diff --git a/src/Mods/SecExp/encyclopediaSecExpBattles.tw b/src/Mods/SecExp/encyclopediaSecExpBattles.tw
deleted file mode 100644
index 5a6fbc95cdedae42ac0368434d736ee570da6fc2..0000000000000000000000000000000000000000
--- a/src/Mods/SecExp/encyclopediaSecExpBattles.tw
+++ /dev/null
@@ -1,62 +0,0 @@
-:: encyclopediaSecExpBattles [nobr]
-	Battles in the Security Expansion Mod
-	<hr>
-
-	With the Security Expansion mod enabled there is a small chance each week that an attacking force will be approaching the arcology. Their motives may vary, but their intentions are clear: hit you where it hurts.
-	You arcology will start being the subject of incursions only when the [["security drones"|Encyclopedia][$encyclopedia = "Security Drones"]] upgrade has been installed.
-
-	<br><br>Unit types:
-		<br><strong>Slave Units</strong>: recruitable from your stockpile of menial slaves. They are cheap, easy to replace troops that will hold the line well enough.
-		Of the three they have the lowest base stats, but they have the advantage of being available from the beginning, have the lowest upkeep and can be replenished in any moment, provided enough cash is available.
-
-		<br><strong>Militia Units</strong>: recruitable only after a special edict is passed. Once the militia is announced recruitment laws will become available and recruits will present themselves to the barracks, waiting to be assigned to a unit.
-		Militia units are slightly stronger than slave units, but their manpower is limited by the laws enacted and the citizen population.
-
-		<br><strong>Mercenary Units</strong>: installing a permanent platoon in the arcology is a great defensive tool, but if you need muscle outside the walls of your dominion you'll need to hire more.
-		Mercenary units have the highest base stats (in almost all categories), but are also only available if the arcology is garrisoned by the mercenary platoon, are fairly slow to replenish and have the highest upkeep.
-		Once garrisoned by the mercenary platoon, more mercenaries will slowly make their way to the arcology. You have little control over their number other than increasing your arcology prosperity or your reputation.
-
-		<br><strong>The Security Drones</strong>: The security drones are a special unit. You cannot field more than one unit of this type and their stats (with the exception of their very high morale) are fairly low, however they cheap to replenish and have a low maintenance cost. They do not accumulate experience and are not affected by morale modifiers (for better or worse).
-
-	<br><br>Units statistics:
-		<br><strong>Troops</strong>: The number of active combatants the unit can field. If it reaches zero the unit will cease to be considered active. It may be reformed as a new unit without losing the upgrades given to it, but experience is lost.
-
-		<br><strong>Maximum Troops</strong>: The maximum number of combatants the unit can field. You can increase this number through upgrade.
-
-		<br><strong>Equipment</strong>: The quality of equipment given to the unit. Each level of equipment will increase attack and defense values of the unit by 15%.
-
-		<br><strong>Experience</strong>: The quality of training provide/acquired in battle by the unit. Experience is a 0-100 scale with increasingly high bonuses to attack, defense and morale of the unit, to a maximum of 50% at 100 experience.
-
-		<br><strong>Medical support</strong>: Attaching medical support to the unit will decrease the amount of casualties the unit takes in battle.
-
-	<br><br>Battles:
-		<br>Battles are fought automatically, but you can control various fundamental parameters, here are the most important statistics:
-
-		<br><strong>Readiness</strong>: readiness represents how prepared the arcology is to face an attack. For every point of readiness you can field two units. You can find upgrades for in in the security HQ.
-
-		<br><strong>Tactics</strong>: Tactics are the chosen plan of action. You should carefully choose one depending on the terrain, type of enemy and leader choice, because if applied successfully they can sway a battle in your favor or doom your troops.
-
-		<br><strong>Terrain</strong>: Terrain has a great influence on everything, but mainly on the effectiveness of the tactic chosen.
-
-		<br><strong>Leader</strong>: The leader is who will command the combined troops in the field. Each type of leader has its bonuses and maluses.
-
-	<br><br>Leaders:
-		<<setAssistantPronouns>>
-		<br><strong>The Assistant</strong>: The assistant can lead the troops. _HisA performance will entirely depend on the computational power _heA has available. Human soldiers will be not happy to be lead by a computer however and will fight with less ardor, unless your own reputation or authority is high enough.
-
-		<br><strong>The Arcology Owner</strong>: You can join the fray yourself. Your performance will depend greatly on your warfare skill and your past. The troops will react to your presence depending on your social standing and your past as well.
-			Do note however there is the possibility of getting wounded, which makes you unable to focus on any task for a few weeks.
-
-		<br><strong>Your Bodyguard</strong>: Your bodyguard can guide the troops. Their performance will greatly depend on their intelligence and past. Slaves will be happy to be lead by one of them, but militia and mercenaries will not, unless your own authority is high enough to make up for the fact they are being lead by a slave.
-
-		<br><strong>Your Head Girl</strong>: Your Head Girl can guide the troops, and will act very similarly to the bodyguard in battle. Be aware that both slaves run the risk of getting wounded, potentially with grave wounds like blindness or limb loss.
-
-		<br><strong>An Outstanding Citizen</strong>: One of your citizens can take the leading role. Their performance will be average; however the militia will be pleased to be guided by one of them.
-
-		<br>To allow slaves to lead troops a specific edict will have to be enacted.
-
-		<br><strong>A Mercenary Officer</strong>: One of the mercenary commanders can take the lead. Their performance will be above average and mercenary units will be more confident, knowing they're being lead by someone with experience.
-
-		<br><strong>The Colonel</strong>: The special force's colonel can take the lead. Her performance will be above average and mercenary (in addition to hers obviously) units will be more confident, knowing they're being lead by someone with experience. Her tactics have a higher chance of success along with better offense and defense.
-	<br>
-	<br>
diff --git a/src/Mods/SecExp/encyclopediaSecExpMain.tw b/src/Mods/SecExp/encyclopediaSecExpMain.tw
deleted file mode 100644
index 2c13223417227026088839dcfc9bf652c07bb828..0000000000000000000000000000000000000000
--- a/src/Mods/SecExp/encyclopediaSecExpMain.tw
+++ /dev/null
@@ -1,41 +0,0 @@
-:: encyclopediaSecExpMain [nobr]
-
-	The Security Expansion Mod
-	<hr>
-	''Note: The Security Expansion mod is an optional mod. It can be switched freely on and off from the game option menu or at the start of the game.''
-
-	<br><br>The world of Free Cities is not a forgiving one, those who do not seek to dominate it, will inevitably be dominated themselves.
-	Good rulers need to keep control of its realm, if they want to have long and prosperous lives.
-	You will have to manage your @@.darkviolet;authority@@ inside the walls of your arcology, you will have to keep it @@.deepskyblue;secure@@ and keep in check @@.orangered;crime@@ and rivals alike, you will have to take up arms and command your troops against those who defy your rule.
-
-	<br><br>Statistics:
-		@@.darkviolet;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br><strong>Authority:</strong>@@
-		<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Representing the power the player holds over the arcology. If @@.green;[[reputation|Encyclopedia][$encyclopedia = "Arcologies and Reputation"]]@@ is how well the protagonist is known, @@.darkviolet;authority@@ is how much is feared or respected.
-		Authority influences many things, but it is mainly used to enact edicts, who, similarly to policies, allow to shape the sociopolitical profile of your arcology. Like @@.green;reputation,@@ @@.darkviolet;authority@@ has a maximum of <<print num(20000)>>.
-
-		@@.deepskyblue;<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br><strong>Security:</strong>@@
-		<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Representing how safe the arcology is, how likely it is for a citizen to get stabbed, killed or simply mugged in the streets as well as wider concerns like
-		dangerous political organizations, terrorist groups and more. It influences many things, but its main task is to combat @@.orangered;crime.@@
-
-		@@.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 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:
-		<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Arcologies are sturdy structures, difficult to assault without preparation or overwhelming numbers. [["Security drones"|Encyclopedia][$encyclopedia = "Security Drones"]] can easily handle small incursions and a few well placed mercenary squads can handle the rest.
-		However, in order for Free Cities to survive they need many things, many of which are expensive. If you want your arcology to survive the tide of times, you'd better prepare your soldiers and defend the vital lifelines that connect your arcology with the rest of the world.
-		For a detailed outlook of how battles work see the relative page.
-
-	<br><br>Buildings:
-		<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<strong>The Barracks</strong>: This is where troops can be prepared and organized to respond to threats encroaching on the arcology's territory.
-
-		<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<strong>The Security HQ</strong>: This is where your security department will manage the @@.deepskyblue;security@@ of the arcology.
-
-		<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<strong>The Propaganda Hub</strong>: This is where your propaganda department will expand and deepen your @@.darkviolet;authority@@ over the arcology.
-
-		<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<strong>The TransportHub</strong>: This is where trade happens. Mainly intended as a counter to prosperity loss events.
-
-		<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<strong>The RiotControlCenter</strong>: Fairly self explanatory, will help you manage rebellions.
-	<br>
-	<hr>
diff --git a/src/Mods/SecExp/js/secExp.js b/src/Mods/SecExp/js/secExp.js
index 5ebfc32068c602f2667a912a6c35838aba91983f..b13b67b43256866f51a1c70cb9eb89608e92cc2c 100644
--- a/src/Mods/SecExp/js/secExp.js
+++ b/src/Mods/SecExp/js/secExp.js
@@ -397,15 +397,6 @@ App.SecExp.Check = (function() {
 		V.SecExp = V.SecExp || SecExpBase();
 		V.SecExp.settings = V.SecExp.settings || {};
 
-		V.SecExp.settings.show = V.SecExp.settings.show || 0;
-		if (jsDef(V.showSecExp)) {
-			V.SecExp.settings.show = V.showSecExp;
-		}
-
-		if (passage() === "init" || passage() === "New Game Plus") {
-			V.SecExp = {settings:{show:V.SecExp.settings.show}};
-		}
-
 		delete V.SecExp.army;
 
 		if (V.secExpEnabled > 0) {
diff --git a/src/Mods/SecExp/js/secExpState.js b/src/Mods/SecExp/js/secExpState.js
index 4664cc154c6b5effac76b96cb7a25ac184e813c8..487fd815a606cf59f6e2279011775de62d0699a5 100644
--- a/src/Mods/SecExp/js/secExpState.js
+++ b/src/Mods/SecExp/js/secExpState.js
@@ -28,7 +28,6 @@ App.SecExp.rebellionState = class {
 
 App.SecExp.settingsState = class {
 	constructor() {
-		this.show = 0;
 		this.difficulty = 1;
 		this.unitDescriptions = 0;
 		this.showStats = 0;
diff --git a/src/Mods/SpecialForce/SpecialForce.js b/src/Mods/SpecialForce/SpecialForce.js
index 205e8ee1df8a2656e75f1a5a034982bd40889e2f..b6568e5b02bf9ca7a89d169f2a87553567065565 100644
--- a/src/Mods/SpecialForce/SpecialForce.js
+++ b/src/Mods/SpecialForce/SpecialForce.js
@@ -351,6 +351,7 @@ App.SF.BC = function() {
 	TradeShowClean();
 	UnitsClean();
 	delete V.SF.Subsidy;
+	delete V.SecExp.settings.show;
 	if (jsDef(V.SF.UC)) {
 		delete V.SF.UC.num;
 	}
diff --git a/src/gui/Encyclopedia/encyclopedia.tw b/src/gui/Encyclopedia/encyclopedia.tw
index 35c8de721d1a43eabb5c35474933055621876a37..256e0b78ea5ef4da3f4c73c39574f39341001a94 100644
--- a/src/gui/Encyclopedia/encyclopedia.tw
+++ b/src/gui/Encyclopedia/encyclopedia.tw
@@ -7,6 +7,37 @@
 
 <<switch $encyclopedia>>
 
+<<case "Table of Contents">>
+	<center>
+	<h2>Table of Contents</h2>
+	<h3>Introduction</h3>
+		<<= App.Encyclopedia.Dialog.linkSC("Playing Free Cities", "Playing Free Cities")>>
+	<br><br>
+	<h3>The Player Character</h3>
+		<<= App.Encyclopedia.Dialog.linkSC("Design your master", "Design Your Master")>>
+		<br><<= App.Encyclopedia.Dialog.linkSC("Being in charge", "Being in charge")>>
+		<br><<= App.Encyclopedia.Dialog.linkSC("PC Skills", "PC Skills")>>
+	<br><br>
+	<h3>Your Slaves</h3>
+		<<= App.Encyclopedia.Dialog.linkSC("Slaves", "Slaves")>>
+		<br><<= App.Encyclopedia.Dialog.linkSC("Obtaining Slaves", "Obtaining Slaves")>>
+		<br><<= App.Encyclopedia.Dialog.linkSC("Slave Assignments", "Slave Assignments")>>
+		<br><<= App.Encyclopedia.Dialog.linkSC("Slave Body", "Body")>> / <<= App.Encyclopedia.Dialog.linkSC("Skills", "Skills")>>
+		<br><<= App.Encyclopedia.Dialog.linkSC("Slave Fetishes", "Fetishes")>> / <<= App.Encyclopedia.Dialog.linkSC("Quirks", "Quirks")>> / <<= App.Encyclopedia.Dialog.linkSC("Flaws", "Flaws")>>
+		<br><<= App.Encyclopedia.Dialog.linkSC("Slave Relationships", "Relationships")>>
+	<br><br>
+	<h3>Your Arcology</h3>
+		<<= App.Encyclopedia.Dialog.linkSC("The X-Series Arcology", "What the Upgrades Do")>>
+		<br><<= App.Encyclopedia.Dialog.linkSC("Arcology Facilities", "Facilities")>>
+		<br><<= App.Encyclopedia.Dialog.linkSC("Terrain Types", "Terrain Types")>>
+		<br><<= App.Encyclopedia.Dialog.linkSC("Future Societies", "Future Societies")>>
+	<br><br>
+	<h3>Extras</h3>
+		<<= App.Encyclopedia.Dialog.linkSC("Game Mods", "Game Mods")>>
+		<br><<= App.Encyclopedia.Dialog.linkSC("Lore", "Lore")>>
+		<br><<= App.Encyclopedia.Dialog.linkSC("Credits", "Credits")>>
+	</center>
+
 /**********
 PLAYING FREE CITIES
 **********/
@@ -120,81 +151,92 @@ Design Your Master
 <<case "Design Your Master">>
 	This happens at the start of a game of FC: it is not possible to change the PC during the main game. The player must select a career background, a rumored method of acquiring the arcology, and their age group; then choose between some broad body and gender options.
 
+	<br><br>&nbsp;&nbsp;&nbsp;&nbsp;''Wealth'' is a choice for both the ''career background'' and ''rumored method of acquiring the arcology'' options. Both provide you with @@.yellowgreen;<<print cashFormat(10000)>>@@ each for a total of @@.yellowgreen;<<print cashFormat(30000)>>@@ if both are chosen. As a ''background option'' it means that your starting slaves will have two free levels of sex skills available.
+
+	<br><br>__Career background options__
+	<br>Being an ex-
+	<br>''business owner'' (also referred to as capitalist) enhances the business-focused personal attention, increasing the @@.yellowgreen;<<= App.Encyclopedia.Dialog.linkSC("money", "Money")>>@@ it produces and improving arcology prosperity when business-focused personal attention is selected. Also, your starting slaves will have a free level of prostitution skill available.
+	Starts having already mastered <<= App.Encyclopedia.Dialog.linkSC("Trading", "PC Skills")>>.
+
+	<br><br>''private security contractor'' (also referred to as a //mercenary background//) greatly reduces the cost of keeping mercenaries in your employ. Your starting slaves will have free @@.mediumaquamarine;<<= App.Encyclopedia.Dialog.linkSC("trust", "Trust")>>@@ available.
+	Starts having already mastered <<= App.Encyclopedia.Dialog.linkSC("Warfare", "PC Skills")>>.
+
+	<br><br>''slave driver'' enhances slave-focused personal attention, adding bonus @@.hotpink;<<= App.Encyclopedia.Dialog.linkSC("devotion", "From Rebellious to Devoted")>>@@ or @@.mediumaquamarine;<<= App.Encyclopedia.Dialog.linkSC("trust", "Trust")>>@@ to many training applications or preventing their loss. Starting slaves will be cheaper, in addition having already mastered <<= App.Encyclopedia.Dialog.linkSC("Slaving", "PC Skills")>>.
+
+	<br><br>''arcology engineer'' provides a significant discount on many @@.yellowgreen;arcology upgrades and expansions.@@ In addition to the arcology starting off with @@.green;basic economic upgrades@@ already installed. Starts having already mastered <<= App.Encyclopedia.Dialog.linkSC("Engineering", "PC Skills")>>.
+
+	<br><br>''doctor'' allows the player character to perform surgery personally, providing a @@.yellowgreen;discount on surgery costs@@ and a @@.green;reduction to resulting health damage.@@ Additionally, slaves may react differently to surgery if the player character performs it and starting slaves will have free implants available. Starts having already mastered <<= App.Encyclopedia.Dialog.linkSC("Medicine", "PC Skills")>>.
+
+	<br><br>''escort'' provides a one-time bonus to a slave's entertainment, whoring, and two sexual skills when a new slave is acquired. Furthermore, society will not take lightly to being run by an ex-whore, and you will receive heavy @@.green;<<= App.Encyclopedia.Dialog.linkSC("reputation", "Arcologies and Reputation")>>@@ losses each week. You can spend your free time selling your body for @@.yellowgreen;<<= App.Encyclopedia.Dialog.linkSC("money", "Money")>>,@@ at the cost of a large amount of @@.green;<<= App.Encyclopedia.Dialog.linkSC("reputation", "Arcologies and Reputation")>>.@@
+
+	<br><br>''celebrity'' provides extra @@.green;<<= App.Encyclopedia.Dialog.linkSC("reputation", "Arcologies and Reputation")>>@@ at game start.
+	Starting slaves will have a free level of entertainment skill available.
+
+	<br><br>''servant'' provides a one-time bonus to a slave's @@.mediumaquamarine;<<= App.Encyclopedia.Dialog.linkSC("trust", "Trust")>>@@ and @@.hotpink;<<= App.Encyclopedia.Dialog.linkSC("devotion", "From Rebellious to Devoted")>>.@@ Furthermore, society will not approve of being run by an ex-servant, and you will face @@.green;<<= App.Encyclopedia.Dialog.linkSC("reputation", "Arcologies and Reputation")>>@@ losses each week. You can spend your free time, putting your previous experience to use, by greatly reducing the costs of your penthouse. You also passively reduce costs when not focusing on doing so.
+
+	<br><br>''gang leader'' provides a one-time bonus to a slave's health and a free level of combat skill. Furthermore, society will not approve of being run by a gang-banger, and you will face @@.green;<<= App.Encyclopedia.Dialog.linkSC("reputation", "Arcologies and Reputation")>>@@ losses each week. New slaves will likely have heard of your previous exploits and fear you.
+	You know how to haggle slaves.
+	You can spend your free time, putting your previous experience to use, proving another source of income however this isn't guaranteed.
+
+	<br><br>''incursion specialist'' provides starting slaves with a free level of @@.cyan;intelligence.@@ Also certain upgrades may be @@.yellowgreen;<<= App.Encyclopedia.Dialog.linkSC("cheaper", "Money")>>@@ and you may find alternative approaches to problems.
+	Starts having already mastered <<= App.Encyclopedia.Dialog.linkSC("Hacking", "PC Skills")>>.
+
+	<br><br>
+	Players using the <<= App.Encyclopedia.Dialog.linkSC("Security Expansion", "Security Expansion")>> mod may want to view this page with <<= App.Encyclopedia.Dialog.linkSC("additional details", "Design Your Master SecExp")>>.
+
+	<br><br>__Rumored acquisition options__
+	<br>''Hard Work'' provides a one-time bonus to both @@.hotpink;<<= App.Encyclopedia.Dialog.linkSC("devotion", "From Rebellious to Devoted")>>@@ and @@.mediumaquamarine;<<= App.Encyclopedia.Dialog.linkSC("trust", "Trust")>>@@ when a new slave is acquired.
+
+	<br><br>''Force'' means that if a slave does not have enough @@.hotpink;<<= App.Encyclopedia.Dialog.linkSC("devotion", "From Rebellious to Devoted")>>@@ to obey when acquired, this option will terrify her and reduce her @@.mediumaquamarine;<<= App.Encyclopedia.Dialog.linkSC("trust", "Trust")>>@@ to the point where she should comply.
+
+	<br><br>''social engineering'' means that you will start with the first societal option unlocked, since you manipulated the arcology's citizens.
+
+	<br><br>''Luck'' provides extra @@.green;<<= App.Encyclopedia.Dialog.linkSC("reputation", "Arcologies and Reputation")>>@@ at game start, but no ongoing advantages once the main game begins.
+
+	<br><br>__Age groups__
+	<br>Older PCs enjoy easier @@.green;<<= App.Encyclopedia.Dialog.linkSC("reputation", "Arcologies and Reputation")>>@@ maintenance, but possess lower <<= App.Encyclopedia.Dialog.linkSC("sexual energy", "Sexual Energy")>> while younger PC's are the opposite.
+
+	<br><br>__Body and gender options__
+	<br>All PC body changes will alter scenes, but their main mechanical effect is on @@.green;<<= App.Encyclopedia.Dialog.linkSC("reputation", "Arcologies and Reputation")>>@@ maintenance. Feminine options will make it harder to maintain @@.green;<<= App.Encyclopedia.Dialog.linkSC("reputation", "Arcologies and Reputation")>>@@ without providing any gameplay advantage, making playing as a feminine PC a form of increased difficulty. There are other minor gameplay differences including differing slave reactions to the PC based on attraction, but these are fairly minor.
+
+<<case "Design Your Master SecExp">>
+	This happens at the start of a game of FC: it is not possible to change the PC during the main game. The player must select a career background, a rumored method of acquiring the arcology, and their age group; then choose between some broad body and gender options.
+
 	<br><br>&nbsp;&nbsp;&nbsp;&nbsp;''Wealth'' is a choice for both the ''career background'' and ''rumored method of acquiring the arcology'' options. Both provide you with @@.yellowgreen;<<print cashFormat(10000)>>@@ each for a total of @@.yellowgreen;<<print cashFormat(30000)>>@@ if both are chosen.
-	<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;As a ''background option'' it means that your starting slaves will have two free levels of sex skills available
-	<<if $SecExp.settings.show == 1>>
-		and maintaining @@.darkviolet;<<= App.Encyclopedia.Dialog.linkSC("authority", "Security Expansion")>>@@ will be harder, but upgrades in the propaganda hub will be @@.yellowgreen;<<= App.Encyclopedia.Dialog.linkSC("cheaper", "Money")>>@@
-	<</if>>.
+	<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;As a ''background option'' it means that your starting slaves will have two free levels of sex skills available and maintaining @@.darkviolet;<<= App.Encyclopedia.Dialog.linkSC("authority", "Security Expansion")>>@@ will be harder, but upgrades in the propaganda hub will be @@.yellowgreen;<<= App.Encyclopedia.Dialog.linkSC("cheaper", "Money")>>@@.
 
 	<br><br>__Career background options__
 	<br>Being an ex-
-	<br>''business owner'' (also referred to as capitalist) enhances the business-focused personal attention, increasing the @@.yellowgreen;<<= App.Encyclopedia.Dialog.linkSC("money", "Money")>>@@ it produces and improving arcology prosperity when business-focused personal attention is selected. Also,
-	<<if $SecExp.settings.show == 1>>
-		upgrades in the propaganda hub will be @@.yellowgreen;<<= App.Encyclopedia.Dialog.linkSC("cheaper", "Money")>>@@ and
-	<</if>>
-	your starting slaves will have a free level of prostitution skill available.
+	<br>''business owner'' (also referred to as capitalist) enhances the business-focused personal attention, increasing the @@.yellowgreen;<<= App.Encyclopedia.Dialog.linkSC("money", "Money")>>@@ it produces and improving arcology prosperity when business-focused personal attention is selected. Also, upgrades in the propaganda hub will be @@.yellowgreen;<<= App.Encyclopedia.Dialog.linkSC("cheaper", "Money")>>@@ and your starting slaves will have a free level of prostitution skill available.
 	Starts having already mastered <<= App.Encyclopedia.Dialog.linkSC("Trading", "PC Skills")>>.
 
-	<br><br>''private security contractor'' (also referred to as a //mercenary background//) greatly reduces the cost of keeping mercenaries in your employ.
-	<<if $SecExp.settings.show == 1>>
-		Upgrades in the security HQ will be @@.yellowgreen;<<= App.Encyclopedia.Dialog.linkSC("cheaper", "Money")>>.@@
-	<</if>>
+	<br><br>''private security contractor'' (also referred to as a //mercenary background//) greatly reduces the cost of keeping mercenaries in your employ. Upgrades in the security HQ will be @@.yellowgreen;<<= App.Encyclopedia.Dialog.linkSC("cheaper", "Money")>>.@@
 	Your starting slaves will have free @@.mediumaquamarine;<<= App.Encyclopedia.Dialog.linkSC("trust", "Trust")>>@@ available.
 	Starts having already mastered <<= App.Encyclopedia.Dialog.linkSC("Warfare", "PC Skills")>>.
 
-	<br><br>''slave driver'' enhances slave-focused personal attention, adding bonus @@.hotpink;<<= App.Encyclopedia.Dialog.linkSC("devotion", "From Rebellious to Devoted")>>@@ or @@.mediumaquamarine;<<= App.Encyclopedia.Dialog.linkSC("trust", "Trust")>>@@ to many training applications or preventing their loss.
-	<<if $SecExp.settings.show == 1>>
-		@@.darkviolet;<<= App.Encyclopedia.Dialog.linkSC("authority", "Security Expansion")>>@@ will be easier to maintain. Plus upgrades in the security HQ will be @@.yellowgreen;<<= App.Encyclopedia.Dialog.linkSC("cheaper", "Money")>>.@@
-	<</if>>
+	<br><br>''slave driver'' enhances slave-focused personal attention, adding bonus @@.hotpink;<<= App.Encyclopedia.Dialog.linkSC("devotion", "From Rebellious to Devoted")>>@@ or @@.mediumaquamarine;<<= App.Encyclopedia.Dialog.linkSC("trust", "Trust")>>@@ to many training applications or preventing their loss. @@.darkviolet;<<= App.Encyclopedia.Dialog.linkSC("Authority", "Security Expansion")>>@@ will be easier to maintain. Plus upgrades in the security HQ will be @@.yellowgreen;<<= App.Encyclopedia.Dialog.linkSC("cheaper", "Money")>>.@@
 	Starting slaves will be cheaper, in addition having already mastered <<= App.Encyclopedia.Dialog.linkSC("Slaving", "PC Skills")>>.
 
 	<br><br>''arcology engineer'' provides a significant discount on many @@.yellowgreen;arcology upgrades and expansions.@@ In addition to the arcology starting off with @@.green;basic economic upgrades@@ already installed. Starts having already mastered <<= App.Encyclopedia.Dialog.linkSC("Engineering", "PC Skills")>>.
 
 	<br><br>''doctor'' allows the player character to perform surgery personally, providing a @@.yellowgreen;discount on surgery costs@@ and a @@.green;reduction to resulting health damage.@@ Additionally, slaves may react differently to surgery if the player character performs it and starting slaves will have free implants available. Starts having already mastered <<= App.Encyclopedia.Dialog.linkSC("Medicine", "PC Skills")>>.
 
-	<br><br>''escort'' provides a one-time bonus to a slave's entertainment, whoring, and two sexual skills when a new slave is acquired. Furthermore, society will not take lightly to being run by an ex-whore, and you will receive heavy @@.green;<<= App.Encyclopedia.Dialog.linkSC("reputation", "Arcologies and Reputation")>>@@
-	<<if $SecExp.settings.show == 1>>
-		and @@.darkviolet;<<= App.Encyclopedia.Dialog.linkSC("authority", "Security Expansion")>>@@
-	<</if>>
-	losses each week. You can spend your free time selling your body for @@.yellowgreen;<<= App.Encyclopedia.Dialog.linkSC("money", "Money")>>,@@ at the cost of a large amount of @@.green;<<= App.Encyclopedia.Dialog.linkSC("reputation", "Arcologies and Reputation")>>.@@
+	<br><br>''escort'' provides a one-time bonus to a slave's entertainment, whoring, and two sexual skills when a new slave is acquired. Furthermore, society will not take lightly to being run by an ex-whore, and you will receive heavy @@.green;<<= App.Encyclopedia.Dialog.linkSC("reputation", "Arcologies and Reputation")>>@@ and @@.darkviolet;<<= App.Encyclopedia.Dialog.linkSC("authority", "Security Expansion")>>@@ losses each week. You can spend your free time selling your body for @@.yellowgreen;<<= App.Encyclopedia.Dialog.linkSC("money", "Money")>>,@@ at the cost of a large amount of @@.green;<<= App.Encyclopedia.Dialog.linkSC("reputation", "Arcologies and Reputation")>>.@@
 
-	<br><br>''celebrity'' provides extra @@.green;<<= App.Encyclopedia.Dialog.linkSC("reputation", "Arcologies and Reputation")>>@@ at game start
-	<<if $SecExp.settings.show == 1>>
-		and upgrades in the propaganda hub will be @@.yellowgreen;<<= App.Encyclopedia.Dialog.linkSC("cheaper", "Money")>>@@
-	<</if>>.
+	<br><br>''celebrity'' provides extra @@.green;<<= App.Encyclopedia.Dialog.linkSC("reputation", "Arcologies and Reputation")>>@@ at game start and upgrades in the propaganda hub will be @@.yellowgreen;<<= App.Encyclopedia.Dialog.linkSC("cheaper", "Money")>>@@.
 	Starting slaves will have a free level of entertainment skill available.
 
-	<br><br>''servant'' provides a one-time bonus to a slave's @@.mediumaquamarine;<<= App.Encyclopedia.Dialog.linkSC("trust", "Trust")>>@@ and @@.hotpink;<<= App.Encyclopedia.Dialog.linkSC("devotion", "From Rebellious to Devoted")>>.@@ Furthermore, society will not approve of being run by an ex-servant, and you will face @@.green;<<= App.Encyclopedia.Dialog.linkSC("reputation", "Arcologies and Reputation")>>@@
-	<<if $SecExp.settings.show == 1>>
-		and @@.darkviolet;<<= App.Encyclopedia.Dialog.linkSC("authority", "Security Expansion")>>@@
-	<</if>>
-	losses each week. You can spend your free time, putting your previous experience to use, by greatly reducing the costs of your penthouse. You also passively reduce costs when not focusing on doing so.
+	<br><br>''servant'' provides a one-time bonus to a slave's @@.mediumaquamarine;<<= App.Encyclopedia.Dialog.linkSC("trust", "Trust")>>@@ and @@.hotpink;<<= App.Encyclopedia.Dialog.linkSC("devotion", "From Rebellious to Devoted")>>.@@ Furthermore, society will not approve of being run by an ex-servant, and you will face @@.green;<<= App.Encyclopedia.Dialog.linkSC("reputation", "Arcologies and Reputation")>>@@ and @@.darkviolet;<<= App.Encyclopedia.Dialog.linkSC("authority", "Security Expansion")>>@@ losses each week. You can spend your free time, putting your previous experience to use, by greatly reducing the costs of your penthouse. You also passively reduce costs when not focusing on doing so.
 
 	<br><br>''gang leader'' provides a one-time bonus to a slave's health and a free level of combat skill. Furthermore, society will not approve of being run by a gang-banger, and you will face @@.green;<<= App.Encyclopedia.Dialog.linkSC("reputation", "Arcologies and Reputation")>>@@ losses each week. New slaves will likely have heard of your previous exploits and fear you.
-	You know how to haggle slaves
-	<<if $SecExp.settings.show == 1>>
-		and assert your @@.darkviolet;<<= App.Encyclopedia.Dialog.linkSC("authority", "Security Expansion")>>.@@ Plus upgrades in the security HQ will be @@.yellowgreen;<<= App.Encyclopedia.Dialog.linkSC("cheaper", "Money")>>@@
-	<</if>>.
+	You know how to haggle slaves and assert your @@.darkviolet;<<= App.Encyclopedia.Dialog.linkSC("authority", "Security Expansion")>>.@@ Plus upgrades in the security HQ will be @@.yellowgreen;<<= App.Encyclopedia.Dialog.linkSC("cheaper", "Money")>>@@.
 	You can spend your free time, putting your previous experience to use, proving another source of income however this isn't guaranteed.
 
-	<br><br>''incursion specialist'' provides starting slaves with a free level of @@.cyan;intelligence.@@ Also certain upgrades may be @@.yellowgreen;<<= App.Encyclopedia.Dialog.linkSC("cheaper", "Money")>>@@ and you may find alternative approaches to problems
-	<<if $SecExp.settings.show == 1>>
-		, but you will find @@.darkviolet;<<= App.Encyclopedia.Dialog.linkSC("authority", "Security Expansion")>>@@ quite hard to maintain
-	<</if>>.
+	<br><br>''incursion specialist'' provides starting slaves with a free level of @@.cyan;intelligence.@@ Also certain upgrades may be @@.yellowgreen;<<= App.Encyclopedia.Dialog.linkSC("cheaper", "Money")>>@@ and you may find alternative approaches to problems, but you will find @@.darkviolet;<<= App.Encyclopedia.Dialog.linkSC("authority", "Security Expansion")>>@@ quite hard to maintain.
 	Starts having already mastered <<= App.Encyclopedia.Dialog.linkSC("Hacking", "PC Skills")>>.
 
 	<br><br>
-	<<if $SecExp.settings.show == 0>>
-		<<link "Show Security Expansion changes">>
-			<<set $SecExp.settings.show = 1>>
-			<<goto "Encyclopedia">>
-		<</link>>
-	<<else>>
-		<<link "Hide Security Expansion changes">>
-			<<set $SecExp.settings.show = 0>>
-			<<goto "Encyclopedia">>
-		<</link>>
-	<</if>>
+	<<= App.Encyclopedia.Dialog.linkSC("Hide SecExp details", "Design Your Master")>>.
 
 	<br><br>__Rumored acquisition options__
 	<br>''Hard Work'' provides a one-time bonus to both @@.hotpink;<<= App.Encyclopedia.Dialog.linkSC("devotion", "From Rebellious to Devoted")>>@@ and @@.mediumaquamarine;<<= App.Encyclopedia.Dialog.linkSC("trust", "Trust")>>@@ when a new slave is acquired.
@@ -2994,41 +3036,109 @@ LORE: INTERVIEWS
 	While there is little to no issue with possessing nearly anything, getting your hands on it may not always be feasible. Be it local policy or overreaching business deals, certain goods may not be found for sale in the Free City. This does not stop some of the shadier dealers from risking the sale of them, of course; this is where smugglers come in. There is always a market for contraband and illicit goods and never a shortage of people looking to buy them. Not all smugglers are successful, and those that aren't soon find themselves up for sale in the slave markets.
 
 <<case "Security Expansion">>
-	<<include "encyclopediaSecExpMain">>
+	The Security Expansion Mod
+	<hr>
+	''Note: The Security Expansion mod is an optional mod. It can be switched freely on and off from the game option menu or at the start of the game.''
+
+	<br><br>The world of Free Cities is not a forgiving one, those who do not seek to dominate it, will inevitably be dominated themselves.
+	Good rulers need to keep control of its realm, if they want to have long and prosperous lives.
+	You will have to manage your @@.darkviolet;authority@@ inside the walls of your arcology, you will have to keep it @@.deepskyblue;secure@@ and keep in check @@.orangered;crime@@ and rivals alike, you will have to take up arms and command your troops against those who defy your rule.
+
+	<br><br>Statistics:
+		@@.darkviolet;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br><strong>Authority:</strong>@@
+		<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Representing the power the player holds over the arcology. If @@.green;<<= App.Encyclopedia.Dialog.linkSC("reputation", "Arcologies and Reputation")>>@@ is how well the protagonist is known, @@.darkviolet;authority@@ is how much is feared or respected.
+		Authority influences many things, but it is mainly used to enact edicts, who, similarly to policies, allow to shape the sociopolitical profile of your arcology. Like @@.green;reputation,@@ @@.darkviolet;authority@@ has a maximum of <<print num(20000)>>.
+
+		@@.deepskyblue;<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<br><strong>Security:</strong>@@
+		<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Representing how safe the arcology is, how likely it is for a citizen to get stabbed, killed or simply mugged in the streets as well as wider concerns like
+		dangerous political organizations, terrorist groups and more. It influences many things, but its main task is to combat @@.orangered;crime.@@
+
+		@@.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 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:
+		<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Arcologies are sturdy structures, difficult to assault without preparation or overwhelming numbers. <<= App.Encyclopedia.Dialog.linkSC("Security drones", "Security Drones")>> can easily handle small incursions and a few well placed mercenary squads can handle the rest.
+		However, in order for Free Cities to survive they need many things, many of which are expensive. If you want your arcology to survive the tide of times, you'd better prepare your soldiers and defend the vital lifelines that connect your arcology with the rest of the world.
+		For a detailed outlook of how battles work see the relative page.
+
+	<br><br>Buildings:
+		<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<strong>The Barracks</strong>: This is where troops can be prepared and organized to respond to threats encroaching on the arcology's territory.
+
+		<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<strong>The Security HQ</strong>: This is where your security department will manage the @@.deepskyblue;security@@ of the arcology.
+
+		<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<strong>The Propaganda Hub</strong>: This is where your propaganda department will expand and deepen your @@.darkviolet;authority@@ over the arcology.
+
+		<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<strong>The TransportHub</strong>: This is where trade happens. Mainly intended as a counter to prosperity loss events.
+
+		<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;<strong>The RiotControlCenter</strong>: Fairly self explanatory, will help you manage rebellions.
+	<br>
+	<hr>
 
 <<case "Battles">>
-	<<include "encyclopediaSecExpBattles">>
+	Battles in the Security Expansion Mod
+	<hr>
+
+	With the Security Expansion mod enabled there is a small chance each week that an attacking force will be approaching the arcology. Their motives may vary, but their intentions are clear: hit you where it hurts.
+	You arcology will start being the subject of incursions only when the <<= App.Encyclopedia.Dialog.linkSC("security drones", "Security Drones")>> upgrade has been installed.
+
+	<br><br>Unit types:
+		<br><strong>Slave Units</strong>: recruitable from your stockpile of menial slaves. They are cheap, easy to replace troops that will hold the line well enough.
+		Of the three they have the lowest base stats, but they have the advantage of being available from the beginning, have the lowest upkeep and can be replenished in any moment, provided enough cash is available.
+
+		<br><strong>Militia Units</strong>: recruitable only after a special edict is passed. Once the militia is announced recruitment laws will become available and recruits will present themselves to the barracks, waiting to be assigned to a unit.
+		Militia units are slightly stronger than slave units, but their manpower is limited by the laws enacted and the citizen population.
+
+		<br><strong>Mercenary Units</strong>: installing a permanent platoon in the arcology is a great defensive tool, but if you need muscle outside the walls of your dominion you'll need to hire more.
+		Mercenary units have the highest base stats (in almost all categories), but are also only available if the arcology is garrisoned by the mercenary platoon, are fairly slow to replenish and have the highest upkeep.
+		Once garrisoned by the mercenary platoon, more mercenaries will slowly make their way to the arcology. You have little control over their number other than increasing your arcology prosperity or your reputation.
+
+		<br><strong>The Security Drones</strong>: The security drones are a special unit. You cannot field more than one unit of this type and their stats (with the exception of their very high morale) are fairly low, however they cheap to replenish and have a low maintenance cost. They do not accumulate experience and are not affected by morale modifiers (for better or worse).
+
+	<br><br>Units statistics:
+		<br><strong>Troops</strong>: The number of active combatants the unit can field. If it reaches zero the unit will cease to be considered active. It may be reformed as a new unit without losing the upgrades given to it, but experience is lost.
+
+		<br><strong>Maximum Troops</strong>: The maximum number of combatants the unit can field. You can increase this number through upgrade.
+
+		<br><strong>Equipment</strong>: The quality of equipment given to the unit. Each level of equipment will increase attack and defense values of the unit by 15%.
+
+		<br><strong>Experience</strong>: The quality of training provide/acquired in battle by the unit. Experience is a 0-100 scale with increasingly high bonuses to attack, defense and morale of the unit, to a maximum of 50% at 100 experience.
+
+		<br><strong>Medical support</strong>: Attaching medical support to the unit will decrease the amount of casualties the unit takes in battle.
+
+	<br><br>Battles:
+		<br>Battles are fought automatically, but you can control various fundamental parameters, here are the most important statistics:
+
+		<br><strong>Readiness</strong>: readiness represents how prepared the arcology is to face an attack. For every point of readiness you can field two units. You can find upgrades for in in the security HQ.
+
+		<br><strong>Tactics</strong>: Tactics are the chosen plan of action. You should carefully choose one depending on the terrain, type of enemy and leader choice, because if applied successfully they can sway a battle in your favor or doom your troops.
+
+		<br><strong>Terrain</strong>: Terrain has a great influence on everything, but mainly on the effectiveness of the tactic chosen.
+
+		<br><strong>Leader</strong>: The leader is who will command the combined troops in the field. Each type of leader has its bonuses and maluses.
+
+	<br><br>Leaders:
+		<<setAssistantPronouns>>
+		<br><strong>The Assistant</strong>: The assistant can lead the troops. _HisA performance will entirely depend on the computational power _heA has available. Human soldiers will be not happy to be lead by a computer however and will fight with less ardor, unless your own reputation or authority is high enough.
+
+		<br><strong>The Arcology Owner</strong>: You can join the fray yourself. Your performance will depend greatly on your warfare skill and your past. The troops will react to your presence depending on your social standing and your past as well.
+			Do note however there is the possibility of getting wounded, which makes you unable to focus on any task for a few weeks.
+
+		<br><strong>Your Bodyguard</strong>: Your bodyguard can guide the troops. Their performance will greatly depend on their intelligence and past. Slaves will be happy to be lead by one of them, but militia and mercenaries will not, unless your own authority is high enough to make up for the fact they are being lead by a slave.
+
+		<br><strong>Your Head Girl</strong>: Your Head Girl can guide the troops, and will act very similarly to the bodyguard in battle. Be aware that both slaves run the risk of getting wounded, potentially with grave wounds like blindness or limb loss.
+
+		<br><strong>An Outstanding Citizen</strong>: One of your citizens can take the leading role. Their performance will be average; however the militia will be pleased to be guided by one of them.
+
+		<br>To allow slaves to lead troops a specific edict will have to be enacted.
+
+		<br><strong>A Mercenary Officer</strong>: One of the mercenary commanders can take the lead. Their performance will be above average and mercenary units will be more confident, knowing they're being lead by someone with experience.
+
+		<br><strong>The Colonel</strong>: The special force's colonel can take the lead. Her performance will be above average and mercenary (in addition to hers obviously) units will be more confident, knowing they're being lead by someone with experience. Her tactics have a higher chance of success along with better offense and defense.
+	<br>
+	<br>
 
-<<case "Table of Contents">>
-	<center>
-	<h2>Table of Contents</h2>
-	<h3>Introduction</h3>
-		<<= App.Encyclopedia.Dialog.linkSC("Playing Free Cities", "Playing Free Cities")>>
-	<br><br>
-	<h3>The Player Character</h3>
-		<<= App.Encyclopedia.Dialog.linkSC("Design your master", "Design Your Master")>>
-		<br><<= App.Encyclopedia.Dialog.linkSC("Being in charge", "Being in charge")>>
-		<br><<= App.Encyclopedia.Dialog.linkSC("PC Skills", "PC Skills")>>
-	<br><br>
-	<h3>Your Slaves</h3>
-		<<= App.Encyclopedia.Dialog.linkSC("Slaves", "Slaves")>>
-		<br><<= App.Encyclopedia.Dialog.linkSC("Obtaining Slaves", "Obtaining Slaves")>>
-		<br><<= App.Encyclopedia.Dialog.linkSC("Slave Assignments", "Slave Assignments")>>
-		<br><<= App.Encyclopedia.Dialog.linkSC("Slave Body", "Body")>> / <<= App.Encyclopedia.Dialog.linkSC("Skills", "Skills")>>
-		<br><<= App.Encyclopedia.Dialog.linkSC("Slave Fetishes", "Fetishes")>> / <<= App.Encyclopedia.Dialog.linkSC("Quirks", "Quirks")>> / <<= App.Encyclopedia.Dialog.linkSC("Flaws", "Flaws")>>
-		<br><<= App.Encyclopedia.Dialog.linkSC("Slave Relationships", "Relationships")>>
-	<br><br>
-	<h3>Your Arcology</h3>
-		<<= App.Encyclopedia.Dialog.linkSC("The X-Series Arcology", "What the Upgrades Do")>>
-		<br><<= App.Encyclopedia.Dialog.linkSC("Arcology Facilities", "Facilities")>>
-		<br><<= App.Encyclopedia.Dialog.linkSC("Terrain Types", "Terrain Types")>>
-		<br><<= App.Encyclopedia.Dialog.linkSC("Future Societies", "Future Societies")>>
-		<br><<= App.Encyclopedia.Dialog.linkSC("Lore", "Lore")>>
-	<br><br>
-	<h3>Extras</h3>
-		<<= App.Encyclopedia.Dialog.linkSC("Game Mods", "Game Mods")>>
-		<br><<= App.Encyclopedia.Dialog.linkSC("Credits", "Credits")>>
-	</center>
 <<default>>
 	Error: bad title.
 <</switch>>