to you.
+		<</if>>
+		<<if $arcologies[0].FSRepopulationFocus != "unset">>
+			In a nursery professional staff tends and cares for many children until their mothers come from the missions or finally decide to go on a maternity leave.
+		<<elseif $arcologies[0].FSRestart != "unset">>
+			Special apartment for slave breeders and female soldiers on a maternity leave due to carrying elite children ensures that the best of your troops will leave their superior offspring behind.
+		<</if>>
+		<<if $arcologies[0].FSRomanRevivalist != "unset">>
+			After the missions your soldiers visit thermae - a popular place to relax and socialize.
+		<<elseif $arcologies[0].FSAztecRevivalist != "unset">>
+			A sacrificial altar in the shrine of Huitzilopochtli is always wet with blood.
+		<<elseif $arcologies[0].FSEgyptianRevivalist != "unset">>
+			A shrine of Montu is often visited by the soldiers.
+		<<elseif $arcologies[0].FSEdoRevivalist != "unset">>
+			In a dojo your soldiers learn and improve their martial arts.
+		<<elseif $arcologies[0].FSArabianRevivalist != "unset">>
+			New asāsīyūn are created in a facility for special training of drug usage in battle.
+		<<elseif $arcologies[0].FSChineseRevivalist != "unset">>
+			An officer school teaches the Art of War to your commanders.
+		<</if>>
+	<<else>>	
+		a nest of bars, pleasure dens, public spaces, and other facilities catering to the soldiers' needs and giving them somewhere to spend their free time, since they do not mingle with your citizens on the higher levels or exit the arcology except on deployment. It is well-occupied by the soldiers not currently tasked with duties, and they respectfully move out of your way as you approach, clearing a path for you to move forward.
+	<</if>>
+
 	<br><br><div style="margin-left:2em">
-	The amenities are staffed by menial slaves, captured by the soldiers on their excursions.
-	<<if $SF.Depravity <= 0.3 && $SFColonel.Core === "kind">>
-		They are wearing plain jumpsuits and slim identification collars to set them apart from the soldiers, and look resigned but not fearful. The soldiers themselves socialize at the bars, in small groups around tables, and in the gambling parlours. Many of them can be seen entering or leaving the dens occupied by the sexual slaves they have acquired. Laughter from the carousing soldiers can be heard at all times. Small groups of slaves move freely between the plaza and their basic accommodations attached to the firebase.
-	<<elseif $SF.Depravity <= 0.6 && $SFColonel.Core === "kind">>
-		They are topless, wearing only utilitarian pants and leather collars to set them apart from the soldiers, and occasionally shoot fearful looks at the soldiers. The soldiers themselves socialize at the bars, or in large groups around tables, leering at and groping slaves of interest as they pass by. Many of them can be seen entering or leaving the dens occupied by the sexual slaves they have acquired, and often emerge only partially dressed, sometimes pulling half-naked slaves out with them.
-	<<elseif $SF.Depravity <= 0.9>>
-		They are topless, wearing only utilitarian shorts and steel collars to set them apart from the soldiers, and often shoot fearful looks at the soldiers. The soldiers themselves socialize at the bars, or in large groups around tables, leering at and heavily groping slaves of interest as they pass by. Many of them can be seen entering or leaving the dens occupied by the sexual slaves they have acquired, and often emerge stark naked, sometimes pulling naked slaves out with them for one last servicing in public. A few soldiers stagger around in drunken hazes or drugged-out stupors.
-	<<elseif $SF.Depravity <= 1.2>>
-		They are topless, wearing only a single undergarment and heavy steel collars to set them apart from the soldiers, and often shoot fearful looks at the soldiers. The soldiers occupy themselves primarily with sex, pulling slaves onto benches and fucking them hard in public. Many soldiers stagger around or lie passed out from drug and alcohol abuse.
-	<<elseif $SF.Depravity >= 1.5 && ($SFColonel.Core == "Warmonger" || $SFColonel.Core != "Shell Shocked")>>
-		To a one, they are naked, and are wearing heavy shock collars to force obedience. Most are wild-eyed with fear or dull-eyed from mental collapse, and many others bear marks of abuse. Few of the slaves are here long-term, the depraved pleasures of the soldiers resulting in enormous turnover and loss of 'damaged' stock. The extreme libations of the soldiers are ever-present. Drunken soldiers stagger around everywhere, beating slaves too slow to get out of their way. Others lie sprawled out on the ground, rendered senseless from heavy drug abuse. Some walk around naked, and hold slaves down on the benches scattered around, raping or sodomizing them with their cocks or their personal strap-ons as they desire. In alcoves, some soldier-lover pairs fuck loudly, moaning in pleasure.
-		<<if random(1,100) > 50>>
-			Off to the side, a group of soldiers brutally gangbang a very young slave girl, with one soldier buried balls-deep in her ass, another brutally sawing a barbed strap-on in and out of her pussy, and a third with his cock forced deep down her throat. The slave girl struggles and gags, desperate for breath or relief.
-		<<elseif random(1,100) > 50>>
-			Off to the side, a group of soldiers cackle amongst themselves as they take turns beating a very young slave girl with heavy batons. Sickening crunches can be heard from the screaming slave.
-		<<elseif random(1,100) > 75>>
-			Off to the side, still more soldiers crowd around an above-ground pit built from empty crates, gambling on slave gladiator fights. There's a drunken cheer as one of the fighters, a very young slave girl, straddles another one and smashes her face in with a blood-slick ammo crate. As she stands, shaking from fear and adrenaline, one of the soldiers laughs and throws a small incendiary grenade at her, changing the cheers to curses as the other soldiers jump away from the flaming, screeching slave.
-		<<else>>
-			Screams and cries of pain can be heard echoing around the area as the soldiers have their fun with their property.
+	The amenities are staffed by menial slaves, captured by the soldiers on their excursions. They are
+	<<if $SF.Bonus > 0>>
+		<<if $arcologies[0].FSRomanRevivalist != "unset">>
+			wearing plain and cheap tunics
+		<<elseif $arcologies[0].FSAztecRevivalist != "unset">>
+			wearing simple loinclothes or dresses
+		<<elseif $arcologies[0].FSEgyptianRevivalist != "unset">>
+			wearing short linen kilts or long skirts which extend from the shoulders to the ankles
+		<<elseif $arcologies[0].FSEdoRevivalist != "unset">>
+			wearing cheap kimonos
+		<<elseif $arcologies[0].FSArabianRevivalist != "unset">>
+			either naked or wearing transparent gauzes
+		<<elseif $arcologies[0].FSGenderFundamentalist != "unset">>
+			wearing traditional housewfie clothes
+		<<elseif $arcologies[0].FSDegradationist != "unset">>
+			completely nude with only scars and derogatory tattoos covering their bodies
+		<<elseif $arcologies[0].FSPaternalist != "unset">>
+			wearing plain jumpsuits and slim identification collars to set them apart from the soldiers, and look resigned but not fearful.
+		<</if>>
+	<<else>>
+		<<if $SF.Depravity <= 0.3 && $SFColonel.Core === "kind">>
+			wearing plain jumpsuits and slim identification collars to set them apart from the soldiers, and look resigned but not fearful. The soldiers themselves socialize at the bars, in small groups around tables, and in the gambling parlours. Many of them can be seen entering or leaving the dens occupied by the sexual slaves they have acquired. Laughter from the carousing soldiers can be heard at all times. Small groups of slaves move freely between the plaza and their basic accommodations attached to the firebase.
+		<<elseif $SF.Depravity <= 0.6 && $SFColonel.Core === "kind">>
+			topless, wearing only utilitarian pants and leather collars to set them apart from the soldiers, and occasionally shoot fearful looks at the soldiers. The soldiers themselves socialize at the bars, or in large groups around tables, leering at and groping slaves of interest as they pass by. Many of them can be seen entering or leaving the dens occupied by the sexual slaves they have acquired, and often emerge only partially dressed, sometimes pulling half-naked slaves out with them.
+		<<elseif $SF.Depravity <= 0.9>>
+			topless, wearing only utilitarian shorts and steel collars to set them apart from the soldiers, and often shoot fearful looks at the soldiers. The soldiers themselves socialize at the bars, or in large groups around tables, leering at and heavily groping slaves of interest as they pass by. Many of them can be seen entering or leaving the dens occupied by the sexual slaves they have acquired, and often emerge stark naked, sometimes pulling naked slaves out with them for one last servicing in public. A few soldiers stagger around in drunken hazes or drugged-out stupors.
+		<<elseif $SF.Depravity <= 1.2>>
+			topless, wearing only a single undergarment and heavy steel collars to set them apart from the soldiers, and often shoot fearful looks at the soldiers. The soldiers occupy themselves primarily with sex, pulling slaves onto benches and fucking them hard in public. Many soldiers stagger around or lie passed out from drug and alcohol abuse.
+		<<elseif $SF.Depravity >= 1.5 && ($SFColonel.Core === "Warmonger" || $SFColonel.Core != "Shell Shocked")>>
+			To a one, they are naked, and are wearing heavy shock collars to force obedience. Most are wild-eyed with fear or dull-eyed from mental collapse, and many others bear marks of abuse. Few of the slaves are here long-term, the depraved pleasures of the soldiers resulting in enormous turnover and loss of 'damaged' stock. The extreme libations of the soldiers are ever-present. Drunken soldiers stagger around everywhere, beating slaves too slow to get out of their way. Others lie sprawled out on the ground, rendered senseless from heavy drug abuse. Some walk around naked, and hold slaves down on the benches scattered around, raping or sodomizing them with their cocks or their personal strap-ons as they desire. In alcoves, some soldier-lover pairs fuck loudly, moaning in pleasure.
+			<<if random(1,100) > 50>>
+				Off to the side, a group of soldiers brutally gangbang a very young slave girl, with one soldier buried balls-deep in her ass, another brutally sawing a barbed strap-on in and out of her pussy, and a third with his cock forced deep down her throat. The slave girl struggles and gags, desperate for breath or relief.
+			<<elseif random(1,100) > 50>>
+				Off to the side, a group of soldiers cackle amongst themselves as they take turns beating a very young slave girl with heavy batons. Sickening crunches can be heard from the screaming slave.
+			<<elseif random(1,100) > 75>>
+				Off to the side, still more soldiers crowd around an above-ground pit built from empty crates, gambling on slave gladiator fights. There's a drunken cheer as one of the fighters, a very young slave girl, straddles another one and smashes her face in with a blood-slick ammo crate. As she stands, shaking from fear and adrenaline, one of the soldiers laughs and throws a small incendiary grenade at her, changing the cheers to curses as the other soldiers jump away from the flaming, screeching slave.
+			<<else>>
+				Screams and cries of pain can be heard echoing around the area as the soldiers have their fun with their property.
+			<</if>>
 		<</if>>
 	<</if>> </div>
 
diff --git a/src/SpecialForce/JS.js b/src/SpecialForce/JS.js
index 5df0347d5e9b1e8d2db86f20fd056d85f23d8e7d..81b4b131eebb8c3256ee5dac10377e89cce65278 100644
--- a/src/SpecialForce/JS.js
+++ b/src/SpecialForce/JS.js
@@ -76,6 +76,9 @@ window.Count = function() {
 	if (E > 100) {T.Env = 4;}
 	else if (E > 67) {T.Env = 3;}
 	else {T.Env = 2;}
+	T.ColonelCashBonus = 1000000;
+	T.TroopCashBonus = 100000*S.Troops;
+	T.SFCashBonus = ((T.ColonelCashBonus+(T.TroopCashBonus))*T.Env);
 };
 
 window.Firebase = function() {
diff --git a/src/SpecialForce/Proposal.tw b/src/SpecialForce/Proposal.tw
index f20f93070dc027dcf2b6a87c6f299746e0036c6a..acae9e49da365f5857ef976f49abf0204073f007 100644
--- a/src/SpecialForce/Proposal.tw
+++ b/src/SpecialForce/Proposal.tw
@@ -19,7 +19,7 @@
 
 		You instruct $assistantName to announce to the arcology's citizenry that you will be making an important announcement in the near future regarding the security situation. Given the damage still present from the Daughters' attack, everyone will be tuning in. You also instruct your assistant to begin quietly investigating potential leadership figures for the force itself.
 
-	<<run Object.assign($SF, {Active:1, Depravity:0, Units:0, MWU:0, U:0, WG:0, SpecOps:0, SpecOpsLock:0,
+	<<run Object.assign($SF, {Active:1, Bonus:0, Depravity:0, Units:0, MWU:0, U:0, WG:0, SpecOps:0, SpecOpsLock:0,
 		ROE:"hold", Target:"recruit", Regs:"strict", Caps:"The Special Force",
 		Lower:"the special force", Subsidy:1})>> <<set $cash -= _price>>
 	<<set $SFUnit = Object.assign({}, $SFUnit, {Troops:40, Armoury:0, Firebase:0, AV:0, TV:0, Drones:0,
@@ -36,7 +36,7 @@
 <<elseif $SF.Active === 1>>
 	<<include "Security Force Naming-Colonel">>
 <<elseif $SF.Active !== -1 && passage() === "New Game Plus">>
-		<<run Object.assign($SF, {Active:-1, Depravity:0, Units:0, MWU:0, U:0, WG:0, SpecOps:0, SpecOpsLock:0, ROE:"hold", Target:"recruit", Regs:"strict", Caps:"The Special Force", Lower:"the special force", Subsidy:1})>>
+		<<run Object.assign($SF, {Active:-1, Bonus:0, Depravity:0, Units:0, MWU:0, U:0, WG:0, SpecOps:0, SpecOpsLock:0, ROE:"hold", Target:"recruit", Regs:"strict", Caps:"The Special Force", Lower:"the special force", Subsidy:1})>>
 	<<set $SFUnit = Object.assign({}, $SFUnit, {Troops:40, Armoury:0, Firebase:0, AV:0, TV:0, Drones:0, Drugs:0, PGT:0, AA:0, TA:0, SpacePlane:0, GunS:0, Satellite:0, GiantRobot:0, MissileSilo:0, AircraftCarrier:0, Sub:0, HAT:0})>>
 		<<set $SatLaunched = 0>>
 	<<set $arcologies[0].SFRaid = 1,$arcologies[0].SFRaidTarget = -1>> <<set $SFColonel = Object.assign({}, $SFColonel, {Core:"", Talk:0, Fun:0, Status:0})>>
diff --git a/src/SpecialForce/Report.tw b/src/SpecialForce/Report.tw
index f5c21816243a2ceb976925b050e6bacd3117dd7e..f9085771d5c7b7bddcfdb9bbcefdedac967382a5 100644
--- a/src/SpecialForce/Report.tw
+++ b/src/SpecialForce/Report.tw
@@ -134,7 +134,7 @@
 	<<if _Deaths > 0>> <<set $SFUnit.Troops -= _Deaths>> <</if>>
 <</if>> 
 <</silently>>
-__Status and Activities of $SF.Lower __:
+<br><br>__Status and Activities of $SF.Lower __:
 <br>This week, $SF.Lower focused their <<print commaNum($SFUnit.Troops)>> troops on
 <<if $SF.Target == "recruit">>
 recruiting and training more personnel. Smaller parties ventured out to protect the arcology's trade routes and strike targets of opportunity.
diff --git a/src/js/economyJS.tw b/src/js/economyJS.tw
index 00b644d4b24b7cf72f849adade2f756764685424..42629b15dd99e68082736416ff610658bda2a24f 100644
--- a/src/js/economyJS.tw
+++ b/src/js/economyJS.tw
@@ -325,8 +325,15 @@ window.getCost = function(array) {
 		}
 	}
 
-	if(State.variables.SF.Toggle && State.variables.SF.Active >= 1 && State.variables.SF.Subsidy) {
-		costs += Math.ceil( (10000*(State.variables.SFUnit.Troops/10))+(1+(State.variables.arcologies[0].prosperity/100))+(1+(State.variables.SF.Units/100)) );
+	if(State.variables.SF.Toggle && State.variables.SF.Active >= 1) {
+		if(State.variables.SF.Subsidy) {
+			costs += Math.ceil( (10000*(State.variables.SFUnit.Troops/10))+(1+(State.variables.arcologies[0].prosperity/100))+(1+(State.variables.SF.Units/100)) );
+		}
+		if(State.variables.SF.Bonus) {
+			const T = State.temporary;
+			Count();
+			costs += Math.ceil(T.SFCashBonus);
+		}
 	}
 	// clean up
 	if(costs < 0) {
diff --git a/src/uncategorized/BackwardsCompatibility.tw b/src/uncategorized/BackwardsCompatibility.tw
index d92853568dd33506edc98940d70c90bd85a6cd2a..ad3fa0f716081e29dfd8836c7df5cc8e63b0534b 100644
--- a/src/uncategorized/BackwardsCompatibility.tw
+++ b/src/uncategorized/BackwardsCompatibility.tw
@@ -1122,6 +1122,9 @@
 	<<if ndef $SF.Facility>>
 		<<set $SF.Facility = Object.assign({}, $SF.Facility, {Toggle:0, Active:0, LC:0, Workers:0, Max:5, Caps:"Special force support facility", Lower:"special force support facility", Decoration:"standard", Speed:0, Upgrade:0, IDs:[]})>>
 	<</if>>
+	<<if ndef $SF.Bonus>>
+		<<set $SF.Bonus = 0>>
+	<</if>>
 <</if>>
 <<if def $SFUnit>>
 	<<if def $SFUnit.AT>>
diff --git a/src/uncategorized/costsReport.tw b/src/uncategorized/costsReport.tw
index bcdd4acb3beac28ca235f03ceb1686e311b72c81..6d2c9df6844084c1ef3175008ceafa871d2ed63d 100644
--- a/src/uncategorized/costsReport.tw
+++ b/src/uncategorized/costsReport.tw
@@ -48,8 +48,16 @@ your __personal living expenses__ are <<print cashFormat(Math.trunc($girls*(250+
 	<br> <<print cashFormat($peacekeepers.undermining)>> to undermine political support for the nearby old world peacekeeping mission.
 <</if>>
 
-<<if $SF.Toggle && $SF.Active >= 1 && $SF.Subsidy>>
-	<br>__Finacinally supporting $SF.Caps unitll self sufficiency:__ <<print cashFormat(Math.ceil( (10000*($SFUnit.Troops/10))+(1+($arcologies[0].prosperity/100))+(1+($SF.Units/100)) ))>>
+<<if $SF.Toggle && $SF.Active >= 1>>
+	<<if $SF.Subsidy>>
+		<br>__Finacinally supporting $SF.Lower unitll self sufficiency:__ <<print cashFormat(Math.ceil( (10000*($SFUnit.Troops/10))+(1+($arcologies[0].prosperity/100))+(1+($SF.Units/100)) ))>>
+	<</if>>
+	<<if $SF.Bonus>>
+		<<= Count()>>
+		<br>__Bonuses for basic FS acceptance amoungst $SF.Lower:__ <<print cashFormat(Math.ceil(_SFCashBonus))>>
+		<br>&nbsp;Colonel <<print cashFormat(_ColonelCashBonus*_Env)>>.
+		<br>&nbsp;<<print cashFormat(_TroopCashBonus)>> per solider, totalling <<print cashFormat(Math.ceil(_TroopCashBonus*_Env)>>.
+	<</if>>
 <</if>>
 <<if $mercenaries > 0>>
 	<<set _mercCosts = $mercenaries*2000>>