diff --git a/src/SpecialForce/SpecialForce.js b/src/SpecialForce/SpecialForce.js
index 4582b6bf967b4c1fe507562be5df36d31f5a3514..bb1e57112187e063656a019758dea108a2f7dcc7 100644
--- a/src/SpecialForce/SpecialForce.js
+++ b/src/SpecialForce/SpecialForce.js
@@ -58,7 +58,7 @@ window.SFBC = function() {
 	}
 
 	if (V.SF === undefined) {
-		if (V.securityForceEventSeen < 1) { V.securityForceActive  = -1; } else { V.securityForceActive  = 2; }
+		if (V.securityForceEventSeen < 1) { V.securityForceActive = -1; } else { V.securityForceActive = 2; }
 		V.SF = {Toggle:V.SFMODToggle, Active:V.securityForceActive}; InitClean();
 		if (V.securityForceName === undefined) V.securityForceName = "the special force";
 		if (V.SF.Active >= 1) {
@@ -85,8 +85,8 @@ window.SFBC = function() {
 				Fun:V.securityForceColonelSexed,
 				Status:V.ColonelRelationship}; ColonelClean();
 
-			if (V.TradeShowIncome === undefined) V.TradeShowIncome  = 0;
-			if (V.TotalTradeShowIncome === undefined) V.TotalTradeShowIncome  = 0;
+			if (V.TradeShowIncome === undefined) V.TradeShowIncome = 0;
+			if (V.TotalTradeShowIncome === undefined) V.TotalTradeShowIncome = 0;
 			if (V.TradeShowHelots === undefined) V.TradeShowHelots = 0;
 			if (V.TotalTradeShowHelots === undefined) V.TotalTradeShowHelots = 0;
 			V.SF.MercCon = {
@@ -107,7 +107,7 @@ window.SFBC = function() {
 			if (V.securityForceGiantRobot === undefined) V.securityForceGiantRobot = 0;
 			if (V.securityForceMissileSilo === undefined) V.securityForceMissileSilo = 0;
 			if (V.securityForceAircraftCarrier === undefined) V.securityForceAircraftCarrier = 0;
-			if (V.securityForceSubmarine === undefined) V.securityForceSubmarine  = 0;
+			if (V.securityForceSubmarine === undefined) V.securityForceSubmarine = 0;
 			if (V.securityForceHeavyAmphibiousTransport === undefined) V.securityForceHeavyAmphibiousTransport = 0;
 			V.SF.Squad = {
 				Troops:V.securityForcePersonnel,
@@ -145,7 +145,7 @@ window.SFBC = function() {
 				V.SF.UC = {Assign:0, Lock:0};
 			}
 		}
-		if (V.SF.U !== undefined) V.SF.Upgrade  = V.SF.U; delete V.SF.U;
+		if (V.SF.U !== undefined) V.SF.Upgrade = V.SF.U; delete V.SF.U;
 		if (V.SF.WG !== undefined) V.SF.Gift = V.SF.WG; delete V.SF.WG;
 
 		if (V.SF.MercCon === undefined) MercCon();
@@ -160,24 +160,24 @@ window.SFBC = function() {
 
 		if (V.SF.Bonus !== undefined) delete V.SF.Bonus;
 		if (V.SF.Depravity < 0) V.SF.Depravity = 0;
-		if (V.SF.Size === undefined) V.SF.Size  = V.SF.Units; delete V.SF.Units;
+		if (V.SF.Size === undefined) V.SF.Size = V.SF.Units; delete V.SF.Units;
 		if (V.SFUnit !== undefined) {
 			if (V.SFUnit.AT !== undefined) V.SFUnitTA = 0;
-			V.SF.Squad.Satellite  = V.SF.Squad.Sat;
+			V.SF.Squad.Satellite = V.SF.Squad.Sat;
 			jsDel([V.SF.Squad.Sat,V.SatLaunched,V.SFUnit.AT]);
-			V.SF.Squad.Satellite  = V.SF.Squad.Sat; delete V.SF.Squad.Sat;
+			V.SF.Squad.Satellite = V.SF.Squad.Sat; delete V.SF.Squad.Sat;
 			if (V.SFTradeShow !== undefined) V.SF.MercCon = V.SFTradeShow; delete V.SFTradeShow;
 			if (V.SFColonel !== undefined) V.SF.Colonel = V.SFColonel; delete V.SFColonel;
 			if (V.SF.BadOutcome === undefined) V.SF.BadOutcome = "";
 			if (V.SF.Squad.Satellite !== undefined && V.SatLaunched === undefined) {
 				V.SF.Squad.Sat = {lv:0, InOrbit:0};
-				V.SF.Squad.Satellite  = V.SF.Squad.Sat;
+				V.SF.Squad.Satellite = V.SF.Squad.Sat;
 				jsDel([V.SF.Squad.Sat,V.SatLaunched,V.SFUnit]);
 			}
 		}
 		if (V.SF.Squad !== undefined && V.SF.Squad.Satellite.lv === undefined) {
 			V.SF.Squad.Sat = {lv:V.SF.Squad.Satellite, InOrbit:0};
-			V.SF.Squad.Satellite  = V.SF.Squad.Sat; delete V.SF.Squad.Sat;
+			V.SF.Squad.Satellite = V.SF.Squad.Sat; delete V.SF.Squad.Sat;
 		}
 	}
  if (V.securityForceName !== undefined) InitClean(); MainClean(); ColonelClean(); TradeShowClean(); UnitsClean();
@@ -186,9 +186,9 @@ window.SFBC = function() {
 
 window.SFReport = function() {
 	"use strict"; const V = State.variables,T = State.temporary,S = V.SF.Squad;
-	let target = 50000,baseLine  = 5000,profit = 0,upkeep = 0,income  = 0;
+	let target = 50000,baseLine = 5000,profit = 0,upkeep = 0,income = 0;
 	let Multiplier = {action:1,troop:1,unit:1,depravity:1},SFD = V.SF.Depravity;
-	let FNG = 10,unitCap = 2500,Trade  = 0.025,deaths = 0,r = ``; Count();
+	let FNG = 10,unitCap = 2500,Trade = 0.025,deaths = 0,r = ``; Count();
 	let cost = {a:0.01,b:2.5};let NO = 1+(V.SF.Size/5);let N1 = 1+(V.SF.Size/5);
 	V.SF.UC.num = 0; if (profit < 1) cost.a = 10; cost.b = 0.1;NO = 1;N1 = 0.1;
 
@@ -303,13 +303,13 @@ window.SFReport = function() {
 	if (S.Troops > unitCap) S.Troops = unitCap;
 	if (V.arcologies[0].prosperity > V.ProsperityCap) V.arcologies[0].prosperity = V.ProsperityCap;
 
-	if (S.Drugs >= 8 || S.Drugs >= 10) { let survivalChance  = 50;
+	if (S.Drugs >= 8 || S.Drugs >= 10) { let survivalChance = 50;
 		if (S.Drugs >= 8) {survivalChance -= 5;} else if (S.Drugs >= 10) {survivalChance += 5;}
 		if (jsRandom(0,100) > survivalChance) deaths = jsRandom(0,((S.Drugs*2)+4));
 		if (deaths > 0) S.Troops -= deaths;
 	}
 	if (V.SF.UC.Assign === 1 && V.SF.UC.Lock < 1) V.SF.UC.Assign = 0;
-	if (V.SF.Upgrade !== undefined) V.SF.Upgrade  = 0; V.SF.Gift = 0;
+	if (V.SF.Upgrade !== undefined) V.SF.Upgrade = 0; V.SF.Gift = 0;
 	V.SF.Colonel.Talk = 0; V.SF.Colonel.Fun = 0;
 
 	r += `<br>__Week ${V.week} operational report for ${V.SF.Lower}__:`;
@@ -325,19 +325,19 @@ window.SFReport = function() {
 		r += `<br>A ${V.SF.UC.Assign < 2 ? 'small':'large'} portion of the force was assigned as ${V.SF.UC.Assign < 2 ? 'part':'full'} time undercover officers.`;
 	}
 	if (deaths > 0) {
-	r += ` <span class = 'red'>${deaths} soldiers fatally overdosed on the drug cocktail</span>`;
+	r += `<span class = 'red'>${deaths} soldiers fatally overdosed on the drug cocktail</span>`;
 		if (V.SF.MercCon.CanAttend === -1) r += `, The Colonel's much heavier than average drug use saves her from this side effect.`;
 	}
 	r += `<br>These activities have, overall, <span class = 'green'>improved your arcology's prosperity</span>.`;
-	r += ` The goods procured by ${V.SF.Lower} after accounting for the spoils retained by individual soldiers were `;
+	r += `The goods procured by ${V.SF.Lower} after accounting for the spoils retained by individual soldiers were `;
 	if (profit > 0) {
 		r += `<span class = 'green'>more than sufficient to cover expenses</span>. Excess material and human assets totaling <span class = 'yellowgreen'>${cashFormat(income)}</span> (after liquidation) were transferred to your accounts.`;
-		if (V.economy < 100) r += ` The rapidly degrading global economy has one upside,<span class = 'green'> ${V.SF.Caps} was able to more easily use more 'persuasive' techniques thus leading to an increase in profit</span>.`;
+		if (V.economy < 100) r += `The rapidly degrading global economy has one upside,<span class = 'green'> ${V.SF.Caps} was able to more easily use more 'persuasive' techniques thus leading to an increase in profit</span>.`;
 	} else {
 		r += `<span class = 'red'>barely enough to cover expenses.</span> More growth will be needed to ensure profitability, <span class = 'yellow'>hopefully purchasing more upgrades will help</span>.`;
-		r += ` Per the estimates that ${SFC()} provides, an additional <span class = 'yellowgreen'>${cashFormat(target-income)}</span> is required for sufficient cover.`;
+		r += `Per the estimates that ${SFC()} provides, an additional <span class = 'yellowgreen'>${cashFormat(target-income)}</span> is required for sufficient cover.`;
 	}
-	r += ` ${V.SF.Caps} managed to recruit ${Math.round(FNG/2)} new soldiers this week, and your reputation has <span class = 'green'>increased through the improvement of trade security</span>.`;
+	r += `${V.SF.Caps} managed to recruit ${Math.round(FNG/2)} new soldiers this week, and your reputation has <span class = 'green'>increased through the improvement of trade security</span>.`;
 	r += `<br>//Your instructions to ${SFC()}://`;
 	r += `<br>&nbsp;Deployment focus: `;
 	r += `<span id = "focus"> <<if $SF.Target === "recruit">>''Recruiting and Training''<<elseif $SF.Target === "secure">>''Securing Trade Routes''<<else>>''Raiding and Slaving''<</if>></span>.&nbsp;&nbsp;`;
@@ -349,8 +349,8 @@ window.SFReport = function() {
 		r += `<span id = "accountability"> <<if $SF.Regs === "strict">>''Strict Accountability''<<elseif $SF.Regs === "some">>''Some Accountability''<<else>>''No Accountability''<</if>></span>.&nbsp;&nbsp;`;
 		r += `<<link "Strict Accountability">> <<set $SF.Regs = "strict">> <<replace "#accountability">>''Strict Accountability''<</replace>> <</link>> | <<link "Some Accountability">> <<set $SF.Regs = "some">> <<replace "#accountability">>''Some Accountability''<</replace>> <</link>> | <<link "No Accountability">> <<set $SF.Regs = "none">> <<replace "#accountability">>''No Accountability''<</replace>> <</link>>`;
 	if (V.SF.MercCon.CanAttend === 1) {
-		V.SF.MercCon.Income  = 0; V.SF.MercCon.Menials = 0;
-		let tradeShowAttendes = 200, menialGiftsPerAttendee  = 5, NewMercs = 0;
+		V.SF.MercCon.Income = 0; V.SF.MercCon.Menials = 0;
+		let tradeShowAttendes = 200, menialGiftsPerAttendee = 5, NewMercs = 0;
 		let menialGifts = Math.ceil(jsRandom(1,((tradeShowAttendes*menialGiftsPerAttendee)/10)));
 		let TSProfit = Math.ceil(500000*(1+(V.SF.Size/1000))*(1+(V.arcologies[0].prosperity/1000))*T.Env);
 		V.menials += menialGifts; V.SF.MercCon.History += 1;
@@ -368,8 +368,8 @@ window.SFReport = function() {
 };
 
 window.Count = function() {
-	const V = State.variables, T = State.temporary, C = Math.clamp, S = V.SF.Squad, E  = V.economy;
-	T.FU = 10; S.Firebase  = C(S.Firebase, 0, T.FU);
+	const V = State.variables, T = State.temporary, C = Math.clamp, S = V.SF.Squad, E = V.economy;
+	T.FU = 10; S.Firebase = C(S.Firebase, 0, T.FU);
 	T.AU = 10; S.Armoury = C(S.Armoury, 0, T.AU);
 	T.DrugsU = 10; S.Drugs = C(S.Drugs, 0, T.DrugsU);
 	T.DU = 10; S.Drones = C(S.Drones, 0, T.DU);
@@ -381,13 +381,13 @@ window.Count = function() {
 	else if (V.PC.warfare >= 50) {T.PGTU = 9; T.SPU = 9; T.GunSU = 9; T.SatU = 9; T.GRU = 9; T.MSU = 9; T.ACU = 9; T.SubU = 9; T.HATU = 9;}
 	else {T.PGTU = 8; T.SPU = 8; T.GunSU = 8; T.SatU = 8; T.GRU = 8; T.MSU = 8; T.ACU = 8; T.SubU = 8; T.HATU = 8;}
 	S.PGT = C(S.PGT, 0, T.PGTU);
-	S.SpacePlane  = C(S.SpacePlane, 0, T.SPU); S.GunS = C(S.GunS, 0, T.GunSU);
+	S.SpacePlane = C(S.SpacePlane, 0, T.SPU); S.GunS = C(S.GunS, 0, T.GunSU);
 	S.Satellite.lv = C(S.Satellite.lv, 0, T.SatU); S.GiantRobot = C(S.GiantRobot, 0, T.GRU); S.MissileSilo = C(S.MissileSilo, 0, T.MSU);
 	S.AircraftCarrier = C(S.AircraftCarrier, 0, T.ACU); S.Sub = C(S.Sub, 0, T.SubU); S.HAT = C(S.HAT, 0, T.HATU);
 	T.GU = T.AVU+T.TVU+T.PGTU; T.G = S.AV+S.TV+S.PGT;
 	T.H = S.AA+S.TA+S.SpacePlane+S.GunS; T.HU = T.AAU+T.TAU+T.SPU+T.GunSU;
 	T.LBU = T.SatU+T.MSU; T.LB = S.Satellite.lv+S.MissileSilo;
-	T.Base  = S.Firebase+S.Armoury+S.Drugs+S.Drones+T.H;
+	T.Base = S.Firebase+S.Armoury+S.Drugs+S.Drones+T.H;
 	T.max = T.FU+T.AU+T.DrugsU+T.DU+T.HU;
 	//if (V.SF.Facility.Toggle > 0) T.Base += 1; T.max += 1;
 
@@ -396,7 +396,7 @@ window.Count = function() {
 	} else {
 		T.NY = S.AircraftCarrier + S.Sub + S.HAT; T.Base += T.NY;
 		T.NYU = T.ACU + T.SubU + T.HATU; T.max += T.NYU;
-	} V.SF.Size  = T.Base; V.SF.Size  = C(V.SF.Size, 1, T.max); T.T1 = 0;
+	} V.SF.Size = T.Base; V.SF.Size = C(V.SF.Size, 1, T.max); T.T1 = 0;
 	if (E > 100) {T.Env = 4;} else if (E > 67) {T.Env = 3;} else {T.Env = 2;}
 	if (V.SF.Size >= 30) T.T1 = 1; T.SFSubsidy = 5000*(1+((V.SF.Squad.Troops/100)+(V.SF.Size/100)));
 	SFNameCapsCheck();
@@ -412,8 +412,8 @@ window.SFNameCapsCheck = function() {
 };
 
 window.SFUpgradeCost = function(cost,unit) {
-	"use strict"; const V = State.variables,T = State.temporary,S = V.SF.Squad; let value  = 0;
-	value  = cost*T.Env*(1.15+(V.SF.Size/10))*(1.15+(unit/100));
+	"use strict"; const V = State.variables,T = State.temporary,S = V.SF.Squad; let value = 0;
+	value = cost*T.Env*(1.15+(V.SF.Size/10))*(1.15+(unit/100));
 	if ([S.Sub,S.AircraftCarrier,S.MissileSilo,S.GiantRobot,S.Satellite.lv,S.GunS,S.SpacePlane,S.Drones].includes(unit)) value *= V.HackingSkillMultiplier;
 	return Math.ceil(value);
 };
@@ -450,8 +450,8 @@ window.SFC = function() {
 
 window.SFCR = function() {
 	const V = State.variables, C = V.SF.Colonel;
-	if (C.Status <=  19) {return `boss`;}
-	else if (C.Status <=  39) {return `friend`;}
+	if (C.Status <= 19) {return `boss`;}
+	else if (C.Status <= 39) {return `friend`;}
 	else {return `fuckbuddy`;}
 };
 
@@ -485,8 +485,8 @@ window.Interactions = function() {
 window.BadOutcome = function() {
 	"use strict";
 	const V = State.variables;
-	let r = ``;	/** FIXME: 'r' is declared but its value is never read.ts(6133) */
-	V.SF.Active  = -2;
+	let r = ``; /** FIXME: r' is declared but its value is never read.ts(6133) */
+	V.SF.Active = -2;
 	switch(V.SF.Colonel.Core) {
 		case "Shell-Shocked":
 			V.SF.BadOutcome = "lockdown"; V.trinkets.push("${t} explosives detonator");
@@ -533,7 +533,7 @@ window.UnitText = function(input) {
 	"use strict";
 	const V = State.variables;
 	T = State.temporary;
-	S = V.SF.Squad;
+	S = V.SF.Squad; 
 	let r = ``;
 	switch(input) {
 		case 'firebase':
@@ -549,15 +549,15 @@ window.UnitText = function(input) {
 			comms = ``;
 			training = ``;
 			if (S.Firebase >= 0) { r += `<br>''Firebase:''`;
-				if (S.Firebase >= 1) appear = `has had some organization put into it.`; barracks = `The majority of weapons, armor, and ammunition have been separated from the soldiers' cots into their own armory.`; garage = `A section near the outer wall of the arcology has been converted to a garage with an adjoining vehicle maintenance bay`; drone = `.`;	if (V.terrain === "oceanic") garage += ` for inter-arcology travel`;
+				if (S.Firebase >= 1) appear = `has had some organization put into it.`; barracks = `The majority of weapons, armor, and ammunition have been separated from the soldiers' cots into their own armory.`; garage = `A section near the outer wall of the arcology has been converted to a garage with an adjoining vehicle maintenance bay`; drone = `.`;	if (V.terrain === "oceanic") garage += `for inter-arcology travel`;
 				if (S.Firebase >= 2) barracks = `A barracks has been constructed near the armory, allowing soldiers a quieter place to sleep and store their personal spoils.`; drone = `; as well as a facility for the storage, maintenance, and deployment of armed combat drones.`;
 				if (S.Firebase >= 3) appear = `has become more permanent.`; barracks = `A command center has been constructed near the barracks and armory, allowing for additional support personnel.`; 
 				if (S.Firebase >= 4) hangar = `Hangar space for storing and repairing aircraft has been converted from unused space on the other side of the garage.`;
 				if (S.Firebase >= 5) 
-					appear = `is nearing the appearance of a military base.`; launch = `The rest of the firebase has been designated for special projects.`; artillery = `Artillery batteries are set around the base of the arcology.`; if (V.terrain === "oceanic" || V.terrain === "marine") launch += ` A Naval Yard has been constructed in the waters near the arcology.`;
+					appear = `is nearing the appearance of a military base.`; launch = `The rest of the firebase has been designated for special projects.`; artillery = `Artillery batteries are set around the base of the arcology.`; if (V.terrain === "oceanic" || V.terrain === "marine") launch += `A Naval Yard has been constructed in the waters near the arcology.`;
 				if (S.Firebase >= 6) common = `and in the center is a common area for recreation, including a small movie theater and a mess hall.`;
 				if (S.Firebase >= 7) {slave = `A slave detention facility has been sectioned off to one side`;
-					if (V.SF.Depravity > 1.5) slave += ` emanating the sounds of rape and torture`;
+					if (V.SF.Depravity > 1.5) slave += `emanating the sounds of rape and torture`;
 					slave += `;`;}
 				if (S.Firebase >= 8) { appear = `has become a fully fledged military base.`; comms = `A Free City-wide communication network for ${V.SF.Lower} has been constructed to facilitate faster responses and efficient monitoring of the surrounding area.`; }
 				if (S.Firebase >= 9) training = `A high-tech killhouse has been constructed to aid in soldier training.`;
@@ -565,17 +565,24 @@ window.UnitText = function(input) {
 				return `${r} The firebase ${appear} ${barracks} ${comms} ${training} ${slave} ${common} ${garage}${drone} ${hangar} ${launch} ${artillery}`;
 			}
 			break;
-		case 'troop': r += `<br>&nbsp;The large dormitories are`;
+		case 'troop':
+			r += `<br>&nbsp;The large dormitories are`;
 			Quantity = `the ${num(S.Troops)} members of ${V.SF.Lower}`;
-			if (S.Troops < 100) {return `${r} sparsely occupied, ${Quantity} residing within them concentrating together in a corner. The hundreds of empty beds and lockers visibly herald the future`;}
-			else if (S.Troops < 400) {return `${r} lightly occupied, with ${Quantity} starting to spread out across them`;}
-			else if (S.Troops < 800) {return `${r} moderately occupied, though ${Quantity} residing within have a considerable amount of extra room`;}
-			else if (S.Troops < 1500) {return `${r} well-occupied, and ${Quantity} residing within have started to form small cliques based on section and row`;}
-			else {return `${r} near capacity, and ${Quantity} often barter their personal loot, whether it be monetary or human, for the choicest bunks`;}
+			if (S.Troops < 100) {
+				return `${r} sparsely occupied, ${Quantity} residing within them concentrating together in a corner. The hundreds of empty beds and lockers visibly herald the future`;
+			} else if (S.Troops < 400) {
+				return `${r} lightly occupied, with ${Quantity} starting to spread out across them`;
+			} else if (S.Troops < 800) {
+				return `${r} moderately occupied, though ${Quantity} residing within have a considerable amount of extra room`;
+			} else if (S.Troops < 1500) {
+				return `${r} well-occupied, and ${Quantity} residing within have started to form small cliques based on section and row`;
+			} else {
+				return `${r} near capacity, and ${Quantity} often barter their personal loot, whether it be monetary or human, for the choicest bunks`;
+			}
 			break;	/** FIXME: Unreachable code detected.ts(7027) */
 		case 'armoury': 
 			weapons = `The weapons are mostly worn rifles that have already seen years of service before ${V.SF.Lower} acquired them.`;
-			armor1 = `The body armor is enough to stop smaller calibers; but nothing serious.`;
+			armor1 = `The body armor is enough to stop smaller calibers, but nothing serious.`;
 			radio = ``;
 			helmets = ``;
 			ammo0 = ``;
@@ -583,7 +590,7 @@ window.UnitText = function(input) {
 			special = ``;
 			exo = ``;
 			if (S.Armoury >= 0) {r += `<br><br>''Armory:''<br>`; radio = `Radios have been wired into the soldiers helmets`; helmets = `.`;
-				if (S.Armoury >= 2) helmets = ` and a HUD has been integrated into the soldier's eyewear.`;
+				if (S.Armoury >= 2) helmets = `and a HUD has been integrated into the soldier's eyewear.`;
 				if (S.Armoury >= 3) ammo0 = `Tactical vests have been provided, allowing soldiers to carry additional ammo.`;
 				if (S.Armoury >= 4) armor1 = `The body armor is a newer variant, able to stop small arms fire and protect against shrapnel.`;
 				if (S.Armoury >= 5) weapons = `The weapons are modern rifles and sidearms, putting ${V.SF.Lower} on par with rival mercenary outfits.`;
@@ -602,33 +609,50 @@ window.UnitText = function(input) {
 			concen = ``;
 			stimpack = ``;
 			stabilizer = ``;
-			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.`;
-				if (S.Drugs >= 3) steroid = `Testosterone is being produced for soldiers in training as a natural muscle growth stimulant and to invoke aggression.`;
-				if (S.Drugs >= 4) downer = `Zaleplon is being produced as a downer to counteract the battle cocktail and encourage rest before combat.`;
-				if (S.Drugs >= 5) concen = `Methylphenidate has been added to the cocktail as a stimulant and to improve soldier concentration.`;
-				if (S.Drugs >= 6) phen = `A phencyclidine-based drug has been added to the cocktail as a dissociative psychotropic for soldiers in battle to introduce controllable feelings of detachment, strength and invincibility, and aggression.`;
-				if (S.Drugs >= 7) steroid = `Low levels of anabolic steroids are being produced for soldiers in training to stimulate muscle growth and invoke aggression.`;
-				if (S.Drugs >= 8) amphet = `Diphenylmethylsulfinylacetamide has been added to the cocktail to counteract the effects of sleep deprivation and promote alertness.`;
-				if (S.Drugs >= 9) stimpack = `A stimpack of the battle cocktail is being given to soldiers in battle to take if the original dose wears off before the battle is over.`;
-				if (S.Drugs >= 10) stabilizer = `A stabilizer has been added to the battle cocktail that helps tie effects together while reducing side-effects, leading to an effectively safe supersoldier drug.`;
+			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.`;
+				}
+				if (S.Drugs >= 3) {
+					steroid = `Testosterone is being produced for soldiers in training as a natural muscle growth stimulant and to invoke aggression.`;
+				}
+				if (S.Drugs >= 4) {
+					downer = `Zaleplon is being produced as a downer to counteract the battle cocktail and encourage rest before combat.`;
+				}
+				if (S.Drugs >= 5) {
+					concen = `Methylphenidate has been added to the cocktail as a stimulant and to improve soldier concentration.`;
+				}
+				if (S.Drugs >= 6) {
+					phen = `A phencyclidine-based drug has been added to the cocktail as a dissociative psychotropic for soldiers in battle to introduce controllable feelings of detachment, strength and invincibility, and aggression.`;
+				}
+				if (S.Drugs >= 7) {
+					steroid = `Low levels of anabolic steroids are being produced for soldiers in training to stimulate muscle growth and invoke aggression.`;
+				}
+				if (S.Drugs >= 8) {
+					amphet = `Diphenylmethylsulfinylacetamide has been added to the cocktail to counteract the effects of sleep deprivation and promote alertness.`;
+				}
+				if (S.Drugs >= 9) {
+					stimpack = `A stimpack of the battle cocktail is being given to soldiers in battle to take if the original dose wears off before the battle is over.`;
+				}
+				if (S.Drugs >= 10) {
+					stabilizer = `A stabilizer has been added to the battle cocktail that helps tie effects together while reducing side-effects, leading to an effectively safe supersoldier drug.`;
+				}
 				return `${r} A drug lab has been established to increase the effectiveness of ${V.SF.Lower}'s soldiers. Many of these chemicals are mixed into a single 'battle cocktail' to be taken before combat. ${amphet} ${phen} ${concen} ${steroid} ${downer} ${stimpack} ${stabilizer}`;
-			} break;
-		case 'UAV': if(S.Firebase >= 2 && S.Drones >= 1) { r += `<br><br>''Drone Bay:''`;
-			a = `have been recommissioned for use by ${V.SF.Lower}`;
-			b = `.`;
-			c = ``;
-			d = ``;
-			e = ``;
-			f = ``;
-			g = ``;
-			h = ``;
-			i = ``;
-			j = ``;
-			k = ``;
-			if (S.Drones >= 2) a = `equipped with missiles are resting on one side of the drone bay`; b = `; as well as destroying the occasional target.`;
-			if (S.Drones >= 3) c = `A fleet of`; d = `large delivery quadcopters have been converted for military service to support ground forces as combat drones.`;
-			if (S.Drones >= 4) d = `combat drones take up the rest of the space in the drone bay. They have a`; e = `small automatic rifle`; f = `mounted to the underside.`;
+			}
+			break;
+		case 'UAV':
+			if(S.Firebase >= 2 && S.Drones >= 1) { r += `<br><br>''Drone Bay:''`;
+			let a = `have been recommissioned for use by ${V.SF.Lower}`, b = `.`, c = ``, d = ``, e = ``, f = ``, g = ``, h = ``, i = ``, j = ``, k = ``;
+			if (S.Drones >= 2) a = `equipped with missiles are resting on one side of the drone bay`;
+			b = `;
+			as well as destroying the occasional target.`;
+			if (S.Drones >= 3) c = `A fleet of`;
+			d = `large delivery quadcopters have been converted for military service to support ground forces as combat drones.`;
+			if (S.Drones >= 4) d = `combat drones take up the rest of the space in the drone bay. They have a`;
+			e = `small automatic rifle`;
+			f = `mounted to the underside.`;
 			if (S.Drones >= 5) g = `Armor has been added to protect vulnerable components from small arms fire.`;
 			if (S.Drones >= 6) h = `The fleet's batteries have been replaced with higher capacity models, increasing the functional time spent in combat.`;
 			if (S.Drones >= 7) i = `The propellers and motors have been upgraded, increasing maneuverability and speed.`;
@@ -639,7 +663,7 @@ window.UnitText = function(input) {
 			} break;
 		case 'AV': 
 			b = `has been recommissioned for use by ${V.SF.Lower}. They`;
-			c = `; mechanics are methodically checking the recent purchases for battle-readiness`;
+			c = `, mechanics are methodically checking the recent purchases for battle-readiness`;
 			MG = `120 mm main gun is enough to handle the majority of opponents around the Free Cities.`;
 			engine1 = ``;
 			armor2 = ``;
@@ -651,21 +675,43 @@ window.UnitText = function(input) {
 			fireC2 = ``;
 			fireC3 = ``;
 			turret = ``;
-			if (S.AV >= 1) { r += `<br>&nbsp;&nbsp;''Assault:''`;
-				if (S.AV >= 2) engine1 = `The engine1 has been overhauled, allowing much faster maneuvering around the battlefield.`; b = ``; c = ``;
-				if (S.AV >= 3) armor2 = `A composite ceramic armor has replaced the original, offering much greater protection from attacks.`;
-				if (S.AV >= 4) ammo1 = `The tanks have been outfitted with additional types of ammo for situational use.`;
-				if (S.AV >= 5) mg = `A remote-controlled .50 cal machine gun has been mounted on the turret to handle infantry and low-flying aircraft.`;
-				if (S.AV >= 6) fireC0 = `A fire-control system`; fireC3 = `been installed, guaranteeing`; fireC2 = `has`; fireC1 = `accurate fire.`;
-				if (S.AV >= 7) fireC2 = `and an autoloader have`; fireC1 = `rapid, accurate fire while separating the crew from the stored ammunition in the event the ammo cooks off.`;
-				if (S.AV >= 8) armor22 = `A reactive armor system has been added, giving the tank an additional, if temporary, layer of protection.`;
-				if (S.AV >= 9) turret = `The turret has been massively redesigned, lowering the tank profile and increasing the efficiency of the mechanisms within.`;
-				if (S.AV >= 10) MG = `140 mm main gun can quash anything even the greatest Old World nations could muster.`;
+			if (S.AV >= 1) {
+				r += `<br>&nbsp;&nbsp;''Assault:''`;
+				if (S.AV >= 2) {
+					engine1 = `The engine1 has been overhauled, allowing much faster maneuvering around the battlefield.`;
+					b = ``;
+					c = ``;
+				}
+				if (S.AV >= 3) {
+					armor2 = `A composite ceramic armor has replaced the original, offering much greater protection from attacks.`;
+				}
+				if (S.AV >= 4) {
+					ammo1 = `The tanks have been outfitted with additional types of ammo for situational use.`;
+				}
+				if (S.AV >= 5) {
+					mg = `A remote-controlled .50 cal machine gun has been mounted on the turret to handle infantry and low-flying aircraft.`;
+				}
+				if (S.AV >= 6) {
+					fireC0 = `A fire-control system`; fireC3 = `been installed, guaranteeing`; fireC2 = `has`; fireC1 = `accurate fire.`;
+				}
+				if (S.AV >= 7) {
+					fireC2 = `and an autoloader have`; fireC1 = `rapid, accurate fire while separating the crew from the stored ammunition in the event the ammo cooks off.`;
+				}
+				if (S.AV >= 8) {
+					armor22 = `A reactive armor system has been added, giving the tank an additional, if temporary, layer of protection.`;
+				}
+				if (S.AV >= 9) {
+					turret = `The turret has been massively redesigned, lowering the tank profile and increasing the efficiency of the mechanisms within.`;
+				}
+				if (S.AV >= 10) {
+					MG = `140 mm main gun can quash anything even the greatest Old World nations could muster.`;
 				return `${r} A fleet of main battle tanks ${b} are parked in the garage${c}. ${turret} The ${MG} ${ammo1} ${mg} ${fireC0} ${fireC2} ${fireC3} ${fireC1} ${engine1} ${armor2} ${armor22}`;
-			} break;
+				}
+			}
+			break;
 		case 'TV': 
 			B = `has been recommissioned for use by ${V.SF.Lower}. They`;
-			C = `; mechanics are giving the new purchases a final tuneup`;
+			C = `, mechanics are giving the new purchases a final tuneup`;
 			squad = `a squad`;
 			G1 = `20`;
 			G2 = `in a firefight`;
@@ -677,22 +723,43 @@ window.UnitText = function(input) {
 			m2 = ``;
 			pod1 = ``;
 			pod2 = ``;
-			if (S.TV >= 1) { r += `<br>&nbsp;&nbsp;''Transport:''`;
-				if (S.TV >= 2) engine3 = `${e0} overhauled, allowing for higher mobility.`; C = ``; B = ``;
-				if (S.TV >= 3) armor3 = `Composite armor has been bolted to the exterior, increasing the survivability of an explosive attack for the crew and passengers.`;
-				if (S.TV >= 4) tires = `The tires have been replaced with a much more durable version that can support a heavier vehicle.`;
-				if (S.TV >= 5) m1 = `An automatic missile defense system has been installed,`; m2 = `targeting any guided missiles with laser dazzlers and deploying a smokescreen.`;
-				if (S.TV >= 6) pod1 = `An anti-tank missile pod`; pod2 = `has been installed on the side of the turret.`;
-				if (S.TV >= 7) G1 = `25`; G2 = `by attacking enemies through cover and destroying light armor`;
-				if (S.TV >= 8) pod2 = `and an anti-aircraft missile pod have been installed on either side of the turret.`;
-				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 = `${e0} replaced with the newest model, allowing the vehicle to get in and out of the conflict extremely quickly.`;
+			if (S.TV >= 1) {
+				r += `<br>&nbsp;&nbsp;''Transport:''`;
+			}
+			if (S.TV >= 2) {
+				engine3 = `${e0} overhauled, allowing for higher mobility.`; C = ``; B = ``;
+			}
+			if (S.TV >= 3) {
+				armor3 = `Composite armor has been bolted to the exterior, increasing the survivability of an explosive attack for the crew and passengers.`;
+			}
+			if (S.TV >= 4) {
+				tires = `The tires have been replaced with a much more durable version that can support a heavier vehicle.`;
+			}
+			if (S.TV >= 5) {
+				m1 = `An automatic missile defense system has been installed,`; m2 = `targeting any guided missiles with laser dazzlers and deploying a smokescreen.`;
+			}
+			if (S.TV >= 6) {
+				pod1 = `An anti-tank missile pod`; pod2 = `has been installed on the side of the turret.`;
+			}
+			if (S.TV >= 7) {
+				G1 = `25`; G2 = `by attacking enemies through cover and destroying light armor`;
+			}
+			if (S.TV >= 8) {
+				pod2 = `and an anti-aircraft missile pod have been installed on either side of the turret.`;
+			}
+			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':
-			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`;
+			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`;
 			c1 = ``;
-			engines4 = `. Two engines power the left and right sides of the tank separately; leaving it underpowered and slow`;
+			engines4 = `. Two engines power the left and right sides of the tank separately;
+			leaving it underpowered and slow`;
 			gun0 = ``;
 			gun1 = ``;
 			gun2 = `an undersized main gun and makeshift firing system from a standard battle tank`;
@@ -702,7 +769,7 @@ window.UnitText = function(input) {
 			laser = ``;
 			PGTframe = ``;
 			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`;
+				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`;
 				if (S.PGT >= 3) gun0 = `a railgun capable of`; gun1 = `firing steel slugs`; gun2 = `through one tank and into another`;
 				if (S.PGT >= 4) armor6 = `reinforced, increasing survivability for the crew inside.`; armor5 = `The armor has been`;
 				if (S.PGT >= 5) cannon = `A coaxial 30mm autocannon has been installed in the turret, along with automated .50 cal machine guns mounted over the front treads.`;
@@ -716,7 +783,7 @@ window.UnitText = function(input) {
 		case 'AA':
 			W1 = `only armed`;
 			W2 = `;`;
-			W3 = `a poor weapon against flying targets; but enough to handle ground forces`;
+			W3 = `a poor weapon against flying targets, but enough to handle ground forces`;
 			group = `A small group of attack VTOL have been recommissioned for use by ${V.SF.Lower}; enough to make up a squadron`;
 			engines = ``;
 			TAI = ``;
@@ -726,12 +793,12 @@ window.UnitText = function(input) {
 			scramble = ``;
 			PAI = ``;
 			if (S.AA >= 1) {r += `<br>&nbsp;&nbsp;''Assault:''`;
-				if (S.AA >= 2) W1 = `armed`; W2 = ` and air-to-air missiles,`; W3 = `a combination that can defend the arcology from enemy aircraft, as well as`; support = ` support ground troops`;
+				if (S.AA >= 2) W1 = `armed`; W2 = `and air-to-air missiles,`; W3 = `a combination that can defend the arcology from enemy aircraft, as well as`; support = `support ground troops`;
 				if (S.AA >= 3) engines = `The engines have been tuned, allowing faster flight with greater acceleration.`;
 				if (S.AA >= 4) TAI = `An advanced targeting AI has been installed to handle all control of weapons, allowing much more efficient use of ammunition and anti-countermeasure targeting.`;
 				if (S.AA >= 5) lock = `Installed multispectrum countermeasures protect against all types of missile locks.`;
 				if (S.AA >= 6) group = `A respectable number of attack VTOL protect your arcology, split into a few squadrons`;
-				if (S.AA >= 7) support = ` attack ground targets`; W2 = `; rocket pods, and air-to-air missiles,`;
+				if (S.AA >= 7) support = `attack ground targets`; W2 = `; rocket pods, and air-to-air missiles,`;
 				if (S.AA >= 8) stealth = `The old skin has been replaced with a radar-absorbent material, making the aircraft difficult to pick up on radar.`;
 				if (S.AA >= 9) scramble = `The VTOLs can scramble to react to any threat in under three minutes.`;
 				if (S.AA >= 10) PAI = `A piloting AI has been installed, allowing the VTOLs to perform impossible maneuvers that cannot be done by a human pilot. This removes the need for a human in the aircraft altogether.`;
@@ -772,20 +839,19 @@ window.UnitText = function(input) {
 			engine2 = ``;
 			skin = ``;
 			if (S.SpacePlane >= 1) {r += `<br>&nbsp;''Spaceplane:''`;
-				if (S.SpacePlane >= 2) b5 = ``; shield = `The current heat shielding has been upgraded;
-				reducing the likelihood of heat damage during reentry.`;
-				if (S.SpacePlane >= 3) engine2 = ` and liquid rocket engines in orbit that can reach an equivalent Mach 18`;
+				if (S.SpacePlane >= 2) b5 = ``; shield = `The current heat shielding has been upgraded, reducing the likelihood of heat damage during reentry.`;
+				if (S.SpacePlane >= 3) engine2 = `and liquid rocket engines in orbit that can reach an equivalent Mach 18`;
 				if (S.SpacePlane >= 4) camera = `A state-of-the-art camera has been installed in the underbelly that takes incredibly high resolution photos, but requires the frictionless environment of space to focus.`;
 				if (S.SpacePlane >= 5) efficiency = `Tweaks to the engines have increased fuel efficiency to the point where midflight refueling is no longer necessary.`;
 				if (S.SpacePlane >= 6) camera2 = `The camera sensor is capable of taking IR shots.`;
 				if (S.SpacePlane >= 7) drag = `Miraculous advances in aerodynamics and materials allow frictionless flight, even while in the atmosphere.`;
 				if (S.SpacePlane >= 8) crew = `Increased the crew comfort and life support systems to increase operational time.`;
 				if (S.SpacePlane >= 9) skin = `Replaced the underbelly skin with a chameleon kit, matching the color to the sky above it.`;
-				if (S.SpacePlane >= 10) engine20 = `experimental scramjet engines in the atmosphere that can reach Mach 15`; engine2 = ` and liquid rocket engines in orbit that can reach an equivalent Mach 25`;
+				if (S.SpacePlane >= 10) engine20 = `experimental scramjet engines in the atmosphere that can reach Mach 15`; engine2 = `and liquid rocket engines in orbit that can reach an equivalent Mach 25`;
 				return `${r} A prototype spaceplane ${b5} rests in the hangar, its black fuselage gleaming. The craft is powered by ${engine20}${engine2}. ${efficiency} ${shield} ${camera} ${camera2} ${drag} ${crew} ${skin}`;
 			} break;
 		case 'GunS': 
-			a = `has been recommissioned for use by ${V.SF.Lower}. Currently; it `;
+			a = `has been recommissioned for use by ${V.SF.Lower}. Currently, it `;
 			b4 = ``;
 			c2 = ``;
 			d = ``;
@@ -800,7 +866,7 @@ window.UnitText = function(input) {
 				if (S.GunS >= 2) b4 = `Infrared sensors have been added for the gunners to better pick targets.`; a = ``;
 				if (S.GunS >= 3) c2 = `The underside of the aircraft has been better armored against small-arms fire`; h = `.`;
 				if (S.GunS >= 4) d = `Larger fuel tanks have been installed in the wings and fuselage, allowing the gunship to provide aerial support for longer periods before refueling.`;
-				if (S.GunS >= 5) e = `25 mm Gatling cannons`; f = `; allowing the gunship to eliminate infantry`; j = ` and light vehicles from above`; k = ` and a 40 mm autocannon are mounted on`;
+				if (S.GunS >= 5) e = `25 mm Gatling cannons`; f = `; allowing the gunship to eliminate infantry`; j = `and light vehicles from above`; k = `and a 40 mm autocannon are mounted on`;
 				if (S.GunS >= 6) g = `The engines have been replaced, allowing both faster travel to a target, and slower travel around a target.`;
 				if (S.GunS >= 7) h = `; and multi-spectrum countermeasures have been installed to protect against guided missiles.`;
 				if (S.GunS >= 8) b4 = `Upgraded multi-spectrum sensors can clearly depict targets even with IR shielding.`;
@@ -809,7 +875,7 @@ window.UnitText = function(input) {
 				return `${r} A large gunship ${a} is being refueled in the hangar. ${e}${k} the port side of the fuselage${f}${j}. ${b4} ${i} ${g} ${c2}${h} ${d}`;
 			} break;
 		case 'sat':
-			loc1 = `An unused science satellite has been purchased from an Old World nation. While currently useless; it holds potential to be a powerful tool.`;
+			loc1 = `An unused science satellite has been purchased from an Old World nation. While currently useless, it holds potential to be a powerful tool.`;
 			gyro = ``;
 			telemetry = ``;
 			thrusters = ``;
@@ -826,7 +892,7 @@ window.UnitText = function(input) {
 				if (S.Satellite.lv >= 3) telemetry = `Telemetry systems have been installed to communicate with the satellite in orbit, with strong encryption measures.`;
 				if (S.Satellite.lv >= 4) thrusters = `Thrusters have been installed to control satellite attitude and orbit.`;
 				if (S.Satellite.lv >= 5) solar = `A massive folding solar panel array, combined with the latest in battery technology allow the satellite to store an enormous amount of energy relatively quickly.`; surviv = `Enough of the satellite has been finished that it can expect to survive for a significant period of time in space.`;
-				if (S.Satellite.lv >= 6) laser1 = `A laser cannon has been mounted facing the earth, capable of cutting through steel in seconds`; heat = ` while generating a large amount of heat.`;
+				if (S.Satellite.lv >= 6) laser1 = `A laser cannon has been mounted facing the earth, capable of cutting through steel in seconds`; heat = `while generating a large amount of heat.`;
 				if (S.Satellite.lv >= 7) heat = `. The installed heatsink allows the laser cannon to fire more frequently without damaging the satellite.`;
 				if (S.Satellite.lv >= 8) reactor = `A small, efficient nuclear reactor has been installed to continue generating energy while in the Earth's shadow.`;
 				if (S.Satellite.lv >= 9) lens = `A higher quality and adjustable lens has been installed on the laser, allowing scalpel precision on armor or wide-area blasts on unarmored targets.`;
@@ -873,7 +939,7 @@ window.UnitText = function(input) {
 				if (S.MissileSilo >= 7) e1 = `The engine has been replaced, giving the missiles greater range and supersonic speeds.`;
 				if (S.MissileSilo >= 8) g1 = `The ability to pick new targets should the original be lost has been added.`;
 				if (S.MissileSilo >= 9) h1 = `The missile now uses its remaining fuel to create a thermobaric explosion, massively increasing explosive power.`;
-				if (S.MissileSilo >= 10) c8 = ` that can be tipped with either a conventional or nuclear warhead`;
+				if (S.MissileSilo >= 10) c8 = `that can be tipped with either a conventional or nuclear warhead`;
 				return `${r} ${a4} the arcology. The current missile armament is ${b2}${c8}. ${d1} ${e1} ${f1} ${g1} ${h1}`;
 			} break;
 		case 'AC':
@@ -901,8 +967,9 @@ window.UnitText = function(input) {
 				return `${r} An aircraft carrier ${recom1} is ${loc2}. ${jets} serve as its airpower. ${scramble1} ${power1} ${radar} ${AAG} ${torp} ${prop} ${armor9}`;
 			} break;
 		case 'Sub':
-			recom = `has been recommissioned from the old world; and`;
-			reactor0 = `Because diesel engines provide power and breathing oxygen is kept in pressurized canisters; the sub must frequently surface.`;
+			recom = `has been recommissioned from the old world, and`;
+			reactor0 = `Because diesel engines provide power and breathing oxygen is kept in pressurized canisters;
+			the sub must frequently surface.`;
 			reactor1 = ``;
 			cal = ``;
 			hull = ``;
@@ -913,7 +980,7 @@ window.UnitText = function(input) {
 			missiles = ``;
 			if (S.Sub >= 1) {r += `<br>&nbsp;''Submarine:''`;
 				if (S.Sub >= 2) recom = ``; reactor0 = `A nuclear reactor provides power`; reactor1 = `; but because oxygen is still kept in pressurized canisters the sub must frequently surface to replenish its oxygen stocks.`;
-				if (S.Sub >= 3) reactor1 = ` and an oxygen generator pulls Oâ‚‚ from the surrounding seawater, allowing the submarine to remain underwater for months if necessary.`;
+				if (S.Sub >= 3) reactor1 = `and an oxygen generator pulls Oâ‚‚ from the surrounding seawater, allowing the submarine to remain underwater for months if necessary.`;
 				if (S.Sub >= 4) cal = `Calibration of the propulsion systems has reduced the telltale hum of a moving sub to a whisper.`;
 				if (S.Sub >= 5) hull = `The outer hull has been redesigned for hydrodynamics and sonar absorption.`;
 				if (S.Sub >= 6) tubes = `The torpedo tubes have been redesigned for faster loading speeds`; torpedoes = `.`;
@@ -972,10 +1039,10 @@ window.UnitText = function(input) {
 	} else {
 		text += `You walk past The Colonel and move towards the common area to meet with an exclusive group of her very influential officers that are currently relaxing at their favorite table. These men and women are known for their competence, popularity, and authority within in their respective divisions of the ${V.SF.Lower}, they are hard to replace, and they are always looking to earn more coin; they are the perfect weak link for trickling your Future Society influences down into the Firebase. As the officers make room at their table for you to sit and join them for discussion, you spot The Colonel staring at you from afar, and she does not look happy with you. As you are her employer, she cannot stop you from speaking with her soldiers or moving around as you please, but she can tell that you are up to no good: <br><br>`;
 		const MEMU_OPTION = function(VisableName,ArraryName,Cost) {
-			var FinalVisableName  = VisableName;
+			var FinalVisableName = VisableName;
 			if (ArraryName === 'ColonelGift') {
 				switch(POS) {
-					case 'Repopulation': FinalVisableName += ` Repopulationist`; break;
+					case 'Repopulation': FinalVisableName += `Repopulationist`; break;
 					case 'Eugenics': FinalVisableName += `Eugenicist`; break;
 					case 'Gender radicalism': FinalVisableName += `Radicalist`; break;
 					case 'Gender traditionalism': FinalVisableName += `Traditionalist`; break;
@@ -1002,7 +1069,7 @@ window.UnitText = function(input) {
 				if (POS !== 'Multiculturalism') {
 					FinalVisableName += `-themed`
 				}
-				FinalVisableName += ` personal gift optimized for this FS`;
+				FinalVisableName += `personal gift optimized for this FS`;
 			}
 			text += `<<link "${FinalVisableName}""Firebase">>
 			if ([${POS}].includes(V.SF.FS.FS)) {
@@ -1026,11 +1093,11 @@ window.UnitText = function(input) {
 				V.SF.FS.Annoyance -= 15;
 			}
 			V.Cash -= cost;
-			V.SF.FS.Upgrade  = 1;
+			V.SF.FS.Upgrade = 1;
 			<</link>> //costs <span class = 'yellowgreen'>${cashFormat($Cost)}</span>, `;
 			if (ArraryName !== 'ColonelGift') { text += `increases`;
-				} else { text += `reduces`; } text += ` The Colonel's annoyance by 15%`;
-			if (ArraryName !== 'ColonelGift') { text += ` and will increase the acceptance of this FS by `;
+				} else { text += `reduces`; } text += `The Colonel's annoyance by 15%`;
+			if (ArraryName !== 'ColonelGift') { text += `and will increase the acceptance of this FS by `;
 				if (ArraryName !== 'ColonelCompilance') { text += `6%`; } else { text += `10%`; }
 			}
 			text += `.`;
@@ -1071,29 +1138,29 @@ window.UnitText = function(input) {
 				var title = ``;
 				switch(OptPOS) {
 					var cost = 200000;
-					case 'FoodsAndMedia': title  = 'Common area decorations'; break;
-					case 'CommonArea': title  = 'Barracks decorations'; break;
-					case 'Barracks': title  = 'Barracks decorations`; break;
-					case 'SlaveProcessingCages': title  = 'Slave Processing Cages decorations'; break;
-					case 'CommandCenter': title  = 'Command Center decorations'; break;
-					case 'Armory': title  = 'Armory decorations'; break;
-					case 'DrugLab': title  = 'Drug Lab decorations'; break;
-					case 'Garage': title  = 'Garage decorations'; break;
-					case 'Hangar': title  = 'Hangar decorations'; break;
-					case 'DroneBay': title  = 'Drone Bay decorations'; cost = 50000; break;
-					case 'PersonalItems': title  = 'Personal Items'; break;
-					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 'FoodsAndMedia': title = 'Common area decorations'; break;
+					case 'CommonArea': title = 'Barracks decorations'; break;
+					case 'Barracks': title = 'Barracks decorations`; break;
+					case 'SlaveProcessingCages': title = 'Slave Processing Cages decorations'; break;
+					case 'CommandCenter': title = 'Command Center decorations'; break;
+					case 'Armory': title = 'Armory decorations'; break;
+					case 'DrugLab': title = 'Drug Lab decorations'; break;
+					case 'Garage': title = 'Garage decorations'; break;
+					case 'Hangar': title = 'Hangar decorations'; break;
+					case 'DroneBay': title = 'Drone Bay decorations'; cost = 50000; break;
+					case 'PersonalItems': title = 'Personal Items'; break;
+					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;
 				}
 				if (![FSPOS].includes(V.SF.Acceptance.FS)) {
-					MEMU_OPTION('Slaves','Slaves',cost), text += ` `;
+					MEMU_OPTION('Slaves','Slaves',cost), text += ``;
 				} else {
 					if (![FSPOS].includes(V.SF.FS.OptPOS)) {
-						MEMU_OPTION('title','OptPOS',cost), text += ` `;
+						MEMU_OPTION('title','OptPOS',cost), text += ``;
 					} else if (![FSPOS].includes(V.SF.FS.ColonelGift)) {
-						text += `\n&nbsp;&nbsp;`, MEMU_OPTION('Buy the Colonel a ','ColonelGift',1000000), text += ` `;
+						text += `\n&nbsp;&nbsp;`, MEMU_OPTION('Buy the Colonel a ','ColonelGift',1000000), text += ``;
 				 }
 				}
 			}