From 44232619d2490f0ead9309a13f1ebed816188033 Mon Sep 17 00:00:00 2001
From: x <okp57855@psoxs.com>
Date: Sun, 5 Aug 2018 16:14:34 +1200
Subject: [PATCH] Inital code

---
 devNotes/twine JS.txt                         | 362 +++++++++++
 src/SecExp/attackGenerator.tw                 |   7 +-
 src/SecExp/attackHandler.tw                   |  26 +-
 src/SecExp/attackOptions.tw                   |   2 +-
 src/SecExp/attackReport.tw                    |  16 +-
 src/SecExp/edicts.tw                          |  28 +-
 src/SecExp/rebellionOptions.tw                |   8 +-
 src/SecExp/secBarracks.tw                     |   2 +-
 src/SecExp/securityReport.tw                  |   8 +
 src/SecExp/seeUnit.tw                         |   6 +-
 src/SecExp/unitsBattleReport.tw               |  16 +-
 src/SecExp/unitsRebellionReport.tw            |  12 +-
 src/SecExp/weaponsManufacturing.tw            |   8 +-
 src/SecExp/widgets/battleWidgets.tw           |  16 +-
 src/events/intro/introSummary.tw              |   8 +-
 src/init/storyInit.tw                         |  66 +-
 src/js/SFJS.tw                                |  41 --
 src/js/economyJS.tw                           |   8 +
 src/pregmod/SecForceEX/CheatEdit.tw           |  32 +
 ...ForceColonelSexDec.tw => ColonelSexDec.tw} |   6 +-
 src/pregmod/SecForceEX/Firebase.tw            |  74 +++
 src/pregmod/SecForceEX/FlavourText.tw         | 134 ++++
 src/pregmod/SecForceEX/JS.js                  | 353 ++++++++++
 src/pregmod/SecForceEX/NamingColonel.tw       |  51 ++
 src/pregmod/SecForceEX/Proposal.tw            |  30 +
 src/pregmod/SecForceEX/Report.tw              | 198 ++++++
 ...ceBarracksAdditionalColonelInteractions.tw | 322 ----------
 .../SpecialForceBarracksCheatEdit.tw          |  77 ---
 .../SpecialForceBarracksFlavourText.tw        |  84 ---
 .../SecForceEX/SpecialForceUpgradeDec.tw      | 470 --------------
 .../SecForceEX/SpecialForceUpgradeOptions.tw  | 602 ------------------
 .../SecForceEX/SpecialForceUpgradeTree.tw     |  72 ---
 src/pregmod/SecForceEX/Tree.tw                | 110 ++++
 src/pregmod/SecForceEX/TrickShotNight.tw      | 105 +++
 src/pregmod/SecForceEX/WeeklyInteractions.tw  | 140 ++++
 .../SecForceEX/securityForceTradeShow.tw      | 135 ----
 src/pregmod/eliteTakeOver.tw                  |  12 +-
 src/pregmod/eliteTakeOverFight.tw             |   6 +-
 src/pregmod/eliteTakeOverResult.tw            |   4 +-
 src/uncategorized/BackwardsCompatibility.tw   |  98 ++-
 src/uncategorized/REroyalblood.tw             |  34 +-
 src/uncategorized/SFMBarracks.tw              | 168 -----
 src/uncategorized/buildingWidgets.tw          |   4 +-
 src/uncategorized/costsReport.tw              |   6 +
 src/uncategorized/manageArcology.tw           |  10 +-
 src/uncategorized/nextWeek.tw                 |   1 +
 src/uncategorized/nonRandomEvent.tw           |   5 +-
 src/uncategorized/options.tw                  |   8 +-
 src/uncategorized/persBusiness.tw             |   2 +-
 src/uncategorized/randomNonindividualEvent.tw |   3 +
 src/uncategorized/reAWOL.tw                   |   4 +-
 src/uncategorized/scheduledEvent.tw           |   2 -
 src/uncategorized/seIndependenceDay.tw        |  89 ++-
 src/uncategorized/seRaiding.tw                |   2 +-
 src/uncategorized/seRaidingAssault.tw         |   4 +-
 src/uncategorized/securityForceEOWReport.tw   | 425 -------------
 .../securityForceNamingColonel.tw             | 169 -----
 src/uncategorized/securityForceProposal.tw    |  40 --
 src/uncategorized/storyCaption.tw             |  12 +-
 59 files changed, 1837 insertions(+), 2906 deletions(-)
 delete mode 100644 src/js/SFJS.tw
 create mode 100644 src/pregmod/SecForceEX/CheatEdit.tw
 rename src/pregmod/SecForceEX/{SpecialForceColonelSexDec.tw => ColonelSexDec.tw} (91%)
 create mode 100644 src/pregmod/SecForceEX/Firebase.tw
 create mode 100644 src/pregmod/SecForceEX/FlavourText.tw
 create mode 100644 src/pregmod/SecForceEX/JS.js
 create mode 100644 src/pregmod/SecForceEX/NamingColonel.tw
 create mode 100644 src/pregmod/SecForceEX/Proposal.tw
 create mode 100644 src/pregmod/SecForceEX/Report.tw
 delete mode 100644 src/pregmod/SecForceEX/SpecialForceBarracksAdditionalColonelInteractions.tw
 delete mode 100644 src/pregmod/SecForceEX/SpecialForceBarracksCheatEdit.tw
 delete mode 100644 src/pregmod/SecForceEX/SpecialForceBarracksFlavourText.tw
 delete mode 100644 src/pregmod/SecForceEX/SpecialForceUpgradeDec.tw
 delete mode 100644 src/pregmod/SecForceEX/SpecialForceUpgradeOptions.tw
 delete mode 100644 src/pregmod/SecForceEX/SpecialForceUpgradeTree.tw
 create mode 100644 src/pregmod/SecForceEX/Tree.tw
 create mode 100644 src/pregmod/SecForceEX/TrickShotNight.tw
 create mode 100644 src/pregmod/SecForceEX/WeeklyInteractions.tw
 delete mode 100644 src/pregmod/SecForceEX/securityForceTradeShow.tw
 delete mode 100644 src/uncategorized/SFMBarracks.tw
 delete mode 100644 src/uncategorized/securityForceEOWReport.tw
 delete mode 100644 src/uncategorized/securityForceNamingColonel.tw
 delete mode 100644 src/uncategorized/securityForceProposal.tw

diff --git a/devNotes/twine JS.txt b/devNotes/twine JS.txt
index f6a86b4021b..857e7d1f2b5 100644
--- a/devNotes/twine JS.txt	
+++ b/devNotes/twine JS.txt	
@@ -2081,6 +2081,14 @@ window.getCost = function(array) {
 			costs *= (1 - State.variables.railway * 0.05);
 		}
 	}
+
+	if(State.variables.SFMODToggle === 1 && State.variables.SubsidyActive === 1) {
+		costs += ((100000*(State.variables.SFTroops/10))*1+(State.variables.arcologies[0].prosperity/100)*1+(State.variables.SFU/100));
+	}
+
+	if(State.variables.arcologyUpgrade.field === 1) {
+		costs *= 0.75;
+	}
 	
 	// clean up
 	if(costs < 0) {
@@ -27296,3 +27304,357 @@ window.randomizeAttraction = function randomizeAttraction(slave) {
 	slave.attrXX = Math.clamp(slave.attrXX + jsRandom(-5, 5), 0, 100);
 	slave.attrXY = Math.clamp(slave.attrXY + jsRandom(-5, 5), 0, 100);
 };
+
+/*SecForceEX JS*/ window.SFC = function() {const V = State.variables;
+if (V.AttendanceGranted !== -1){
+	if (V.LieutenantColonel === 1){
+		return`Lieutenant Colonel <<= SlaveFullName($LieutenantColonel)>>`;
+	} else {return`a designated soldier`};
+} else {return`The Colonel`};}
+
+window.SFCR = function() {const V = State.variables;
+	if (V.ColonelFeelings === 0){return`boss`;
+	} else if (V.ColonelFeelings >= 10){return`friend`;
+	} else if (V.ColonelFeelings >= 25){return`close friend`;
+	} else if (V.ColonelFeelings >= 45){if (V.PC.title === 1){return`boyfriend`;} else {return`girlfriend`;}
+	} else if (V.ColonelFeelings >= 65){return`lover`;}}
+
+window.TroopDec = function() {const V = State.variables;const commom = "the <<print commaNum($SFTroops)>> members of $securityForceName";
+if (V.SFTroops < 100)
+	return`sparsely occupied, ${commom} residing within them concentrating together in a corner. The hundreds of empty beds and lockers visibly herald the future`;
+else if (V.SFTroops < 400)
+	return`lightly occupied, with ${commom} starting to spread out across them`;
+else if (V.SFTroops < 800)
+	return`moderately occupied, though ${commom} residing within have a considerable amount of extra room`;
+else if (V.SFTroops < 1500)
+	return`well-occupied, and ${commom} residing within have started to form small cliques based on section and row`;
+else if (V.SFTroops < 2000)
+	return`near capacity, and ${commom} often barter their personal loot, whether it be monetary or human, for the choicest bunks`;}
+
+window.HSM = function() {const V = State.variables;
+	if (V.PC.hacking <= -100)return 1.5;
+	else if (V.PC.hacking <= -75)return 1.35;
+	else if (V.PC.hacking <= -50)return 1.25;
+	else if (V.PC.hacking <= -25)return 1.15;
+	else if (V.PC.hacking < 0)return 1.10;
+	else if (V.PC.hacking === 0)return 1;
+	else if (V.PC.hacking <= 10)return .97;
+	else if (V.PC.hacking <= 25)return .95;
+ else if (V.PC.hacking <= 50)return .90;
+	else if (V.PC.hacking <= 75)return .85;
+	else if (V.PC.hacking < 100)return .80;
+	else if (V.PC.hacking >= 100)return .75;}
+
+window.Count = function() {const V = State.variables,T = State.temporary;
+	T.FirebaseU = 10,T.ArmouryU = 10,T.SFDrugsU = 10;
+	T.Garage = V.SFVehicles+V.HeavyBattleTank,T.SFVehiclesU = 0;
+	T.HeavyBattleTankU = 10,T.GarageU = T.SFVehiclesU+T.HeavyBattleTankU;
+	T.Hanger = V.SFAirForce+V.SpacePlane+V.GunS,T.SFAirForceU = 0,T.GunSU = 6;
+	if (V.Armoury >= 10){T.SpacePlaneU = 10;} else {T.SpacePlaneU = 9;};
+	T.HangerU = T.SFAirForceU+T.SpacePlaneU+T.GunSU,T.SFDronesU = 8;
+	if (V.PC.hacking >= 75){T.SatU = 10,T.GiantRobotU = 10;} else {T.SatU = 9,T.GiantRobotU = 9;};T.MissileSiloU = 3;
+	T.Base = V.Firebase+V.Armoury+V.SFDrugs+V.SFDrones+T.Garage+T.Hanger;
+	T.BaseU = T.FirebaseU+T.ArmouryU+T.SFDrugsU+T.SFDronesU+T.GarageU+T.HangerU;
+	if (V.PC.hacking >= 75){T.SubU = 10;} else {T.SubU = 9;};T.HATU = 10;T.AircraftCarrierU = 10; 
+	if (V.terrain !== "oceanic" && V.terrain !== "marine"){
+	T.LaunchBay = V.Satellite+V.GiantRobot+V.MissileSilo;
+	T.LaunchBayU = T.SatU+T.GiantRobotU+T.MissileSiloU;
+	V.SFU = T.Base+T.LaunchBay,T.max = T.BaseU+T.LaunchBayU;
+} else if (V.terrain === "oceanic"||V.terrain === "marine"){
+	T.LaunchBay = V.Satellite,T.LaunchBayU = T.SatU;
+	T.NavalYard = V.AircraftCarrier+V.Sub+V.HAT,T.NavalYardU = T.AircraftCarrierU+T.SubU+T.HATU;
+	V.SFU = T.Base+T.LaunchBay+T.NavalYard,T.max = T.BaseU+T.LaunchBayU+T.NavalYardU;}
+	V.Firebase = Math.clamp(V.Firebase, 0, T.FirebaseU);
+	V.Armoury = Math.clamp(V.Armoury, 0, T.ArmouryU);
+	V.SFDrugs = Math.clamp(V.SFDrugs, 0, T.SFDrugsU);
+	V.SFVehicles = Math.clamp(V.SFVehicles, 0, T.SFVehiclesU);
+	V.HeavyBattleTank = Math.clamp(V.HeavyBattleTank, 0, T.HeavyBattleTankU);
+	V.SFAirForce = Math.clamp(V.SFAirForce, 0, T.SFAirForceU);
+	V.SpacePlane = Math.clamp(V.SpacePlane, 0, T.SpacePlaneU);
+	V.GunS = Math.clamp(V.GunS, 0, T.GunSU);
+	V.SpacePlane = Math.clamp(V.SpacePlane, 0, T.SpacePlaneU);
+	V.SFDrones = Math.clamp(V.SFDrones, 0, T.SFDronesU);
+	V.Satellite = Math.clamp(V.Satellite, 0, T.SatU);
+	V.GiantRobot = Math.clamp(V.GiantRobot, 0, T.GiantRobotU);
+	V.MissileSilo = Math.clamp(V.MissileSilo, 0, T.MissileSiloU);
+	V.AircraftCarrier = Math.clamp(V.AircraftCarrier, 0, T.AircraftCarrierU);
+	V.Submarine = Math.clamp(V.Submarine, 0, T.SubU);
+	V.HAT = Math.clamp(V.HAT, 0, T.HATU),V.SFU = Math.clamp(V.SFU, 0, T.max);
+	if (V.economy === .5){T.Env = 4;} else if (V.economy === 1.5){T.Env = 2;} else {T.Env = 3;};
+}
+
+window.Firebase = function() {const V = State.variables;
+	if (V.Firebase === 0)
+		return`Is currently quite basic, consisting of little more than a dormitory, armoury, a processing facility for human spoils, and a common area, sectioned off by stacks of empty supply crates. The cavernous space, however, is ripe for expansion.`;
+	if (V.Firebase === 1)
+		return`Has become more permanent, expanding into free space, erecting permanent dividers, and sectioning off an area for use as a garage and vehicle maintenance bay.`;
+	if (V.Firebase === 2)
+		return`Has added a facility for the storage, maintenance, and deployment of armed combat drones, and added storage facilities for the soldiers to store their personal spoils in.`;
+	if (V.Firebase === 3)
+		return`Has added additional support personnel and equipment, allowing the potential procurement of heavier infantry armour, fighting vehicles, and combat drones.`;
+	if (V.Firebase === 4)
+		return`Has expanded tremendously, adding an aerial control facility and express elevator connecting to a ring of launch pads and hangars built around the arcology's upper levels. Additional facilities have been added for soldier recreation, and Spartan quarters for live-in slaves, both menial and service, have been installed.`;
+	if (V.Firebase > 4)var quanitiy ="";var casemates ="";var pads ="";var sizeI ="";var barrel ="";
+	var t =`Has (mostly) taken on the appearance of a professional military installation, with clearly delineated soldier and logistical areas, dedicated support and recreation facilities, in addition to advanced command and control apparatus. As a final measure,`;
+	if (V.Firebase >= 6){quanitiy =`quad`;} else {sizeI =`356 cm wide`;}
+	if (V.Firebase >= 7){casemates =`fortified EMP/jammer resistant`} else {sizeI =`406 cm wide`;}
+	if (V.Firebase >= 8){pads =`and a powerful arcology wide electromagnetic force field has been installed`;} else {barrel =`double-barreled`;}
+	if (V.Firebase === 9)barrel =`tripple-barreled`;sizeI =`415 cm wide`;
+	if (V.Firebase === 10)barrel =`quad-barreled`;sizeI =`420 cm wide`;
+	return` ${t} ${quanitiy} heavy, long range, ${barrel} electromagnetic railgun ${sizeI} artillery pieces have been installed in ${casemates} casemates along the aerial launch pads ${pads}, giving $securityForceName an immense superiority in local firepower.`;}
+
+window.Armoury = function() {const V = State.variables;
+	if (V.Armoury === 0)
+		return`Is well-stocked with high-quality personal weapons and light armour, but contains little in the way of exceptional armament.`;
+	if (V.Armoury === 1)
+		return`Has large stocks of the absolute latest personal weapons and light armour, It has also added first-generation exo-suits to improve soldier lethality.`;
+	if (V.Armoury === 2)
+		return`Has acquired advanced tactical helmets and second-generation exo-suits to further improve soldier lethality.`;
+	if (V.Armoury === 3)
+		return`Has replaced deployed exo-suits with basic enclosed combat armour suits, and has further begun to deploy early electromagnetic (coilgun) weaponry.`;
+	if (V.Armoury === 4)
+		return`Has begun to equip the soldiers with more advanced combat armour suits, and has expanded its inventory of electromagnetic weaponry.`;
+	if (V.Armoury > 4)
+	var t =`Acquired heavy weapon attachments for its combat armour suits`;
+	var y =`for the soldiers, ensuring that the infantry of $securityForceName is perhaps the most well-equipped in the world.`;
+	if (V.Armoury === 5)var size =`small`;
+	if (V.Armoury === 6)size =`both small and medium`;
+	if (V.Armoury >= 7)size =`small/medium and large`;
+	if (V.Armoury === 8)var kit =`with basic thrusters`;
+	if (V.Armoury === 9)kit =`with advanced thrusters`;
+	if (V.Armoury === 10)kit =`with advanced thrusters and optical illusion kits`;
+	return`${t} ${kit},and has further sourced ${size} advanced electromagnetic weaponry (miniaturized railguns) ${y}`;}
+
+window.SFDrugs = function() {const V = State.variables;
+	if (V.SFDrugs === 0)
+		return`Is providing the soldiers with standard ephedrine-based stimulants.`;
+	if (V.SFDrugs === 1)
+		return`Improved the formula of the ephedrine-based stimulants, concentrating them and increasing both their potency, and the effectiveness of the soldiers under their influence.`;
+	if (V.SFDrugs === 2)
+		return`Replaced the soldiers' stimulants with methamphetamine-based variants, greatly increasing their alertness and aggressiveness when under their influence.`;
+	if (V.SFDrugs === 3)
+		return`Improved and concentrated the methamphetamine-based stimulants, and has also begun providing soldiers with phencyclidine-based dissociatives, allowing the soldiers to excuse their actions in the field and reducing any reluctance to follow severe orders.`;
+	if (V.SFDrugs > 3)var improvement =``;var tryptamine =``;var tryptamine1 =``;var Dose =``;var LSD =``;var purity =``;var doc =``;var Effects =``;
+	var x = 'the formulas of the methamphetamine-based stimulants and phencyclidine-based dissociatives,';
+	if (V.SFDrugs === 4)improvement =`further`;
+		tryptamine =`has also begun providing tryptamine-based psychedelics to the soldiers, allowing them to avoid traumatic stress in the field.`;
+	if (V.SFDrugs >= 5)improvement =`maximally`;
+		tryptamine =`tryptamine-based psychedelics`;
+		tryptamine1 =`Greatly increasing their effectiveness in all aspects thus ensuring that the soldiers of $securityForceName go into combat wired, aggressive, and euphoric (if needed).`;
+	if (V.SFDrugs === 6)purity =`with much higher purity compontent`;
+	if (V.SFDrugs === 7)LSD =`and a slight trace of LSD`;
+	if (V.SFDrugs === 8)Dose =`into a single dose`;var doc =`<div style='font-size: 75%;'>*Only the doctors of $securityForceName were consulted to ensure a completely unbiased result.</div>`
+		Effects =`However side effects may include (no particular order): Dissociative Identity Disorder, severe clinical depression, unstoppable vomiting, extreme paranoia, PTSD, finally total organ failure. Recommended by 9/10 doctors*.`;
+	if (V.SFDrugs === 9)Effects =`Potential side effects have been reduced slightly to “only mildly” severe ones: Dissociative Identity Disorder, severe clinical depression, unstoppable vomiting, extreme paranoia and PTSD. Now recommended by 15/10 doctors*.`;var Effect0 =``;
+	if (V.SFDrugs === 10)Dose =`into a single higher strength dose`;
+		Effect0 =`at the cost of lengthening the effects`;
+	return`Has ${improvement} refined ${x} and ${tryptamine} ${purity} ${LSD} ${Dose}. ${tryptamine1} ${Effect0}.${Effects} ${doc}`;}
+
+window.SFDrones = function() {const V = State.variables;
+	if (V.SFDrones === 0)
+		return`Contains a small number of 're-purposed' non-military drones from the arcology's original contingent`;
+	if (V.SFDrones === 1)
+		return`Has replaced the security drones with basic, lightly-armored military combat models possessing integrated small arms`;
+	if (V.SFDrones === 2)
+		return`Has replaced its basic military drones with more advanced models and added a number of support drones carrying heavy weaponry to its fleet`;
+	if (V.SFDrones === 3)
+		return`Acquired even more advanced models of both the standard combat drones and the heavy support drones, and expanded its numbers of both.`;
+	if (V.SFDrones === 4)
+		return`Has upgraded both the standard and support models of drones to carry basic electromagnetic weaponry, improving their overall combat effectiveness.`;
+	if (V.SFDrones === 5)
+		return`Has mproved the electromagnetic armament of its drones by mounting both miniaturized and heavy railguns on them. In addition further sourcing numerous models of drones for roles as diverse as reconnaissance, independent slave capture and swarming tactics.`;var thick =``;var power =``;var advanced =``;
+	if (V.SFDrones === 6)thick =`thicker`;var power =``;
+	if (V.SFDrones === 7)power =`higher power`;var advanced =``;
+	if (V.SFDrones === 8)advanced =`more advanced highly`;
+	return`Has acquired even lighter advanced ${thick} armored combat drones with ${power} electromagnetic weaponry, advanced heavy drones with ${power} electromagnetic support weaponry along with ${advanced} specialized drones for reconnaissance, capture, and swarm tactics.`;}
+/*
+window.SFVehiclesDec = function() {const V = State.variables;
+	if (V.SFVehicles === 0)
+		return`Has only basic, unarmoured vehicles for use by the soldiers, primarily high-end civilian vehicles with jury-rigged crew-served weapons.`;
+	if (V.SFVehicles === 1)
+		return`Has replaced its technical fleet with armed military utility vehicles and also sourced customized, high-volume slave transports for better securing human spoils.`;
+	if (V.SFVehicles === 2)
+		return`Has added a number of light infantry fighting vehicles to its fleet, and acquired more slave transports to keep up with demand.`;
+	if (V.SFVehicles === 3)
+		return`Has acquired improved infantry fighting vehicles, and has also added some mobile artillery and other support vehicles.`;
+	if (V.SFVehicles === 4)
+		return`Has acquired some heavier armoured vehicles to augment the infantry fighting vehicles in addition to expanding their inventory of artillery and support vehicles.`;
+	if (V.SFVehicles >= 5)
+		if (V.SFVehicles === 6)var size =`light`;
+		if (V.SFVehicles === 7)size =`light and medium`;
+		if (V.SFVehicles === 8)size =`light, medium and heavy`;
+	return`Has replaced both its armoured and support vehicles with the most advanced ${size} variants possible. Ensuring that the mobile unit of $securityForceName is far superior to anything in $arcologies[0].name's immediate area.`;}
+
+window.ADec = function() {const V = State.variables;
+	if (V.SFAirForce === 0)
+		return`Primarily consists VTOL's of non-lethal weaponry .`;
+	if (V.SFAirForce === 1)
+		return``;
+	if (V.SFAirForce === 2)
+		return``;
+	if (V.SFAirForce === 3)
+		return``;
+	if (V.SFAirForce === 4)
+		return``;
+	if (V.SFAirForce === 5)
+		return``;
+	if (V.SFAirForce === 6)
+		return``;
+	if (V.SFAirForce === 7)
+		return``;
+	if (V.SFAirForce === 8)
+		return``;
+	if (V.SFAirForce === 9)
+		return``;
+	if (V.SFAirForce === 10)
+		return``;}
+
+window.TDec = function() {const V = State.variables;
+	if (V.SFAirForce === 0)
+		return`Primarily consists of light transport VTOL's.`;
+	if (V.SFAirForce === 1)
+		return``;
+	if (V.SFAirForce === 2)
+		return``;
+	if (V.SFAirForce === 3)
+		return``;
+	if (V.SFAirForce === 4)
+		return``;
+	if (V.SFAirForce === 5)
+		return``;
+	if (V.SFAirForce === 6)
+		return``;
+	if (V.SFAirForce === 7)
+		return``;
+	if (V.SFAirForce === 8)
+		return``;
+	if (V.SFAirForce === 9)
+		return``;
+	if (V.SFAirForce === 10)
+		return``;}
+*/
+
+window.HBT = function() {const V = State.variables;
+	var Body =`The heavy battle tank rests in the corner of the garage, its massive chassis barely able to fit through the widened doors`;
+	var armour =`The armour has been modernised`;
+	if (V.HeavyBattleTank === 1)return`${Body}.`;
+	if (V.HeavyBattleTank === 2)return`${Body} ${armour}.`;
+	if (V.HeavyBattleTank === 3)var barrel =`single`;var mg =`single`;var ml =`single`;
+	if (V.HeavyBattleTank === 4)mg =`dual`; if (V.HeavyBattleTank === 5)ml =`dual`;
+	if (V.HeavyBattleTank === 6)mg =`tri`; if (V.HeavyBattleTank >= 7)mg =`quad`;
+	if (V.HeavyBattleTank === 8)ml =`tri`; if (V.HeavyBattleTank >= 9)barrel =`dual`;
+	if (V.HeavyBattleTank === 10)ml =`quad`;
+	return`${Body}. ${armour} also the turret has been re-fitted with a ${barrel} barreled 356 mm main gun along with a ${mg} barrel .50 cal and ${ml} row missile launcher.`;}
+
+window.SP = function() {const V = State.variables;
+	if (V.SpacePlane === 1)
+		return`A basic black twin engine space plane has been 'borrowed' from the old world.`;
+	if (V.SpacePlane > 1)var engine =``;var modernised =``;var modernised2 =``;var modernised3 =``;var drag =``;var crew =``;var engine2 =``;var skin =``;
+		var shield =`shielding has been upgraded reducing both potential heat damage and radar signature.`;
+	if (V.SpacePlane >= 3)engine =`Another pair of engines have been mounted on top of the tail`;
+	if (V.SpacePlane >= 4)modernised =`modernized the electronics`;
+	if (V.SpacePlane >= 5)modernised2 =`in addition to the fuel lines to increase efficiency`;
+	if (V.SpacePlane >= 6)modernised3 =`The engines have been improved to allow for more efficient fuel.`;
+	if (V.SpacePlane >= 7)drag =`Reduced the weight and reworked the body to reduce drag.`;
+	if (V.SpacePlane >= 8)crew =`Increased the crew comfort and life support systems to increase operational time.`;
+	if (V.SpacePlane >= 9)engine2 =`Added an aditional engine per wing which greatly increases acceleration and raises the top speed to mach 15, making it untouchable.`;
+	if (V.SpacePlane === 10)skin =`Replaced the skin with an advanced optical illusion kit.`;
+	return`The black and silver space plane's ${shield} ${engine}. ${modernised} ${modernised2}. ${modernised3} ${drag} ${crew} ${engine2}`;}
+
+window.GunS = function() {const V = State.variables;
+	if (V.GunS === 1)
+		return`A basic black and silver gunship has been 'borrowed' from the old world.`;
+	if (V.GunS > 1)var gun =``;var electronics =``;var crew =``;var speed =``;
+	if (V.GunS >= 3)gun =`The 140 mm gatteling gun rounds have been upgraded with exposive tips.`;
+	if (V.GunS >= 4)electronics =`The electronics have been modernised and made emp resistant.`;
+	if (V.GunS >= 5)crew =`The crew seating has been made more confortable.`;
+	if (V.GunS >= 6)speed =`Increased the speed and maneuverability.`;
+	return`The armour of the black and silver gunship has been modernized. ${gun} ${electronics} ${crew} ${speed}`;}
+
+window.Sat = function() {const V = State.variables;
+	if (V.Satellite === 1)
+		return`A basic satellite has been 'borrowed' from the old world.`;
+	if (V.Satellite > 1)var wire =``;var emp1 =``;var beem0 =``;var beem3 =``;var jam =``;var jd3 =``;var emp =``;var beem1 =``;var emp0 =``;var beem4 =``;var jd =``;
+	if (V.Satellite >= 3)wire =`wiring, and circuitry`;
+	if (V.Satellite === 4){jd =`Installed a basic`;} else {jam =` localized communications jammer to the satellite (excludes your own frequencies with little to no leeway) that will "slightly" anger locals until it is deactivated. ${jd3}`;}
+	if (V.Satellite >= 5)jd =`Installed a more advanced version that is 50% more powerful`;jd3 =`The AO localization has been increased which reduces the amount of affected equipment`;
+	if (V.Satellite === 6){emp0 =`The satellite is now equipped with a basic`;beem0 =`an entire city block.`;} else {emp1 =` EMP generator (advanced EMP hardening was applied before the insulation and activation) that will "slightly" damage equipment with the AO.`;beem1 =`Thanks to imporvements applied to battery system and shielding in additon to R&D funds, the satellite will be able to shoot a concentrated beam of pure energy that is able to level`;}
+	if (V.Satellite >= 7){emp0 =`The satellite is now equipped with a more advanced version that is 50% more powerful`;} else {beem0 =`a suburb to a block of houses.`;}
+	if (V.Satellite === 8)beem0 =`a single house to 30m.`;beem3 =`The beem can also now fire off a heat wave to disorrent targets`;
+	if (V.Satellite === 9){beem0 =`20m to 10m.`;} else {beem3 =`The beem can also now fire off a much stronger heat wave to disorrent targets for longer and with more effects.`;}
+	if (V.Satellite === 10)beem0 =`5m to 1m.`;beem4 =`It is now possible for the beem to be split as required.`;
+	return`Modernised the satellite's electronics ${wire}. ${jd}${jam} ${jd3} ${emp0}${emp1} ${beem1} ${beem0} ${beem3} ${beem4}`;}
+
+window.GR = function() {const V = State.variables;
+	if (V.GiantRobot === 1)return`A basic black and silver giant robot has been 'borrowed'.`;
+	if (V.GiantRobot > 1)var bat =``;var weight =``;var skin =``;var armor =``;var weapons =``;var QOL =``;var pilots =``;
+	if (V.GiantRobot >= 3)bat =`.Power efficiency has been increased`;
+	if (V.GiantRobot >= 4)weight =`Overall weight has been reduced signicantly allowing for greater mobility.`;
+	if (V.GiantRobot >= 5)bat =`Power efficiency and battery capacity have been increased.`;
+	if (V.GiantRobot >= 6)armor =`Armor has been thickened and is lighter`;
+	if (V.GiantRobot >= 7)weapons =`and heat seeking missiles plus a massive 150m long energy sword in addition to quad 420 cm back mounted powerful electromagnetic cannons`;
+	if (V.GiantRobot >= 8)pilots =`The pilot count has been increased to two via a synced neural link.`;
+	if (V.GiantRobot >= 9)QOL =`Improved the life support systems and crew seating, allowing for longer operational durations. Added hover and boost capabilities, allowing for greater mobility in addition to ramming potential.`;
+	if (V.GiantRobot >= 10)skin =`Replaced the skin with an advanced optical illusion kit and overclocked the movement systems allowing for even greater mobility. However the amount of heat generated has increased slightly.`;
+	return`The black and silver gaint robot has had it's wiring and circuitry upgraded ${bat} ${weight} ${armor}. For self defense the robot has it's bare hands ${weapons}. ${pilots} ${QOL} ${skin}`;}
+
+window.ms = function() {const V = State.variables;
+	if (V.MissileSilo === 1)return`A basic black and silver missile silo has been 'borrowed' from the old world.`;
+	if (V.MissileSilo === 2)return`Modernized the black and silver missile silo's launching electronics`;
+	if (V.MissileSilo === 3)return`Modernized the black and silver missile silo's launching electronics, wiring and circuitry.`;}
+
+window.AC = function() {const V = State.variables; 
+	if (V.AircraftCarrier === 1)return`An old aircraft carrier has been 'borrowed' from the old world for use by $securityForceName. It is moored to the pier in the Naval Yard. ${jets} strike jets have been recommissioned to serve as its airpower. `;
+	if (V.AircraftCarrier > 1)var dock =`The aircraft carrier is moored to the pier in the Naval Yard.`; var emp =`The electronics and wiring have been shielded to protect from EMP blasts`; var radar =``;var emp2 =`.`;var morale =``;var AA ='';var prop =``;var scramble ='';var jets =`Mothballed`; var jets2 = "";
+	if (V.AircraftCarrier >= 3)radar =`The island's radar and comms have been improved.`; 
+	if (V.AircraftCarrier >= 4)AA = `The antiair guns have been updated to automatically track and predict enemy aircraft movement.`; 
+	if (V.AircraftCarrier >= 5)prop =`The propulsion system has been tweaked to be much more difficult to pick up by sonar.`;
+	if (V.AircraftCarrier >= 6)jets =`Modern`; 
+	if (V.AircraftCarrier >= 7)morale =`The mess, bunks, and recreation on the ship have been renovated, boosting morale among the sailors.`;
+	if (V.AircraftCarrier >= 8)jets2 =`with state-of-the-art weapons systems`; 
+	if (V.AircraftCarrier >= 9)scramble = `The catapult has been converted into an electromagnetic launcher, halving the time it takes to scramble jets.`;
+	if (V.AircraftCarrier >= 10)emp2 =`, and the power plant has been converted to nuclear power.`;
+	return`${dock} ${jets} strike jets ${jets2} have been recommissioned to serve as its airpower.${scramble} ${emp}${emp2} ${radar} ${AA} ${prop} ${morale}`;}
+
+window.Sub = function() {const V = State.variables;
+	if (V.Sub === 1)return`An old attack submarine has been recommissioned from the old world, and is moored to the pier of the Naval Yard. Because diesel engines provide power and breathing oxygen is kept in pressurized canisters, the sub must frequently surface.`;
+	if (V.Sub > 1)var dock =`The attack submarine is moored to the pier of the Naval Yard.`; var reactor =`A nuclear reactor provides power`;
+	var reactor1 = `, but because oxygen is still kept in pressurized canisters the sub must frequently surface to replenish its oxygen stocks.`;var missiles = ""; var Cal = "";var hull = "";var tubes = "";var sonar = "";var control = "";
+	if (V.Sub >= 3)reactor1 =`and an oxygen generator pulls Oâ‚‚ from the surrounding seawater, allowing the submarine to remain underwater for months if necessary.`;
+	if (V.Sub >= 4)Cal =` Calibration of the propulsion systems has reduced the telltale hum of a moving sub to a whisper.`; 
+	if (V.Sub >= 5)hull =`The outer hull has been redesigned to absorb sonar and for hydrodynamics.`;
+	if (V.Sub === 6)tubes =`The torpedo tubes have been redesigned for much faster loading speeds.`;
+	if (V.Sub >= 7)sonar =`The passive sonar has been finely tuned to detect mechanical noises kilometers away.`; 
+	if (V.Sub >= 8)control =`The control room computers have been upgraded to automate many conn duties.`;
+	if (V.Sub >= 9)tubes =`The torpedo tubes have been redesigned for much faster loading speeds, and hold newer,faster and more agile torpedoes.`;
+	if (V.Sub === 10)missiles =`The submarine has been outfitted with several cruise missiles to attack land or sea-based targets.`
+	return`${dock} ${reactor} ${reactor1} ${Cal} ${hull} ${tubes} ${sonar} ${control} ${missiles}`;}
+
+window.HAT = function() {const V = State.variables;
+	if (V.HAT === 1)var skirt =`, has been recommissioned for use by $securityForceName`;var guns =``;var turbines =``;var armor =``;var tons =`200`;var ramps =``;var frame =``;var loadout =``;
+	if (V.HAT >= 2)skirt =`. The skirt has been upgraded to improve cushion when travelling over uneven terrain and waves, as well as increasing durability`;
+	if (V.HAT >= 3)var guns2 = `machine guns`;guns =`Quad .50 cal ${guns2} have been mounted on the corners of the craft to defend against attackers.`;
+	if (V.HAT >= 4)var fans =`rear fans`;var speed =`acceleration and speed`;turbines =`The turbines powering the ${fans} have been replaced with a more powerful version, allowing greater ${speed}.`;
+	if (V.HAT >= 5)armor =`The armor protecting its cargo has been increased.`;
+	if (V.HAT >= 6)tons =`300`;fans =`rear fans and impeller`;speed =`acceleration, speed, and carrying capacity`;
+	if (V.HAT >= 7)guns2 =`machine guns and grenade launchers`;
+	if (V.HAT >= 8)ramps =`The loading ramps have been improved, allowing for faster unloading.`;
+	if (V.HAT >= 9)frame =`The frame has been widened and reinforced, allowing for more space on the deck.`;
+	if (V.HAT === 10)loadout =`An experimental loadout sacrifices all carrying capacity to instead act as a floating gun platform by mounting several rotary autocannons the deck, should the need arise.`;
+	return`An air cushion transport vehicle, or hovercraft${skirt}. It is parked on the pier of the Naval Yard, ready to ferry ${tons} tons of soldiers and vehicles at any time. ${guns} ${turbines} ${armor} ${ramps} ${frame} ${loadout}`;}
+	
+window.Interactions = function() {const V = State.variables,T = State.temporary;
+var choice = "";var gift ="";var giftdec = "";var giftdec2 = "";var Colonel = "";var join ="";var status =``;var staus2 =``;
+if (V.SFU !== T.max){if (V.SFUpgrade === 1)status =`being`
+	else status =`able to be`;staus2 =`improved this week.`;
+} else {status =`fully equipped and upgraded - nothing else can be done.`;}
+if (V.SFGift === 1||(V.ColonelDiscussion === 1||V.ColonelSexed === 1))choice =`This week you have already`;
+	if (V.SFGift === 1){gift =`been provided with`;
+		if (V.choice === 1){giftdec =`an extra @@.yellowgreen;<<print cashFormat(Math.ceil($CashGift))>>@@ in tribute`;
+		} else if (V.choice === 2||V.choice === 3){giftdec =`a message of support, @@.green;improving@@`;
+			if (V.choice == 2)giftdec2 =` your reputation`; else giftdec2 =` the prosperity of $arcologies[0].name`;
+		}
+	}
+	if (V.ColonelDiscussion === 1||V.ColonelSexed === 1){Colonel =` spent time with The Colonel`;
+		if (V.SFGift === 1){join =` and`;}}
+return`${status} ${staus2} ${choice} ${gift} ${giftdec}${giftdec2}${join}${Colonel}.//`;}
\ No newline at end of file
diff --git a/src/SecExp/attackGenerator.tw b/src/SecExp/attackGenerator.tw
index d2113e2d7d1..007bfcd171d 100644
--- a/src/SecExp/attackGenerator.tw
+++ b/src/SecExp/attackGenerator.tw
@@ -22,6 +22,9 @@
 	<<if $lastAttackWeeks >= 10>>
 		<<set _attackChance += 5>>
 	<</if>>
+	<<if $arcologyUpgrade.field == 1>>
+		<<set _attackChance -= 5>>
+	<</if>>
 <</if>>
 /* battle frequency */
 <<set _attackChance *= $battleFrequency>>
@@ -234,7 +237,7 @@
 	<<if ($week >= 120 && $attackType != "none") || ($forceMajorBattle == 1 && $foughtThisWeek == 0)>>
 		<<if random(1,100) >= 50 || $forceMajorBattle == 1>>
 			<<set $majorBattle = 1>>
-			<<if $securityForceCreate == 1>>
+			<<if $securityForceCreate === 1 && $SFMODToggle === 1>>
 				<<set $attackTroops = Math.trunc($attackTroops * random(4,6) * $majorBattleMult)>>
 				<<set $attackEquip = either(3,4)>>
 			<<else>>
@@ -253,4 +256,4 @@
 			<</if>>
 		<</if>>
 	<</if>>
-<</if>>
\ No newline at end of file
+<</if>>
diff --git a/src/SecExp/attackHandler.tw b/src/SecExp/attackHandler.tw
index 4fae71757db..da48b2cddd8 100644
--- a/src/SecExp/attackHandler.tw
+++ b/src/SecExp/attackHandler.tw
@@ -97,22 +97,22 @@
 	<<set _enemyMod = 1.5>>
 	<<set _SFMod = 1.5>>
 	<<set _turns = $maxTurns * 2>>
-	<<if $securityForceCreate == 1>>
-		<<if $securityForceArcologyUpgrades >= 7>>
-			<<set _atkMod += ($securityForceArcologyUpgrades - 6) * 0.05>>
+	<<if $securityForceCreate == 1 && $SFMODToggle == 1>>
+		<<if $Firebase >= 7>>
+			<<set _atkMod += ($Firebase - 6) * 0.05>>
 		<</if>>
-		<<if $securityForceFortressZeppelin >= 1>>
-			<<set _defMod += $securityForceFortressZeppelin * 0.05>>
+		<<if $GunS >= 1>>
+			<<set _defMod += $GunS * 0.05>>
 		<</if>>
-		<<if $securityForceSatellitePower >= 11>>
-			<<set _atkMod += ($securityForceSatellitePower - 10) * 0.05>>
+		<<if $Satellite >= 11>>
+			<<set _atkMod += ($Satellite - 10) * 0.05>>
 		<</if>>
-		<<if $securityForceGiantRobot >= 6>>
-			<<set _defMod += ($securityForceGiantRobot - 5) * 0.05>>
+		<<if $GiantRobot >= 6>>
+			<<set _defMod += ($GiantRobot - 5) * 0.05>>
 		<</if>>
-		<<if $securityForceMissileSilo >= 1>>
-			<<set _atkMod += $securityForceMissileSilo * 0.05>>
-			<<set _defMod += $securityForceMissileSilo * 0.05>>
+		<<if $MissileSilo >= 1>>
+			<<set _atkMod += $MissileSilo * 0.05>>
+			<<set _defMod += $MissileSilo * 0.05>>
 		<</if>>
 	<</if>>
 <</if>>
@@ -1241,4 +1241,4 @@ __Enemy__:
 	<<goto "attackReport">>
 <</if>>
 
-<</if>> /* closes check for bribery */
\ No newline at end of file
+<</if>> /* closes check for bribery */
diff --git a/src/SecExp/attackOptions.tw b/src/SecExp/attackOptions.tw
index c517473f02e..7b47f54d31c 100644
--- a/src/SecExp/attackOptions.tw
+++ b/src/SecExp/attackOptions.tw
@@ -247,7 +247,7 @@ __Battle Plan__:
 		<<replace "#leader">><strong><<print _leader>></strong><</replace>>
 	<</link>>
 	<</if>>
-	<<if $securityForceCreate == 1>>
+	<<if $securityForceCreate === 1 && $SFMODToggle === 1 && $AttendanceGranted === -1>>
 	|
 	<<link "Let The Colonel lead the troops">>
 		<<set $leadingTroops = "colonel">>
diff --git a/src/SecExp/attackReport.tw b/src/SecExp/attackReport.tw
index 83696e8eb68..5e1c3dce4af 100644
--- a/src/SecExp/attackReport.tw
+++ b/src/SecExp/attackReport.tw
@@ -1421,23 +1421,23 @@
 	<br>
 	<<include "unitsBattleReport">>
 
-	<<if $securityForceArcologyUpgrades >= 7 || $securityForceFortressZeppelin >= 1 || $securityForceSatellitePower >= 11 || $securityForceGiantRobot >= 6 || $securityForceMissileSilo >= 1>>
+	<<if $SFMODToggle === 1 && ($Firebase >= 7 || $GunS >= 1 || $Satellite >= 11 || $GiantRobot >= 6 || $MissileSilo >= 1)>>
 		/* SF upgrades effects */
 		<br>
 		<br>
-		<<if $securityForceArcologyUpgrades >= 7>>
-			The artillery pieces installed around the $securityForceName barracks provided vital fire support to the troops in the field.
+		<<if $Firebase >= 7>>
+			The artillery pieces installed around the $securityForceName firebase provided vital fire support to the troops in the field.
 		<</if>>
-		<<if $securityForceFortressZeppelin >= 1>>
-			The fortress zeppelin gave our troops an undeniable advantage in recon capabilities, air superiority and fire support.
+		<<if $GunS >= 1>>
+			The gunship gave our troops an undeniable advantage in recon capabilities, air superiority and fire support.
 		<</if>>
-		<<if $securityForceSatellitePower >= 11>>
+		<<if $Satellite >= 11>>
 			The $securityForceName Satellite devastating power was employed with great efficiency against the enemy.
 		<</if>>
-		<<if $securityForceGiantRobot >= 6>>
+		<<if $GiantRobot >= 6>>
 			The giant robot of the $securityForceName proved to be a great boon to our troops, shielding many from the worst the enemy had to offer.
 		<</if>>
-		<<if $securityForceMissileSilo >= 1>>
+		<<if $MissileSilo >= 1>>
 			The missile silo exterminated many enemy soldiers even before the battle would begin.
 		<</if>>
 	<</if>>
diff --git a/src/SecExp/edicts.tw b/src/SecExp/edicts.tw
index 3ed4ab94dfb..00adfaab93a 100644
--- a/src/SecExp/edicts.tw
+++ b/src/SecExp/edicts.tw
@@ -44,22 +44,22 @@
 	[[Repeal|edicts][$subsidyChurch = 0, $edictsUpkeep -= 1000]]
 <</if>>
 
-<<if $SFSupportLevel > 0>>
+<<if $SFSupportLevel > 0 && $SFMODToggle === 1>>
 	<br><br>__Special Force:__
-	<<if $SFSupportLevel == 1>>
+	<<if $SFSupportLevel === 1>>
 		<br>''Equipment provision:'' $securityForceName is providing the security HQ with advanced equipment, boosting its efficiency.
 		[[Repeal|edicts][$SFSupportLevel--, $SFSupportUpkeep -= 1000, $reqHelots += 5]]
-	<<elseif $SFSupportLevel == 2>>
-		<br>''Personnel training:'' $securityForceName is currently providing advanced equipment and training to security HQ personnel.
+	<<elseif $SFSupportLevel === 2>>
+		<br>''Personnel training:'' $SFNameCaps is currently providing advanced equipment and training to security HQ personnel.
 		[[Repeal|edicts][$SFSupportLevel--, $SFSupportUpkeep -= 2000, $reqHelots += 5]]
-	<<elseif $SFSupportLevel == 3>>
+	<<elseif $SFSupportLevel === 3>>
 		<br>''Troops detachment:'' $securityForceName has currently transferred troops to the security department HQ in addition to providing advanced equipment and training to security HQ personnel.
 		[[Repeal|edicts][$SFSupportLevel--, $SFSupportUpkeep -= 3000, $reqHelots += 5]]
-	<<elseif $SFSupportLevel == 4>>
-		<br>''Full support:''$securityForceName is currently providing its full support to the security department, while transferring troops to the security department HQ in addition to providing advanced equipment and training to security HQ personnel.
+	<<elseif $SFSupportLevel === 4>>
+		<br>''Full support:''$SFNameCaps is currently providing its full support to the security department, while transferring troops to the security department HQ in addition to providing advanced equipment and training to security HQ personnel.
 		[[Repeal|edicts][$SFSupportLevel--, $SFSupportUpkeep -= 3000, $reqHelots += 5]]
-	<<elseif $SFSupportLevel == 5>>
-		<br>''Network assistance:''$securityForceName is currently assisting with a local install of its custom network full support and has transferred troops to the security department HQ in addition to providing advanced equipment and training to security HQ personnel.
+	<<elseif $SFSupportLevel === 5>>
+		<br>''Network assistance:''$SFNameCaps is currently assisting with a local install of its custom network full support and has transferred troops to the security department HQ in addition to providing advanced equipment and training to security HQ personnel.
 		[[Repeal|edicts][$SFSupportLevel--, $SFSupportUpkeep -= 4000, $secHQUpkeep -= 1000, $reqHelots += 5]]
 	<</if>>
 <</if>>
@@ -307,7 +307,7 @@
 	<</if>>
 <</if>>
 
-<<if $securityForceCreate == 1 && $SFSupportLevel < 5>>
+<<if $securityForceCreate === 1 && $SFSupportLevel < 5 && $SFMODToggle === 1>>
 	<br><br>__Special Force:__
 	<<if $SFSupportLevel == 0 && $reqHelots > 5>>
 		<br>''Equipment provision:'' $securityForceName will provide the security HQ with advanced equipment.
@@ -317,7 +317,7 @@
 			<br>//Not enough Authority.//
 		<</if>>
 		<br>&nbsp;&nbsp;&nbsp;&nbsp;//Will lower the amount of personnel necessary to man the security HQ by 5, but will incur upkeep costs.//
-	<<elseif $SFSupportLevel == 1 && $securityForceArcologyUpgrades != 4 && $reqHelots > 5>>
+	<<elseif $SFSupportLevel === 1 && $Firebase >= 4 && $reqHelots > 5>>
 		<br>''Personnel training:'' $securityForceName will provide the security HQ personnel with advanced training.
 		<<if $authority >= 1000>>
 			[[Implement|edicts][$SFSupportLevel++, $cash -=5000, $authority -= 1000, $SFSupportUpkeep += 2000, $reqHelots -= 5]]
@@ -325,7 +325,7 @@
 			<br>//Not enough Authority.//
 		<</if>>
 		<br>&nbsp;&nbsp;&nbsp;&nbsp;//Will lower the amount of personnel necessary to man the security HQ by a further 5, but will incur additional upkeep costs.//
-	<<elseif $SFSupportLevel == 2 && $securityForceArcologyUpgrades != 6 && $reqHelots > 5>>
+	<<elseif $SFSupportLevel === 2 && $Firebase >= 6 && $reqHelots > 5>>
 		<br>''Troops detachment:'' $securityForceName will provide troops to the security department.
 		<<if $authority >= 1000>>
 			[[Implement|edicts][$SFSupportLevel++, $cash -=5000, $authority -= 1000, $SFSupportUpkeep += 3000, $reqHelots -= 5]]
@@ -333,7 +333,7 @@
 			<br>//Not enough Authority.//
 		<</if>>
 		<br>&nbsp;&nbsp;&nbsp;&nbsp;//Will lower the amount of personnel necessary to man the security HQ by a further 5, but will incur additional upkeep costs.//
-	<<elseif $SFSupportLevel == 3 && $securityForceArcologyUpgrades != 6 && $reqHelots > 5>>
+	<<elseif $SFSupportLevel === 3 && $Firebase >= 6 && $reqHelots > 5>>
 		<br>''Full Support:'' $securityForceName will give the security department its full support.
 		<<if $authority >= 1000>>
 			[[Implement|edicts][$SFSupportLevel++, $cash -=5000, $authority -= 1000, $SFSupportUpkeep += 3000, $reqHelots -= 5]]
@@ -341,7 +341,7 @@
 			<br>//Not enough Authority.//
 		<</if>>
 		<br>&nbsp;&nbsp;&nbsp;&nbsp;//Will lower the amount of personnel necessary to man the security HQ by a further 5, but will incur additional upkeep costs.//
-	<<elseif $SFSupportLevel == 4 && $securityForceArcologyUpgrades == 13 && $reqHelots > 5>>
+	<<elseif $SFSupportLevel === 4 && $Firebase >= 13 && $reqHelots > 5>>
 		<br>''Network assistance:'' $securityForceName will assist the security department with installing a local version of their custom network.
 		<<if $authority >= 1000>>
 			[[Implement|edicts][$SFSupportLevel++, $cash -=50000, $authority -= 1000, $SFSupportUpkeep += 4000, $secHQUpkeep += 1000, $reqHelots -= 5]]
diff --git a/src/SecExp/rebellionOptions.tw b/src/SecExp/rebellionOptions.tw
index cb0035eface..46bc6fc9809 100644
--- a/src/SecExp/rebellionOptions.tw
+++ b/src/SecExp/rebellionOptions.tw
@@ -97,10 +97,10 @@
 				<</if>>
 			<</if>>
 		<</for>>
-		<<if $securityForceActive == 1>>and $securityForceName, <<print commaNum($securityForcePersonnel)>> strong<</if>>
+		<<if $securityForceActive === 1 && $SFMODToggle === 1>>and $securityForceName, <<print commaNum($SFTroops)>> strong<</if>>
 		are called to defend the arcology from this menace.
 	<<else>>
-		<<if $arcologyUpgrade.drones == 1>>Your security drones<<if $securityForceActive == 1>>and <<print commaNum($securityForceName, $securityForcePersonnel)>> strong<</if>><</if>>
+		<<if $arcologyUpgrade.drones == 1>>Your security drones<<if $securityForceActive === 1 && $SFMODToggle === 1>>and $securityForceName, <<print commaNum($SFTroops)>> strong<</if>><</if>>
 		are called to defend the arcology from this menace.
 	<</if>>
 	<hr>
@@ -192,10 +192,10 @@
 				<</if>>
 			<</if>>
 		<</for>>
-		<<if $securityForceActive == 1>>and $securityForceName, <<print commaNum($securityForcePersonnel)>> strong<</if>>
+		<<if $securityForceActive === 1 && $SFMODToggle === 1>>and $securityForceName, <<print commaNum($SFTroops)>> strong<</if>>
 		are called to defend the arcology from this menace.
 	<<else>>
-		<<if $arcologyUpgrade.drones == 1>>Your security drones<<if $securityForceActive == 1>>and $securityForceName, <<print commaNum($securityForcePersonnel)>> strong<</if>><</if>>
+		<<if $arcologyUpgrade.drones == 1>>Your security drones<<if $securityForceActive === 1 && $SFMODToggle === 1>>and $securityForceName, <<print commaNum($SFTroops)>> strong<</if>><</if>>
 		are called to defend the arcology from this menace.
 	<</if>>
 	<hr>
diff --git a/src/SecExp/secBarracks.tw b/src/SecExp/secBarracks.tw
index c621fb3f538..bb338d58fc6 100644
--- a/src/SecExp/secBarracks.tw
+++ b/src/SecExp/secBarracks.tw
@@ -139,7 +139,7 @@ While this a sore sight for many citizens of $arcologies[0].name, the barracks s
 <hr>
 __Units__
 <br>
-Your maximum number of units is <<print $maxUnits>>, currently you have <<print $activeUnits>>. <<if $secBarracksUpgrades.luxury > 0>>The barracks provides <<print $secBarracksUpgrades.luxury * 5>>% bonus morale when battle occurs.<</if>><<if $secBarracksUpgrades.training > 0>> The training facility will increase the effectiveness of your units with time.<</if>>
+Your maximum number of units is <<print $maxUnits>> (<<print commaNum($secBots.maxTroops+(50*$createdSlavesUnits)+(50*$createdMilitiaUnits)+(50*$createdMercUnits))>> troops), currently you have <<print $activeUnits>> and can field <<print (2 * $readiness)>>. <<if $secBarracksUpgrades.luxury > 0>>The barracks provides <<print $secBarracksUpgrades.luxury * 5>>% bonus morale when battle occurs.<</if>><<if $secBarracksUpgrades.training > 0>> The training facility will increase the effectiveness of your units with time.<</if>>
 <<if $arcologies[0].FSRomanRevivalist != "unset" || $arcologies[0].FSChineseRevivalist != "unset" || $arcologies[0].FSArabianRevivalist != "unset" || $arcologies[0].FSEdoRevivalist != "unset" || $arcologies[0].FSEgyptianRevivalist != "unset" || $arcologies[0].FSAztecRevivalist != "unset">>
 <</if>>
 <br>
diff --git a/src/SecExp/securityReport.tw b/src/SecExp/securityReport.tw
index 56eb883bc4e..7bd3e5a848b 100644
--- a/src/SecExp/securityReport.tw
+++ b/src/SecExp/securityReport.tw
@@ -252,6 +252,10 @@
 <<if $militiaFounded == 1 || $activeUnits >= 1>>
 	<br>
 	<strong> Military</strong>: /* militia */
+	<<if $SFMODToggle === 1 && $securityForceCreate === 1 && $SFU > 10>>
+		Having a powerful special force attracts a lot of citizens, hopeful that they may be able to fight along side it.
+		<<set _recruits += random(0,(Math.round($SFU/10)))>>
+	<</if>>
 	<<if $propCampaign >= 1 && $propFocus == "recruitment">>
 		<<if $RecuriterOffice == 0 || $Recruiter == 0>>
 			<<if $propCampaignBoost == 1>>
@@ -400,6 +404,10 @@
 		<<if $crime > 60>>
 			The powerful crime organizations that nested themselves in the arcology have an unending need for cheap guns for hire, many mercenaries flock to your free city in search of employment.<<set _newMercs += random(1,2)>>
 		<</if>>
+		<<if $SFMODToggle === 1 && $securityForceCreate === 1 && $SFU > 10>>
+			Having a powerful special force attracts a lot of mercenaries, hopeful that they may be able to fight along side it.
+			<<set _newMercs += random(0,Math.round($SFU/10))>>
+		<</if>>
 		<<set _newMercs = Math.trunc(_newMercs / 2)>>
 		<<if _newMercs > 0>>
 			<<set $mercTotalManpower += _newMercs>>
diff --git a/src/SecExp/seeUnit.tw b/src/SecExp/seeUnit.tw
index 2ad539ccd55..b55b40150e1 100644
--- a/src/SecExp/seeUnit.tw
+++ b/src/SecExp/seeUnit.tw
@@ -160,7 +160,7 @@
 	<<else>>
 		<br>The unit has a medic detachment following it into battle, decreasing the number of casualties the unit suffers.
 	<</if>>
-	<<if $securityForceActive == 1>>
+	<<if $securityForceActive === 1 && $SFMODToggle === 1>>
 		<<if $militiaUnits[$targetIndex].SF == 0>>
 			<br>
 			<<link "Attach Special Force advisors">>
@@ -318,7 +318,7 @@
 	<<else>>
 		<br>The unit has a medic detachment following it into battle, decreasing the number of casualties the unit suffers.
 	<</if>>
-	<<if $securityForceActive == 1>>
+	<<if $securityForceActive === 1 && $SFMODToggle === 1>>
 		<<if $slaveUnits[$targetIndex].SF == 0>>
 			<br>
 			<<link "Attach Special Force advisors">>
@@ -474,7 +474,7 @@
 	<<else>>
 		<br>The unit has a medic detachment following it into battle, decreasing the number of casualties the unit suffers.
 	<</if>>
-	<<if $securityForceActive == 1>>
+	<<if $securityForceActive === 1 && $SFMODToggle === 1>>
 		<<if $mercUnits[$targetIndex].SF == 0>>
 			<br>
 			<<link "Attach Special Force advisors">>
diff --git a/src/SecExp/unitsBattleReport.tw b/src/SecExp/unitsBattleReport.tw
index b702f98375e..c67b94b0676 100644
--- a/src/SecExp/unitsBattleReport.tw
+++ b/src/SecExp/unitsBattleReport.tw
@@ -5,9 +5,9 @@
 		<br>
 		Security Drones: no casualties.
 	<</if>>
-	<<if $SFIntervention == 1>>
+	<<if $SFIntervention === 1 && $SFMODToggle === 1>>
 		<br>
-		<<print $securityForcePersonnel>> soldiers from $securityForceName joined the battle: no casualties suffered.
+		<<print $SFTroops>> soldiers from $securityForceName joined the battle: no casualties suffered.
 	<</if>>
 	<<if $deployingMilitia == 1>>
 		<<for _j = 0; _j < $militiaUnits.length; _j++>>
@@ -56,7 +56,7 @@
 	/* if the losses are more than zero */
 	/* generates a list of randomized losses, from which each unit picks one at random */
 	<<set _losses = $losses>>
-	<<if $SFIntervention == 1>>
+	<<if $SFIntervention === 1 $SFMODToggle === 1>>
 		<<set $deployedUnits++>>
 	<</if>>
 	<<set _averageLosses = Math.trunc(_losses / $deployedUnits)>>
@@ -122,11 +122,11 @@
 		<</if>>
 		<br>
 	<</if>>
-	<<if $SFIntervention == 1>>
+	<<if $SFIntervention === 1 && $SFMODToggle === 1>>
 		<br>
 		<<set _loss = _lossesList.pluck()>>
-		<<set _loss = Math.clamp(_loss,0,$securityForcePersonnel)>>
-		<<print $securityForcePersonnel>> soldiers from the $securityForceName joined the battle:
+		<<set _loss = Math.clamp(_loss,0,$SFTroops)>>
+		<<print $SFTroops>> soldiers from the $securityForceName joined the battle:
 		<<if _loss <= 0>>
 			no casualties
 		<<elseif _loss <= 10>>
@@ -139,7 +139,7 @@
 			catastrophic casualties
 		<</if>>
 		suffered.
-		<<set $securityForcePersonnel -= _loss>>
+		<<set $SFTroops -= _loss>>
 		<br>
 	<</if>>
 	<<if $deployingMilitia == 1>>
@@ -273,4 +273,4 @@
 	<</if>>
 <<else>>
 	<br>@@.red;Error: losses are a negative number or NaN@@
-<</if>> /* closes check for more than zero casualties */
\ No newline at end of file
+<</if>> /* closes check for more than zero casualties */
diff --git a/src/SecExp/unitsRebellionReport.tw b/src/SecExp/unitsRebellionReport.tw
index b07d60ec4d8..ce162f60206 100644
--- a/src/SecExp/unitsRebellionReport.tw
+++ b/src/SecExp/unitsRebellionReport.tw
@@ -8,9 +8,9 @@
 		<br>
 		Security drones: no casualties suffered.
 	<</if>>
-	<<if $securityForceCreate == 1>>
+	<<if $securityForceCreate === 1 && $SFMODToggle === 1>>
 		<br>
-		$securityForceName, <<print commaNum($securityForcePersonnel)>> strong, was called to join the battle: no casualties suffered.
+		$securityForceName, <<print commaNum($SFTroops)>> strong, was called to join the battle: no casualties suffered.
 	<</if>>
 	<<set _count = 0>>
 	<<if $loyalID.length > 0>>
@@ -346,13 +346,13 @@
 			The unit has very few operatives left, it risks complete annihilation if deployed again.
 		<</if>>
 	<</if>>
-	<<if $securityForceCreate == 1>>
+	<<if $securityForceCreate === 1 && $SFMODToggle === 1>>
 		<br>
 		<br>
 		<<set _loss = _lossesList.pluck()>>
-		<<set _loss = Math.clamp(_loss,0,$securityForcePersonnel)>>
-		$securityForceName, $securityForcePersonnel strong, is called to join the battle:
-		<<set $securityForcePersonnel -= _loss>>
+		<<set _loss = Math.clamp(_loss,0,$SFTroops)>>
+		$securityForceName, $SFTroops strong, is called to join the battle:
+		<<set $SFTroops -= _loss>>
 		<<if _loss <= 0>>
 			no casualties
 		<<elseif _loss <= 10>>
diff --git a/src/SecExp/weaponsManufacturing.tw b/src/SecExp/weaponsManufacturing.tw
index 339b434aa73..171d5fadbef 100644
--- a/src/SecExp/weaponsManufacturing.tw
+++ b/src/SecExp/weaponsManufacturing.tw
@@ -322,8 +322,8 @@ __Upgrades__:
 		<br>//Will take _time weeks, cost <<print cashFormat(120000*$HackingSkillMultiplier)>> and will increase the base hp and morale values of human troops.//
 	<</if>>
 	<br>
-	<<if $securityForceCreate == 1>>
-		<<if !$completedUpgrades.includes(6) && $weapLab >= 2 && $SFSupportLevel >= 2 && $securityForceArcologyUpgrades >= 7>>
+	<<if $securityForceCreate === 1 && $SFMODToggle === 1>>
+		<<if !$completedUpgrades.includes(6) && $weapLab >= 2 && $SFSupportLevel >= 2 && $Firebase >= 7>>
 			<br>
 			<<link "Develop combined training regimens with $securityForceName">>
 				<<set $currentUpgrade = {
@@ -336,7 +336,7 @@ __Upgrades__:
 			<</link>>
 			<br>//Will take _time weeks, and will increase the base attack and defense values of human troops.//
 		<</if>>
-		<<if !$completedUpgrades.includes(7) && $weapLab >= 2 && $SFSupportLevel >= 4 && $securityForceStimulantPower >= 8>>
+		<<if !$completedUpgrades.includes(7) && $weapLab >= 2 && $SFSupportLevel >= 4 && $SFDrugs >= 8>>
 			<br>
 			<<link "Develop a variant of the stimulant cocktail that $securityForceName created">>
 				<<set $currentUpgrade = {
@@ -369,7 +369,7 @@ __Upgrades__:
 		You fully upgraded your human troops.
 	<<elseif $humanUpgrade.attack >= 2 || $humanUpgrade.hp >= 2 || $humanUpgrade.morale >= 20 || $humanUpgrade.defense >= 2>>
 		You fully upgraded your human troops.
-		<<if $securityForceCreate == 1 && ($humanUpgrade.attack < 4 || $humanUpgrade.hp < 4 || $humanUpgrade.morale < 40 || $humanUpgrade.defense < 4) && (($SFSupportLevel >= 2 && $securityForceArcologyUpgrades >= 7) || ($SFSupportLevel >= 4 && $securityForceStimulantPower >= 8) || ($SFSupportLevel >= 5))>>
+		<<if $securityForceCreate == 1 && ($humanUpgrade.attack < 4 || $humanUpgrade.hp < 4 || $humanUpgrade.morale < 40 || $humanUpgrade.defense < 4) && (($SFSupportLevel >= 2 && $Firebase >= 7) || ($SFSupportLevel >= 4 && $SFDrugs >= 8) || ($SFSupportLevel >= 5))>>
 			With support from $securityForceName, however, we may be able to further upgrade our troops.
 		<</if>>
 	<<elseif $weapLab < 3>>
diff --git a/src/SecExp/widgets/battleWidgets.tw b/src/SecExp/widgets/battleWidgets.tw
index 26edaff8452..62411ad0fde 100644
--- a/src/SecExp/widgets/battleWidgets.tw
+++ b/src/SecExp/widgets/battleWidgets.tw
@@ -3,33 +3,33 @@
 <<widget "calcSFStatistics">>
 	<<if $slaveRebellion != 1 || $citizenRebellion != 1>>
 		/* atk, def */
-		<<set _upgradesSum = $securityForceInfantryPower + $securityForceStimulantPower + $securityForceAircraftPower + $securityForceAircraftPower>>
+		<<set _upgradesSum = $Armoury + $SFDrugs + $SFAirForce + $SFVehicles>>
 		<<if !isInt(_upgradesSum)>>
 			<<set _upgradesSum = random(10,15)>>
 		<</if>>
 		<<set $SFatk = Math.trunc(0.65 * _upgradesSum)>>
 		<<set $SFdef = Math.trunc(0.40 * _upgradesSum)>>
 		/* hp */
-		<<set $carriableSoldiers = 125 * ($securityForceAC130 + $securityForceVehiclePower)>>
+		<<set $carriableSoldiers = 125 * ($GunS + $SFVehicles)>>
 		<<if !isInt($carriableSoldiers)>>
-			<<set $carriableSoldiers = $securityForcePersonnel / 10>>
+			<<set $carriableSoldiers = $SFTroops / 10>>
 		<</if>>
-		<<if $securityForcePersonnel > $carriableSoldiers>>
+		<<if $SFTroops > $carriableSoldiers>>
 			<<set $SFhp = $carriableSoldiers * $SFBaseHp>>
 		<<else>>
-			<<set $carriableSoldiers = $securityForcePersonnel>>
+			<<set $carriableSoldiers = $SFTroops>>
 			<<set $SFhp = $carriableSoldiers * $SFBaseHp>>
 		<</if>>
 	<<else>>
 		/* atk, def */
-		<<set _upgradesSum = $securityForceInfantryPower + $securityForceStimulantPower + $securityForceAircraftPower + $securityForceAircraftPower>>
+		<<set _upgradesSum = $Armoury + $SFDrugs + $SFAirForce + $SFVehicles>>
 		<<if !isInt(_upgradesSum)>>
 			<<set _upgradesSum = random(10,15)>>
 		<</if>>
 		<<set $SFatk = Math.trunc(0.75 * _upgradesSum)>>
 		<<set $SFdef = Math.trunc(0.50 * _upgradesSum)>>
 		/* hp */
-		<<set $SFhp = $securityForcePersonnel * $SFBaseHp>>
+		<<set $SFhp = $SFTroops * $SFBaseHp>>
 	<</if>>
 <</widget>>
 
@@ -137,4 +137,4 @@
 		<<set $bribeCost *= 3>>
 	<</if>>
 	<<set $bribeCost = Math.trunc(Math.clamp($bribeCost,0,1000000))>>
-<</widget>>
\ No newline at end of file
+<</widget>>
diff --git a/src/events/intro/introSummary.tw b/src/events/intro/introSummary.tw
index 6a84efcf7d0..0a8f29a61fd 100644
--- a/src/events/intro/introSummary.tw
+++ b/src/events/intro/introSummary.tw
@@ -973,12 +973,12 @@ Currently
 <br><br>
 
 __''Mods''__
-<br>
-<<if $SFMODToggle == 1>>
-	The Special Force Mod is ''enabled.''
+<br>The Special Force Mod is
+<<if $SFMODToggle === 1>>
+	''enabled.''
 [[Disable|Intro Summary][$SFMODToggle = 0]]
 <<else>>
-	The Special Force Mod is ''disabled.''
+	''disabled.''
 [[Enable|Intro Summary][$SFMODToggle = 1]]
 <</if>>
 <br>
diff --git a/src/init/storyInit.tw b/src/init/storyInit.tw
index ebf4f5a4146..58dc2fbd8c3 100644
--- a/src/init/storyInit.tw
+++ b/src/init/storyInit.tw
@@ -1008,7 +1008,7 @@ DairyRestraintsSetting($dairyRestraintsSetting)
 <<set $repLoss = 0>>
 <<set $cashLastWeek = 0>>
 
-<<set $arcologyUpgrade = {drones: 0, hydro: 0, apron: 0, grid: 0, spire: 0}>>
+<<set $arcologyUpgrade = {drones: 0, hydro: 0, apron: 0, grid: 0, spire: 0, field: 0}>>
 
 <<set $AGrowth = 2>>
 <<set $ACitizens = 4000>>
@@ -1267,69 +1267,7 @@ DairyRestraintsSetting($dairyRestraintsSetting)
 
 /* INCORPORATED MODS */
 
-/* Special Force Variables [SFVAR] */
-
-/* Extra content enabling */
-<<set $SFMODToggle = 0>>						/* Does the player want to see the SF module at all? */
-
-/* Initial events and presentation logic */
-<<set $securityForceCreate = 0>> 					/* Has the player chosen to create the SF? Used for initial events */
-<<set $securityForceEventSeen = 0>>					/* Has the player seen the SF event? Used to avoid re-event */
-<<set $securityForceName = "Special Force">>		/* What is the SF called? */
-<<set $securityForceActive = 0>>					/* SF is active - activates end of turn screen logic */
-
-/* SF control panel and logic */
-<<set $securityForceSubsidyActive = 0>>				/* Is the player having to subsidize the SF? */
-<<set $securityForceRecruit = 0>>					/* How many recruits has the SF attracted this week? Used in recruitment calcs */
-<<set $securityForceTrade = 0>>						/* How much trade has the SF encouraged this week? Used for rep calcs */
-<<set $securityForceBooty = 0>>						/* How much money has the SF made this week? Used in money calcs */
-<<set $securityForceIncome = 0>>					/* What was the final, adjusted take for the SF this week? Used for EOW text */
-<<set $securityForceProfitable = 0>>				/* Is the SF profitable? Used for EOW text */
-<<set $securityForceFocus = "recruit">>				/* What is the SF's assigned job? */
-<<set $securityForceRulesOfEngagement = "hold">>	/* What are the SF's ROE outside the arcology? */
-<<set $securityForceAccountability = "strict">>		/* Is the SF being held accountable for its actions outside the arcology? */
-<<set $securityForceDepravity = 0>>					/* How depraved has the SF become? Used for flavor text injections. */
-<<set $securityForceUpgradeToken = 0>>				/* Flag to keep track of single upgrade/week. */
-<<set $securityForceGiftToken = 0>>					/* Flag to keep track of single gift/week. */
-
-/* Personnel/Gear */
-<<set $securityForceArcologyUpgrades = 0>>			/* How many militarized arcology upgrades has the player bought? */
-<<set $securityForcePersonnel = 40>> 				/* How big is the SF? Maxes out at battalion/regimental (~1500) strength */
-<<set $securityForceInfantryPower = 0>>				/* How many infantry upgrades has the player bought? */
-<<set $securityForceStimulantPower = 0>>			/* How many stimulant upgrades has the player bought? */
-<<set $securityForceVehiclePower = 0>>				/* How many vehicle upgrades has the player bought? */
-<<set $securityForceHeavyBattleTank = 0>>			/* Has the SF found a busted down heavy battle tank begging for work? */
-<<set $securityForceAircraftPower = 0>>				/* How many aircraft upgrades has the player bought? */
-<<set $securityForceSpacePlanePower = 0>>			/* Has the SF found a busted down spaceplane begging for work? */
-<<set $securityForceFortressZeppelin = 0>>			/* Has the SF found a busted down fortress zeppelin begging for work? */
-<<set $securityForceAC130 = 0>>						/* Has the SF found a busted down AC-130 begging for work? */
-<<set $securityForceHeavyTransport = 0>>			/* Has the SF found a busted down heavy yransport begging for work? */
-<<set $securityForceDronePower = 0>>				/* How many drone upgrades has the player bought? */
-<<set $securityForceSatellitePower = 0>>			/* Has the SF commendeered a Satellite relay? */
-<<set $securityForceGiantRobot = 0>>				/* Has the player assembled a makeshift giant robot */
-<<set $securityForceMissileSilo = 0>>				/* Has the SF found a disused missile silo in need of reassignement?*/
-<<set $securityForceAircraftCarrier = 0>> 			/* Has the SF found a busted down aircraft carrier begging for work? */
-<<set $securityForceSubmarine = 0>>					/* Has the SF found a busted down submarine begging for work? */
-<<set $securityForceHeavyAmphibiousTransport = 0>>	/* Has the SF found a busted down heavy amphibious transport begging for work? */
-<<set $securityForceMissionEfficiency = 1>>			/* How efficient is the SF at completing its assigned task? (Upgrades*Drug Multiplier) */
-
-/* SupportFacility */
-<<set $SupportFacility = 0>>						/* Is the support facility built ? */
-
-/* Colonel */
-<<set $securityForceSexedColonelToken = 0>>			/* Has the player sexed The Colonel this week? */
-<<set $ColonelCore = "">>							/* What is the core of The Colonel? */
-<<set $securityForceColonelToken = 0>>				/* Flag to keep track of talking to The Colonel. */
-<<set $securityForceColonelSexed = 0>>				/* Has the player sexed The Colonel this week? */
-
-/* TradeShow */
-<<set $TradeShowAttendanceGranted = 0>>				/* Has The Colonel been allowed to go the TradeShow? */
-<<set $OverallTradeShowAttendance = 0>>				/* how many times has The Colonel gone to the TradeShow */
-<<set $CurrentTradeShowAttendance = 0>>				/* Has The Colonel attended the current TradeShow? */
-<<set $TradeShowIncome = 0>>						/* How much was The Colonel able to make at the TradeShow selling generic scematics? */
-<<set $TotalTradeShowIncome = 0>>					/* Total TradeShowIncome */
-<<set $TradeShowHelots = 0>>						/* How many menail slaves were sent as a bonus from generic scematic sales during the current TradeShow?
-<<set $TotalTradeShowHelots = 0>>					/* Total number of menail slaves acquired via the Trade Show */
+/* Special Force Variables [SFVAR] */ <<set $SFMODToggle = 0>>
 
 
 /* Misc mod variables */
diff --git a/src/js/SFJS.tw b/src/js/SFJS.tw
deleted file mode 100644
index 160a233c743..00000000000
--- a/src/js/SFJS.tw
+++ /dev/null
@@ -1,41 +0,0 @@
-:: SFJS [script]
-
-window.simpleWorldEconomyCheck = function() {
-	var n1 = 4;
-	var n2 = 3;
-	var n3 = 2;
-	if(State.variables.economy === .5) {
-		return n1;
-	} else if(State.variables.economy === 1.5) {
-		return n3;
-	} else {
-		return n2;
-	}
-}
-
-window.HSM = function() {
-	if (State.variables.PC.hacking <= -100)
-		return 1.5;
-	else if (State.variables.PC.hacking <= -75)
-		return 1.35;
-	else if (State.variables.PC.hacking <= -50)
-		return 1.25;
-	else if (State.variables.PC.hacking <= -25)
-		return 1.15;
-	else if (State.variables.PC.hacking < 0)
-		return 1.10;
-	else if (State.variables.PC.hacking === 0)
-		return 1;
-	else if (State.variables.PC.hacking <= 10)
-		return .97;
-	else if (State.variables.PC.hacking <= 25)
-		return .95;
-	else if (State.variables.PC.hacking <= 50)
-		return .90;
-	else if (State.variables.PC.hacking <= 75)
-		return .85;
-	else if (State.variables.PC.hacking < 100)
-		return .80;
-	else if (State.variables.PC.hacking >= 100)
-		return .75;
-	}
diff --git a/src/js/economyJS.tw b/src/js/economyJS.tw
index 9eaf39bc6af..86f3505df95 100644
--- a/src/js/economyJS.tw
+++ b/src/js/economyJS.tw
@@ -316,6 +316,14 @@ window.getCost = function(array) {
 		}
 	}
 
+	if(State.variables.SFMODToggle === 1 && State.variables.SubsidyActive === 1) {
+		costs += ((100000*(State.variables.SFTroops/10))*1+(State.variables.arcologies[0].prosperity/100)*1+(State.variables.SFU/100));
+	}
+
+	if(State.variables.arcologyUpgrade.field === 1) {
+		costs *= 0.75;
+	}
+
 	// clean up
 	if(costs < 0) {
 		costs = 0;
diff --git a/src/pregmod/SecForceEX/CheatEdit.tw b/src/pregmod/SecForceEX/CheatEdit.tw
new file mode 100644
index 00000000000..0bfebf232e1
--- /dev/null
+++ b/src/pregmod/SecForceEX/CheatEdit.tw
@@ -0,0 +1,32 @@
+:: CheatEdit [nobr]
+<<set $nextButton = "Back to $securityForceName's firebase", $nextLink = "Firebase", $returnTo = "Firebase">>
+<<= Count()>>__Upgrades__: $SFU/_max
+<br><br>''Firebase:'' <<textbox "$Firebase" $Firebase "CheatEdit">>/_FirebaseU
+<br>''Armory:'' <<textbox "$Armoury" $Armoury "CheatEdit">>/_ArmouryU
+<br>''Drug Lab:'' <<textbox "$SFDrugs" $SFDrugs "CheatEdit">>/_SFDrugsU
+<br>''DroneBay:'' <<textbox "$SFDrones" $SFDrones "CheatEdit">>/_SFDronesU
+
+<<if _Garage > 0 && $Firebase >= 1>> <br><br>''Garage:''
+	/*<br>&nbsp;''Vehicles:'' <<textbox "$SFVehicles" $SFVehicles "CheatEdit">>/_SFVehiclesU*/
+	<br>&nbsp;''HeavyBattleTank:'' <<textbox "$HeavyBattleTank" $HeavyBattleTank "CheatEdit">>/_HeavyBattleTankU
+<</if>>
+
+<<if $Firebase >= 4>> <br><br>''Hangar:''
+	/*<br>&nbsp;''Aircraft:'' <<textbox "$SFAirForce" $SFAirForce "CheatEdit">>/_SFAirForceU*/
+	<br>&nbsp;''Space Plane'': <<textbox "$SpacePlane" $SpacePlane "CheatEdit">>/_SpacePlaneU
+	<br>&nbsp;''Gunship:'' <<textbox "$GunS" $GunS "CheatEdit">>/_GunSU
+	<<if _LaunchBay > 0>>
+		<br><br>''LauchBay:''
+		<br>&nbsp;''Satellite:'' <<textbox "$Satellite" $Satellite "CheatEdit">>/_SatU
+		<<if $terrain != "oceanic" && $terrain != "marine">>
+			<br>&nbsp;''GiantRobot:'' <<textbox "$GiantRobot" $GiantRobot "CheatEdit">>/_GiantRobotU
+			<br>&nbsp;''MissileSilo:'' <<textbox "$MissileSilo" $MissileSilo "CheatEdit">>/_MissileSiloU
+		<</if>>
+	<</if>>
+<</if>>
+
+<<if _NavalYard > 0>> <br><br> ''Naval Yard:''
+	<br>&nbsp;''AircraftCarrier:'' <<textbox "$AircraftCarrier" $AircraftCarrier "CheatEdit">>/_AircraftCarrierU
+	<br>&nbsp;''Submarine:'' <<textbox "$Sub" $Sub "CheatEdit">>/_SubU
+	<br>&nbsp;''Heavy Amphibious Transport:'' <<textbox "$HAT" $HAT "CheatEdit">>/_HATU
+<</if>>
\ No newline at end of file
diff --git a/src/pregmod/SecForceEX/SpecialForceColonelSexDec.tw b/src/pregmod/SecForceEX/ColonelSexDec.tw
similarity index 91%
rename from src/pregmod/SecForceEX/SpecialForceColonelSexDec.tw
rename to src/pregmod/SecForceEX/ColonelSexDec.tw
index 822e96e18f0..11da6c585bb 100644
--- a/src/pregmod/SecForceEX/SpecialForceColonelSexDec.tw
+++ b/src/pregmod/SecForceEX/ColonelSexDec.tw
@@ -1,4 +1,4 @@
-:: SpecialForceColonelSexDec
+:: SFColonelSexDec
 <<switch $ColonelCore>>
 <<case "shell shocked">>
 	<span id="result7">
@@ -8,7 +8,7 @@
 	"You made an attempt to try to bring her back to the present."
 	<</replace>>
 	<</link>>
-	
+
 	<br><<link "Leave her be">>
 	<<replace "#result7">>
 	"It is probably better that she tries to deal with her demons alone"
@@ -18,4 +18,4 @@
 
 <<default>>
 	Inset sex noises here.
-<</switch>>
+<</switch>>
\ No newline at end of file
diff --git a/src/pregmod/SecForceEX/Firebase.tw b/src/pregmod/SecForceEX/Firebase.tw
new file mode 100644
index 00000000000..f1a7ff69d08
--- /dev/null
+++ b/src/pregmod/SecForceEX/Firebase.tw
@@ -0,0 +1,74 @@
+:: Firebase [nobr]
+<<= Count()>> <<if $securityForceName != "the special force">>
+	<<set $SFNameCaps = $securityForceName.replace("the ", "The ")>> <</if>>
+<<switch _Env>> <<case 4>>
+		<<set _EnvCash2 = 450,_EnvCash3 = 200,_EnvCash4 = 100,_EnvProsp = 3>>
+	<<case 3>>
+		<<set _EnvCash2 = 500,_EnvCash3 = 250,_EnvCash4 = 150,_EnvProsp = 5>>
+	<<case 2>>
+		<<set _EnvCash2 = 550,_EnvCash3 = 300,_EnvCash4 = 200,_EnvProsp = 7>>
+<</switch>>
+<<set $nextButton = "Back to Main",$nextLink = "Main",$returnTo = "Firebase">>
+<<if $cheatMode == 1>> <<link "Cheat edit""CheatEdit">> <</link>><br><</if>>
+//The firebase of $arcologies[0].name's <<textbox "$securityForceName" $securityForceName "Firebase">> is located in the lower levels, occupying unneeded warehouse space. It is not accessible to the general citizenry, but your personal elevator has express service to it. As you step off, two soldiers in combat armour manning the entry checkpoint tense and raise their weapons, before nodding respectfully and stepping aside, allowing their patron entry. The firebase is cavernous, containing areas for the soldiers to sleep and keep their belongings, areas for the storage and maintenance of their weapons and equipment, and common areas for them to amuse themselves, since they rarely mix with your citizens on the upper levels.//
+<br>//$SFNameCaps is <<print Interactions()>> <<set _List = []>>
+<<if $Firebase === _FirebaseU>> <<set _List.push('firebase')>> <</if>>
+<<if $Armoury === _ArmouryU>> <<set _List.push('armoury')>> <</if>>
+<<if $SFDrugs === _SFDrugsU>> <<set _List.push('drug lab')>> <</if>>
+<<if $SFDrones === _SFDronesU>> <<set _List.push('drone bay')>> <</if>>
+<<if _Garage >= _GarageU>> <<set _List.push('garage')>> <</if>>
+	<<if $SFVehicles === _SFVehiclesU>>	<<set _List.push('vehicle fleet')>> <</if>>
+	<<if $HeavyBattleTank === _HeavyBattleTankU>> <<set _List.push('heavy battle tank')>> <</if>>
+<<if _Hanger >= _HangerU>> <<set _List.push('hangar')>> <</if>>
+	<<if $SFAirForce === _SFAirForceU>>	<<set _List.push('air fleet')>> <</if>>
+	<<if $SpacePlane === _SpacePlaneU>> <<set _List.push('space plane')>> <</if>>
+	<<if $GunS === _GunSU>>	<<set _List.push('Gunship')>> <</if>>
+<<if _LaunchBay >= _LaunchBayU>> <<set _List.push('launch bay')>> <</if>>
+	<<if $Satellite === _SatU>>	<<set _List.push('satellite')>> <</if>>
+	<<if $GiantRobot === _GiantRobotU>>	<<set _List.push('giant robot')>> <</if>>
+	<<if $MissileSilo === _MissileSiloU>>	<<set _List.push('missile silo')>> <</if>>
+<<if _NavalYard >= _NavalYardU>> <<set _List.push('naval yard')>> <</if>>
+	<<if $AircraftCarrier === _AircraftCarrierU>>		<<set _List.push('aircraft carrier')>> <</if>>
+	<<if $Sub === _SubU>> <<set _List.push('submarine')>> <</if>>
+	<<if $HAT === _HATU>>	<<set _List.push('heavy amphibious')>> <</if>>
+<<if $SFU !== _max && _List.length > 0>>
+	//The <<for _j = 0; _j < _List.length; _j++>> <<if _j < _List.length-1>>
+		<<print _List[_j]>>, <<else>> and <<print _List[_j]>> <</if>> <</for>>
+	have been fully upgraded to support it's activities.//<</if>> /*&& $SFVehicles < 5 && $SFAirForce < 5*/
+<<if (($Firebase < 5 && $Armoury < 5 && $SFDrugs < 5 && $SFDrones < 5) || $SFU !== _max) && $SFUpgrade === 0>>
+	<<include "Tree">> <</if>> <<include "WI">> /*''Garage:'' $SFVehicles/5 ''Airforce:'' $SFAirForce/5*/
+<<if $SFUpgrade === 1 && $SFUpgradeReset >= 0 && ($SFU !== _max)>>
+	@@.orange;<<link "Re-unlock upgrading.""Firebase">>
+		<<set $SFUpgrade = 0,$SFUpgradeReset += 1,$cash -= Math.ceil(Math.abs($cash*.05*(1.25+($SFU/1000))))>>
+	<</link>>@@ // @@.yellowgreen;<<print cashFormat(Math.ceil(Math.abs($cash*.05*(1.25+($SFU/1000)))))>>@@//
+<</if>>
+<<if $SFUC > 0>> You have a portion of $securityForceName assigned as undercover officers.<</if>>
+<<if $SFUC === 0>> [[Designate a small portion of the force to undercover work this week.|Firebase][$SFUC += 1]]|[[Reassign a larger portion of the force to full time undercover work.|Firebase][$SFUC += 2]]
+<<elseif $SFUC === 2>> [[Reasign half of them to genral duty.|Firebase][$SFUC -= 1]]|[[Cease undercover work entirely.|Firebase][$SFUC = 0]] <</if>>
+<<if $OverallAttendance > 0>> <<set $SeeTradeShow = 1>> <</if>>
+<<if $Firebase > 5 && $secExp === 1 && $SFSupportLevel >= 4 && $maxUnits === 16>>
+	<br>[[Provide the security force with their own section.|Firebase][$maxUnits += 4,$readiness += 2,$cash -= Math.ceil((750000*(1.15+($SFU/1000))*(1.15+($Firebase/10)))*_Env)]]
+	@@.yellowgreen;<<print cashFormat(Math.ceil((750000*(1.15+($SFU/1000))*(1.15+($Firebase/10)))*_Env))>>@@
+<</if>>
+<<if $SFUpgradeReset >= 1>>
+	<br>//Total multi week $securityForceName upgrades: $SFUpgradeReset//<br> <</if>>
+<<if $Firebase < 5 && $Armoury < 5 && $SFDrugs < 5 && $SFDrones < 5>>
+	<br>You have <<print (20-$SFU)>> upgrades left before you can move unlock the next tier. ''Firebase:'' $Firebase/5 ''Armoury:'' $Armoury/5 ''DrugLab:'' $SFDrugs/5 ''DroneBay:'' $SFDrones/5
+<<else>>
+	<<if ndef $SeeTradeShow>>
+			<br>//You receive a message from The Colonel "<<if def $PC.customTitle>>$PC.customTitle<<elseif $PC.title != 0>>Sir<<else>>Ma'am<</if>>, back when I was a major before I joined $securityForceName. Me and a couple of colleagues went to a bi-yearly international security trade show, I would very much like to continue doing so. Can I?. Without exotic upgrades I'll get laughed out."//
+			<br>[[Yes|Firebase][$AttendanceGranted = 1,$TradeShowIncome = 0,$SeeTradeShow = 1,$OverallAttendance = 0,$TotalTradeShowIncome = 0,$TradeShowHelots = 0,$TotalTradeShowHelots = 0, $CMigrantMercs = 0,$OMigrantMercs = 0]]
+			<br>[[No|Firebase][SeeTradeShow = 0]]
+	<</if>>
+<</if>>
+<<if $OverallAttendance >= 1 && (Math.trunc($week/24) === ($week/24)) && $AttendanceGranted === -1>> <<set $AttendanceGranted = 0>> <<goto "Firebase">>
+	<br>//The (bi-yearly) security trade show has finally come around again and even though you've already granted The Colonel permission to attend, she's decided to come and ask for the leave personally.//
+	<<if $AttendanceGranted === 0>>
+		<br>[[Grant leave.|Firebase][$AttendanceGranted = 1]]
+		<br>[[Request she remain on site.|Firebase][$AttendanceGranted = -1]]
+	<</if>>
+<</if>>
+<<if $OverallAttendance >= 1>>
+	While at the recent trade show, @@.yellowgreen;<<print cashFormat($TradeShowIncome)>>@@ was made selling generic schematics, $TradeShowHelots menial slaves were sent as a bonus and I was able to pursade <<print commaNum($CMigrantMercs)>> former coworkers to join us.
+	Total earnings thus far; @@.yellowgreen;<<print cashFormat($TotalTradeShowIncome)>>@@ in income, <<print commaNum($TotalTradeShowHelots)>> menial slaves and <<print commaNum($OMigrantMercs)>> former coworkers joining us, during $OverallAttendance trade show's.
+<</if>> <br><br><<include "FlavourText">>
\ No newline at end of file
diff --git a/src/pregmod/SecForceEX/FlavourText.tw b/src/pregmod/SecForceEX/FlavourText.tw
new file mode 100644
index 00000000000..a3daf9fbbfa
--- /dev/null
+++ b/src/pregmod/SecForceEX/FlavourText.tw
@@ -0,0 +1,134 @@
+:: FlavourText [nobr]
+<<if passage() === "Firebase">>
+	//You continue towards the common area, the soldiers you pass nodding respectfully, saluting, or giving slight bows, as they please, to you. You pass the briefing areas, the officers and sergeants of the force are conferring over planning tables and display screens regarding their upcoming deployments.//
+	<br><br><div style="margin-left:2em">The commanders are
+	<<if $SFTarget === "recruit">>
+		viewing lists of potential recruits for $securityForceName. Mainly mercenaries and Old World soldiers who might be receptive to an offer of employment and residence within the arcology, in addition to some citizens of the arcology who wish to have some excitement in their lives.
+	<<elseif $SFTarget === "secure">>
+		reviewing maps of trade routes to the arcology as well as nearby merchant hubs, arranging their future deployments to best protect them and encourage business and trade.
+	<<elseif $SFTarget === "raiding">>
+		reviewing maps of settlements and locations reported to have choice concentrations of material loot and potential slave stock, in preparation for their coming raids.
+	<</if>> </div>
+	<div style="margin-left:2em"> <<if $SFCROE === "hold">>
+		There are posted (and very strict) guidelines for the use of force against non-citizens residents, forbidding the use of heavy weapons or indiscriminate fire.
+	<<elseif $SFCROE === "limited">>
+		There are some guidelines posted regarding the use of force against non-citizens, forbidding general indiscriminate fire.
+	<<elseif $SFCROE === "free">>
+		Guidelines regarding the use of force are completely absent from the deployment information screens. A note affixed to the screen, probably from a soldier, says: "Pop 'em if you see 'em - better than target practice!" Another one on top of that, from The Colonel, says: "Don't shoot the pretty ones, you fucking morons, or I'll kill you myself. They're worth good money or good for fun - do you idiots really want to have to fuck month-old stock?"
+	<</if>> </div>
+	<div style="margin-left:2em"> <<if $SFCRegs === "strict">>
+		On several screens, there are prominent warnings regarding the severe disciplinary procedures that will be taken against soldiers who commit crimes while on deployment.
+	<<elseif $SFCRegs === "some">>
+		On several screens, there are some minor warnings regarding the mild disciplinary procedures that may be taken against soldiers who commit especially severe crimes while on deployment.
+	<<elseif $SFCRegs === "none">>
+		There are no warnings or information regarding disciplinary procedures on any of the screens. Near one of them, a waste basket has been dragged over and a soldier has posted a note above it that says: "For Old World Complaints and Warrants."
+	<</if>> </div>
+
+	<br>//You arrive at the firebase's common area, a nest of bars, pleasure dens, public spaces, and other facilities catering to the soldiers' needs and giving them somewhere to spend their free time, since they do not mingle with your citizens on the higher levels or exit the arcology except on deployment. It is well-occupied by the soldiers not currently tasked with duties, and they respectfully move out of your way as you approach, clearing a path for you to move forward.//
+	<br><br><div style="margin-left:2em">
+	The amenities are staffed by menial slaves, captured by the soldiers on their excursions.
+	<<if $securityForceDepravity <= 0.3 && $ColonelCore === "kind">>
+		They are wearing plain jumpsuits and slim identification collars to set them apart from the soldiers, and look resigned but not fearful. The soldiers themselves socialize at the bars, in small groups around tables, and in the gambling parlours. Many of them can be seen entering or leaving the dens occupied by the sexual slaves they have acquired. Laughter from the carousing soldiers can be heard at all times. Small groups of slaves move freely between the plaza and their basic accommodations attached to the firebase.
+	<<elseif $securityForceDepravity <= 0.6 && $ColonelCore === "kind">>
+		They are topless, wearing only utilitarian pants and leather collars to set them apart from the soldiers, and occasionally shoot fearful looks at the soldiers. The soldiers themselves socialize at the bars, or in large groups around tables, leering at and groping slaves of interest as they pass by. Many of them can be seen entering or leaving the dens occupied by the sexual slaves they have acquired, and often emerge only partially dressed, sometimes pulling half-naked slaves out with them.
+	<<elseif $securityForceDepravity <= 0.9>>
+		They are topless, wearing only utilitarian shorts and steel collars to set them apart from the soldiers, and often shoot fearful looks at the soldiers. The soldiers themselves socialize at the bars, or in large groups around tables, leering at and heavily groping slaves of interest as they pass by. Many of them can be seen entering or leaving the dens occupied by the sexual slaves they have acquired, and often emerge stark naked, sometimes pulling naked slaves out with them for one last servicing in public. A few soldiers stagger around in drunken hazes or drugged-out stupors.
+	<<elseif $securityForceDepravity <= 1.2>>
+		They are topless, wearing only a single undergarment and heavy steel collars to set them apart from the soldiers, and often shoot fearful looks at the soldiers. The soldiers occupy themselves primarily with sex, pulling slaves onto benches and fucking them hard in public. Many soldiers stagger around or lie passed out from drug and alcohol abuse.
+	<<elseif $securityForceDepravity >= 1.5 && ($ColonelCore == "Warmonger" || $ColonelCore != "Shell Shocked")>>
+		To a one, they are naked, and are wearing heavy shock collars to force obedience. Most are wild-eyed with fear or dull-eyed from mental collapse, and many others bear marks of abuse. Few of the slaves are here long-term, the depraved pleasures of the soldiers resulting in enormous turnover and loss of 'damaged' stock. The extreme libations of the soldiers are ever-present. Drunken soldiers stagger around everywhere, beating slaves too slow to get out of their way. Others lie sprawled out on the ground, rendered senseless from heavy drug abuse. Some walk around naked, and hold slaves down on the benches scattered around, raping or sodomizing them with their cocks or their personal strap-ons as they desire. In alcoves, some soldier-lover pairs fuck loudly, moaning in pleasure.
+		<<if random(1,100) > 50>>
+			Off to the side, a group of soldiers brutally gangbang a very young slave girl, with one soldier buried balls-deep in her ass, another brutally sawing a barbed strap-on in and out of her pussy, and a third with his cock forced deep down her throat. The slave girl struggles and gags, desperate for breath or relief.
+		<<elseif random(1,100) > 50>>
+			Off to the side, a group of soldiers cackle amongst themselves as they take turns beating a very young slave girl with heavy batons. Sickening crunches can be heard from the screaming slave.
+		<<elseif random(1,100) > 75>>
+			Off to the side, still more soldiers crowd around an above-ground pit built from empty crates, gambling on slave gladiator fights. There's a drunken cheer as one of the fighters, a very young slave girl, straddles another one and smashes her face in with a blood-slick ammo crate. As she stands, shaking from fear and adrenaline, one of the soldiers laughs and throws a small incendiary grenade at her, changing the cheers to curses as the other soldiers jump away from the flaming, screeching slave.
+		<<else>>
+			Screams and cries of pain can be heard echoing around the area as the soldiers have their fun with their property.
+		<</if>>
+	<</if>> </div>
+
+	<br>//In the middle of the common area is a pile of supply crates with a pavilion on top - The Colonel's personal throne and open quarters, the result of her preferring to live an extreme lifestyle amongst her soldiers rather than in her empty quarters on the upper levels. It's draped with the 'flag' of $securityForceName, one of her inventions. Sprawled all around it is an immense quantity of; alcohol, hard drugs, clothes, electronic devices, huge amounts of cash, jewels and precious metals looted from the outside world.//
+	<br><br><div style="margin-left:2em">
+	As you approach, <<if $AttendanceGranted === 1>>
+		<<print SFC()>> raises a hand in greeting and nods. <<else>> The Colonel
+	<<if random(0,100) > 50>>
+		raises a hand in greeting and nods. She is sprawled on a couch, wearing only her combat suit tank top and fingerless gloves. She's holding a near-empty bottle of strong liquor in her hand and you can see a naked slave girl kneeling on the floor between her legs. The Colonel has her legs wrapped tightly around the girl's head, forcing the girl to service her if she wants to breathe. The Colonel is close to her climax then suddenly tenses her lower body thus gripping the girl even tighter and throws her head back in ecstasy as she orgasms. She lets out a long breath finally releasing the girl, giving her a hard smack and shouting at her to fuck off.<br><br> The Colonel finishes off her bottle, tossing it over her shoulder then leaning back on the couch and spreading her legs wide. You look down briefly, falling into your habits of inspection. Her pussy is completely devoid of hair with heavy labia in with a very large and hard clit peaking out. Beads of moisture, the result of her excitation, are visible, and you can tell from long experience that she would be tight as a vise. You return your gaze to her face to find her smirking at you. "Like what you see, <<print SFCR()>>?" She waves her hand at the plaza around her, "So do they. But you're not here for pussy. You're here to talk business. So, what's up?"
+	<<elseif random(0,100) > 50>>
+		is in no condition initially to greet you. She's naked except for one sock that gives you a very good view of her muscled, taut body while lunging with her feet on the table and the rest on her couch. She is face down in a drugged-out stupor in the middle of a wide variety of powders and pills. Perhaps sensing your approach, her head suddenly shoots up and looks at you with unfocused, bloodshot eyes. "Sorry, <<print SFCR()>>," she slurs, wiping her face and weakly holding up a hand. "Hold on a second, I need something to help me out here. Long fucking night." She struggles to sit on the couch and bending over the table, loudly snorts up some of the white powder on it. "Ahhh, fuck," she says, breathing heavily.<br><br> She shakes her head powerfully now looking at you, her eyes once again alert and piercing. "That's better," she says, leaning back on the couch and giving you another good view of her assets. "So, <<print SFCR()>>," she begins, "what brings you down here to our little clubhouse? I trust you're happy with how we've been handling things out there?" You nod. "Excellent", she laughs. "I have to say; it's nice to have a place like this while having some top-end gear and to be able to have fun out there without worrying about anyone coming back on us. Good fucking times." She laughs again. "So - I'm assuming you want something?"
+	<<elseif random(0,100) > 70 && $securityForceDepravity >= 1.5 && $ColonelCore == "cruel">>
+		is relaxing on her couch stark naked, greeting you with a raised hand. Between her tightly clenched legs is a slave girl being forced to eat her out. "Hey, <<print SFCR()>>, what's -" she breaks off as a flash of pain crosses her features. "Fucking bitch!" she exclaims, pulling her legs away and punching the slave girl in the face. She pushes the girl to the ground, straddling her then begins hitting. You hear one crunch after another as The Colonel's powerful blows shatter the girl's face. She hisses from between clenched teeth, each word accompanied by a brutal punch. "How. Many. Fucking. Times. Have. I. Told. You. To. Watch. Your. Fucking. Teeth. On. My. Fucking. Clit!" She leans back, exhaling heavily. Before leaning back down to grip apply pressure onto the girl's neck with her powerful hands. Wordlessly, she increases the pressure and soon the girl begins to turn blue as she struggles to draw breath. Eventually her struggles weaken and then finally, end.<br><br> The Colonel relaxes her grip then wipes her brow, clearing away the sweat from her exertion. Finally rising from the girl's body, relaxing back on the couch and putting her feet back up on the table. "Sorry about that <<print SFCR()>>," she says, shrugging. "So many of these bitches we pick up from the outside don't understand that they have to behave." Shaking her head in frustration, "Now I need to find another one. But that's not your problem - you're here to talk business. So, what's up?"
+	<<else>>
+		is topless while reviewing the particulars of her unit on a tablet as you approach. She raises a hand in greeting. "Hey <<print SFCR()>>," she says, noticing you looking at her chest. She laughs. "Nice, aren't they? But they're not for you or them." She throws a thumb at the plaza around her. "You're down here for a reason, though. What can I do for you?"
+	<</if>> <</if>> </div>
+<<if $Firebase === 10>>
+	<br>The echo of simulated gun fire and explosions can be heard from the state of the art killhouse.
+	The quite hum of fans keeping the faster and much more efficient custom network operational can be heard throught the firebase.
+<</if>>
+<</if>>
+
+<br><br>__//Current facilities status://__
+<br>''Firebase:'' <<print Firebase()>>
+<br>&nbsp;The large dormitories are <<print TroopDec()>>.
+/*<<if $SupportFacility == 1>> <br><br>''$SupportFacilityName:''
+	<<if passage() === "Firebase">>
+		<br><<link "Enter the building" "Support Facility">> <</link>>
+	<<elseif passage() === "Security Force EOW Report">>
+		<<include "Support Facility Report">> <</if>>
+<</if>>*/
+
+<br><br>''Armoury:'' <<print Armoury()>>
+<br><br>''Drug Lab:'' <<print SFDrugs()>>
+<<if $Firebase >= 2>> <br>''Drone Bay:'' <<print SFDrones()>> <</if>>
+
+<<if _Garage > 0 && $Firebase >= 1>> <br><br>''Garage:''
+/* <br>&nbsp;''Vehicles:''
+	<br>&nbsp;&nbsp;''Assault:''<<print SFVehiclesADec()>>
+	<br>&nbsp;&nbsp;''Transport:''<<print SFVehiclesTDec()>> */
+	<<if $HeavyBattleTank > 0>> <br>&nbsp;''Heavy Battle Tank:'' <<print HBT()>> <</if>>
+<</if>>
+
+<<if $Firebase >= 4>> <br><br>''Hangar:''
+/*<br>&nbsp;''Airforce:''
+	<br>&nbsp;&nbsp;''Assault:'' <<print ADec()>>
+	<br>&nbsp;&nbsp;''Transport:'' <<print TDec()>>
+	<<case 0>>
+		 equipped with non-lethal weaponry.
+	<<case 1>>
+		Upgraded light transport VTOL's  with additional fire-power and lethal weaponry.
+	<<case 2>>
+		The VTOL's have been upgraded to higher-capacity variants with heavier weaponry.
+	<<case 3>>
+		The medium transport VTOL's have been upgraded with enhanced armour and customized cargo compartments to better transport captured stock.
+	<<case 4>>
+		Acquired specialized attack VTOL's to complement and escort its advanced transport fleet, as well as to provide close air support.
+	<<case 5>>
+		Upgraded its attack VTOL's for enhanced lethality, and further improved the armour and armament of its transport VTOL's, ensuring that the airfleet of $securityForceName is amongst the most capable still in operation in the area.
+	<<case 6>>
+		Upgraded its attack VTOL's for enhanced lethality/speed, and further improved the armour and armament of its transport VTOL's, ensuring that the airfleet of $securityForceName is amongst the most capable still in operation in the area.
+	<<case 7>>
+		Upgraded its attack VTOL's for enhanced lethality/speed/armour, and further improved the armour and armament of its transport VTOL's, ensuring that the airfleet of $securityForceName is amongst the most capable still in operation in the area.
+	<<case 8>>
+		Upgraded its attack VTOL's for enhanced lethality/speed/armour, and further improved the armour and armament of its transport VTOL's, ensuring that the airfleet of $securityForceName is amongst the most capable still in operation in the area.
+	<<case 9>>
+		Upgraded its attack VTOL's for enhanced lethality/speed/armour, and further improved the armour and armament of its transport VTOL's, ensuring that the airfleet of $securityForceName is amongst the most capable still in operation in the area.
+	<<case 10>>
+		Upgraded its attack VTOL's for enhanced lethality/speed/armour, and further improved the armour and armament of its transport VTOL's, ensuring that the airfleet of $securityForceName is amongst the most capable still in operation in the area.
+	<</switch>>*/
+	<<if $SpacePlane > 0>> <br>&nbsp;''Space Plane:'' <<print SP()>> <</if>>
+	<<if $GunS > 0>> <br>&nbsp;''Gunship:'' <<print GunS()>> <</if>>
+<</if>>
+
+<<if _LaunchBay > 0 && $Firebase >= 4>> <br><br>''Launch Bay:''
+	<<if $Satellite > 0>> <br>&nbsp;''Satellite:'' <<print Sat()>> <</if>>
+	<<if $terrain !== "oceanic" && $terrain !== "marine">>
+		<<if $GiantRobot > 0>> <br>&nbsp;''Giant Robot'': <<print GR()>> <</if>>
+		<<if $MissileSilo > 0>> <br>&nbsp;''Missile Silo:'' <<print ms()>> <</if>>
+	<</if>>
+<</if>>
+<<if _NavalYard > 0>>
+	<br><br>''Naval Yard:''
+	<<if $AircraftCarrier > 0>> <br>&nbsp;''Aircraft Carrier:'' <<print AC()>> <</if>>
+	<<if $Sub > 0>> <br>&nbsp;''Submarine:'' <<print Sub()>> <</if>>
+	<<if $HAT > 0>> <br>&nbsp;''Heavy Amphibious Transport:'' <<print HAT()>> <</if>>
+<</if>>
\ No newline at end of file
diff --git a/src/pregmod/SecForceEX/JS.js b/src/pregmod/SecForceEX/JS.js
new file mode 100644
index 00000000000..8a0c603391a
--- /dev/null
+++ b/src/pregmod/SecForceEX/JS.js
@@ -0,0 +1,353 @@
+/*SecForceEX JS*/ window.SFC = function() {const V = State.variables;
+if (V.AttendanceGranted !== -1){
+	if (V.LieutenantColonel === 1){
+		return`Lieutenant Colonel <<= SlaveFullName($LieutenantColonel)>>`;
+	} else {return`a designated soldier`};
+} else {return`The Colonel`};}
+
+window.SFCR = function() {const V = State.variables;
+	if (V.ColonelFeelings === 0){return`boss`;
+	} else if (V.ColonelFeelings >= 10){return`friend`;
+	} else if (V.ColonelFeelings >= 25){return`close friend`;
+	} else if (V.ColonelFeelings >= 45){if (V.PC.title === 1){return`boyfriend`;} else {return`girlfriend`;}
+	} else if (V.ColonelFeelings >= 65){return`lover`;}}
+
+window.TroopDec = function() {const V = State.variables;const commom = "the <<print commaNum($SFTroops)>> members of $securityForceName";
+if (V.SFTroops < 100)
+	return`sparsely occupied, ${commom} residing within them concentrating together in a corner. The hundreds of empty beds and lockers visibly herald the future`;
+else if (V.SFTroops < 400)
+	return`lightly occupied, with ${commom} starting to spread out across them`;
+else if (V.SFTroops < 800)
+	return`moderately occupied, though ${commom} residing within have a considerable amount of extra room`;
+else if (V.SFTroops < 1500)
+	return`well-occupied, and ${commom} residing within have started to form small cliques based on section and row`;
+else if (V.SFTroops < 2000)
+	return`near capacity, and ${commom} often barter their personal loot, whether it be monetary or human, for the choicest bunks`;}
+
+window.HSM = function() {const V = State.variables;
+	if (V.PC.hacking <= -100)return 1.5;
+	else if (V.PC.hacking <= -75)return 1.35;
+	else if (V.PC.hacking <= -50)return 1.25;
+	else if (V.PC.hacking <= -25)return 1.15;
+	else if (V.PC.hacking < 0)return 1.10;
+	else if (V.PC.hacking === 0)return 1;
+	else if (V.PC.hacking <= 10)return .97;
+	else if (V.PC.hacking <= 25)return .95;
+ else if (V.PC.hacking <= 50)return .90;
+	else if (V.PC.hacking <= 75)return .85;
+	else if (V.PC.hacking < 100)return .80;
+	else if (V.PC.hacking >= 100)return .75;}
+
+window.Count = function() {const V = State.variables,T = State.temporary;
+	T.FirebaseU = 10,T.ArmouryU = 10,T.SFDrugsU = 10;
+	T.Garage = V.SFVehicles+V.HeavyBattleTank,T.SFVehiclesU = 0;
+	T.HeavyBattleTankU = 10,T.GarageU = T.SFVehiclesU+T.HeavyBattleTankU;
+	T.Hanger = V.SFAirForce+V.SpacePlane+V.GunS,T.SFAirForceU = 0,T.GunSU = 6;
+	if (V.Armoury >= 10){T.SpacePlaneU = 10;} else {T.SpacePlaneU = 9;};
+	T.HangerU = T.SFAirForceU+T.SpacePlaneU+T.GunSU,T.SFDronesU = 8;
+	if (V.PC.hacking >= 75){T.SatU = 10,T.GiantRobotU = 10;} else {T.SatU = 9,T.GiantRobotU = 9;};T.MissileSiloU = 3;
+	T.Base = V.Firebase+V.Armoury+V.SFDrugs+V.SFDrones+T.Garage+T.Hanger;
+	T.BaseU = T.FirebaseU+T.ArmouryU+T.SFDrugsU+T.SFDronesU+T.GarageU+T.HangerU;
+	if (V.PC.hacking >= 75){T.SubU = 10;} else {T.SubU = 9;};T.HATU = 10;T.AircraftCarrierU = 10; 
+	if (V.terrain !== "oceanic" && V.terrain !== "marine"){
+	T.LaunchBay = V.Satellite+V.GiantRobot+V.MissileSilo;
+	T.LaunchBayU = T.SatU+T.GiantRobotU+T.MissileSiloU;
+	V.SFU = T.Base+T.LaunchBay,T.max = T.BaseU+T.LaunchBayU;
+} else if (V.terrain === "oceanic"||V.terrain === "marine"){
+	T.LaunchBay = V.Satellite,T.LaunchBayU = T.SatU;
+	T.NavalYard = V.AircraftCarrier+V.Sub+V.HAT,T.NavalYardU = T.AircraftCarrierU+T.SubU+T.HATU;
+	V.SFU = T.Base+T.LaunchBay+T.NavalYard,T.max = T.BaseU+T.LaunchBayU+T.NavalYardU;}
+	V.Firebase = Math.clamp(V.Firebase, 0, T.FirebaseU);
+	V.Armoury = Math.clamp(V.Armoury, 0, T.ArmouryU);
+	V.SFDrugs = Math.clamp(V.SFDrugs, 0, T.SFDrugsU);
+	V.SFVehicles = Math.clamp(V.SFVehicles, 0, T.SFVehiclesU);
+	V.HeavyBattleTank = Math.clamp(V.HeavyBattleTank, 0, T.HeavyBattleTankU);
+	V.SFAirForce = Math.clamp(V.SFAirForce, 0, T.SFAirForceU);
+	V.SpacePlane = Math.clamp(V.SpacePlane, 0, T.SpacePlaneU);
+	V.GunS = Math.clamp(V.GunS, 0, T.GunSU);
+	V.SpacePlane = Math.clamp(V.SpacePlane, 0, T.SpacePlaneU);
+	V.SFDrones = Math.clamp(V.SFDrones, 0, T.SFDronesU);
+	V.Satellite = Math.clamp(V.Satellite, 0, T.SatU);
+	V.GiantRobot = Math.clamp(V.GiantRobot, 0, T.GiantRobotU);
+	V.MissileSilo = Math.clamp(V.MissileSilo, 0, T.MissileSiloU);
+	V.AircraftCarrier = Math.clamp(V.AircraftCarrier, 0, T.AircraftCarrierU);
+	V.Submarine = Math.clamp(V.Submarine, 0, T.SubU);
+	V.HAT = Math.clamp(V.HAT, 0, T.HATU),V.SFU = Math.clamp(V.SFU, 0, T.max);
+	if (V.economy === .5){T.Env = 4;} else if (V.economy === 1.5){T.Env = 2;} else {T.Env = 3;};
+}
+
+window.Firebase = function() {const V = State.variables;
+	if (V.Firebase === 0)
+		return`Is currently quite basic, consisting of little more than a dormitory, armoury, a processing facility for human spoils, and a common area, sectioned off by stacks of empty supply crates. The cavernous space, however, is ripe for expansion.`;
+	if (V.Firebase === 1)
+		return`Has become more permanent, expanding into free space, erecting permanent dividers, and sectioning off an area for use as a garage and vehicle maintenance bay.`;
+	if (V.Firebase === 2)
+		return`Has added a facility for the storage, maintenance, and deployment of armed combat drones, and added storage facilities for the soldiers to store their personal spoils in.`;
+	if (V.Firebase === 3)
+		return`Has added additional support personnel and equipment, allowing the potential procurement of heavier infantry armour, fighting vehicles, and combat drones.`;
+	if (V.Firebase === 4)
+		return`Has expanded tremendously, adding an aerial control facility and express elevator connecting to a ring of launch pads and hangars built around the arcology's upper levels. Additional facilities have been added for soldier recreation, and Spartan quarters for live-in slaves, both menial and service, have been installed.`;
+	if (V.Firebase > 4)var quanitiy ="";var casemates ="";var pads ="";var sizeI ="";var barrel ="";
+	var t =`Has (mostly) taken on the appearance of a professional military installation, with clearly delineated soldier and logistical areas, dedicated support and recreation facilities, in addition to advanced command and control apparatus. As a final measure,`;
+	if (V.Firebase >= 6){quanitiy =`quad`;} else {sizeI =`356 cm wide`;}
+	if (V.Firebase >= 7){casemates =`fortified EMP/jammer resistant`} else {sizeI =`406 cm wide`;}
+	if (V.Firebase >= 8){pads =`and a powerful arcology wide electromagnetic force field has been installed`;} else {barrel =`double-barreled`;}
+	if (V.Firebase === 9)barrel =`tripple-barreled`;sizeI =`415 cm wide`;
+	if (V.Firebase === 10)barrel =`quad-barreled`;sizeI =`420 cm wide`;
+	return` ${t} ${quanitiy} heavy, long range, ${barrel} electromagnetic railgun ${sizeI} artillery pieces have been installed in ${casemates} casemates along the aerial launch pads ${pads}, giving $securityForceName an immense superiority in local firepower.`;}
+
+window.Armoury = function() {const V = State.variables;
+	if (V.Armoury === 0)
+		return`Is well-stocked with high-quality personal weapons and light armour, but contains little in the way of exceptional armament.`;
+	if (V.Armoury === 1)
+		return`Has large stocks of the absolute latest personal weapons and light armour, It has also added first-generation exo-suits to improve soldier lethality.`;
+	if (V.Armoury === 2)
+		return`Has acquired advanced tactical helmets and second-generation exo-suits to further improve soldier lethality.`;
+	if (V.Armoury === 3)
+		return`Has replaced deployed exo-suits with basic enclosed combat armour suits, and has further begun to deploy early electromagnetic (coilgun) weaponry.`;
+	if (V.Armoury === 4)
+		return`Has begun to equip the soldiers with more advanced combat armour suits, and has expanded its inventory of electromagnetic weaponry.`;
+	if (V.Armoury > 4)
+	var t =`Acquired heavy weapon attachments for its combat armour suits`;
+	var y =`for the soldiers, ensuring that the infantry of $securityForceName is perhaps the most well-equipped in the world.`;
+	if (V.Armoury === 5)var size =`small`;
+	if (V.Armoury === 6)size =`both small and medium`;
+	if (V.Armoury >= 7)size =`small/medium and large`;
+	if (V.Armoury === 8)var kit =`with basic thrusters`;
+	if (V.Armoury === 9)kit =`with advanced thrusters`;
+	if (V.Armoury === 10)kit =`with advanced thrusters and optical illusion kits`;
+	return`${t} ${kit},and has further sourced ${size} advanced electromagnetic weaponry (miniaturized railguns) ${y}`;}
+
+window.SFDrugs = function() {const V = State.variables;
+	if (V.SFDrugs === 0)
+		return`Is providing the soldiers with standard ephedrine-based stimulants.`;
+	if (V.SFDrugs === 1)
+		return`Improved the formula of the ephedrine-based stimulants, concentrating them and increasing both their potency, and the effectiveness of the soldiers under their influence.`;
+	if (V.SFDrugs === 2)
+		return`Replaced the soldiers' stimulants with methamphetamine-based variants, greatly increasing their alertness and aggressiveness when under their influence.`;
+	if (V.SFDrugs === 3)
+		return`Improved and concentrated the methamphetamine-based stimulants, and has also begun providing soldiers with phencyclidine-based dissociatives, allowing the soldiers to excuse their actions in the field and reducing any reluctance to follow severe orders.`;
+	if (V.SFDrugs > 3)var improvement =``;var tryptamine =``;var tryptamine1 =``;var Dose =``;var LSD =``;var purity =``;var doc =``;var Effects =``;
+	var x = 'the formulas of the methamphetamine-based stimulants and phencyclidine-based dissociatives,';
+	if (V.SFDrugs === 4)improvement =`further`;
+		tryptamine =`has also begun providing tryptamine-based psychedelics to the soldiers, allowing them to avoid traumatic stress in the field.`;
+	if (V.SFDrugs >= 5)improvement =`maximally`;
+		tryptamine =`tryptamine-based psychedelics`;
+		tryptamine1 =`Greatly increasing their effectiveness in all aspects thus ensuring that the soldiers of $securityForceName go into combat wired, aggressive, and euphoric (if needed).`;
+	if (V.SFDrugs === 6)purity =`with much higher purity compontent`;
+	if (V.SFDrugs === 7)LSD =`and a slight trace of LSD`;
+	if (V.SFDrugs === 8)Dose =`into a single dose`;var doc =`<div style='font-size: 75%;'>*Only the doctors of $securityForceName were consulted to ensure a completely unbiased result.</div>`
+		Effects =`However side effects may include (no particular order): Dissociative Identity Disorder, severe clinical depression, unstoppable vomiting, extreme paranoia, PTSD, finally total organ failure. Recommended by 9/10 doctors*.`;
+	if (V.SFDrugs === 9)Effects =`Potential side effects have been reduced slightly to “only mildly” severe ones: Dissociative Identity Disorder, severe clinical depression, unstoppable vomiting, extreme paranoia and PTSD. Now recommended by 15/10 doctors*.`;var Effect0 =``;
+	if (V.SFDrugs === 10)Dose =`into a single higher strength dose`;
+		Effect0 =`at the cost of lengthening the effects`;
+	return`Has ${improvement} refined ${x} and ${tryptamine} ${purity} ${LSD} ${Dose}. ${tryptamine1} ${Effect0}.${Effects} ${doc}`;}
+
+window.SFDrones = function() {const V = State.variables;
+	if (V.SFDrones === 0)
+		return`Contains a small number of 're-purposed' non-military drones from the arcology's original contingent`;
+	if (V.SFDrones === 1)
+		return`Has replaced the security drones with basic, lightly-armored military combat models possessing integrated small arms`;
+	if (V.SFDrones === 2)
+		return`Has replaced its basic military drones with more advanced models and added a number of support drones carrying heavy weaponry to its fleet`;
+	if (V.SFDrones === 3)
+		return`Acquired even more advanced models of both the standard combat drones and the heavy support drones, and expanded its numbers of both.`;
+	if (V.SFDrones === 4)
+		return`Has upgraded both the standard and support models of drones to carry basic electromagnetic weaponry, improving their overall combat effectiveness.`;
+	if (V.SFDrones === 5)
+		return`Has mproved the electromagnetic armament of its drones by mounting both miniaturized and heavy railguns on them. In addition further sourcing numerous models of drones for roles as diverse as reconnaissance, independent slave capture and swarming tactics.`;var thick =``;var power =``;var advanced =``;
+	if (V.SFDrones === 6)thick =`thicker`;var power =``;
+	if (V.SFDrones === 7)power =`higher power`;var advanced =``;
+	if (V.SFDrones === 8)advanced =`more advanced highly`;
+	return`Has acquired even lighter advanced ${thick} armored combat drones with ${power} electromagnetic weaponry, advanced heavy drones with ${power} electromagnetic support weaponry along with ${advanced} specialized drones for reconnaissance, capture, and swarm tactics.`;}
+/*
+window.SFVehiclesDec = function() {const V = State.variables;
+	if (V.SFVehicles === 0)
+		return`Has only basic, unarmoured vehicles for use by the soldiers, primarily high-end civilian vehicles with jury-rigged crew-served weapons.`;
+	if (V.SFVehicles === 1)
+		return`Has replaced its technical fleet with armed military utility vehicles and also sourced customized, high-volume slave transports for better securing human spoils.`;
+	if (V.SFVehicles === 2)
+		return`Has added a number of light infantry fighting vehicles to its fleet, and acquired more slave transports to keep up with demand.`;
+	if (V.SFVehicles === 3)
+		return`Has acquired improved infantry fighting vehicles, and has also added some mobile artillery and other support vehicles.`;
+	if (V.SFVehicles === 4)
+		return`Has acquired some heavier armoured vehicles to augment the infantry fighting vehicles in addition to expanding their inventory of artillery and support vehicles.`;
+	if (V.SFVehicles >= 5)
+		if (V.SFVehicles === 6)var size =`light`;
+		if (V.SFVehicles === 7)size =`light and medium`;
+		if (V.SFVehicles === 8)size =`light, medium and heavy`;
+	return`Has replaced both its armoured and support vehicles with the most advanced ${size} variants possible. Ensuring that the mobile unit of $securityForceName is far superior to anything in $arcologies[0].name's immediate area.`;}
+
+window.ADec = function() {const V = State.variables;
+	if (V.SFAirForce === 0)
+		return`Primarily consists VTOL's of non-lethal weaponry .`;
+	if (V.SFAirForce === 1)
+		return``;
+	if (V.SFAirForce === 2)
+		return``;
+	if (V.SFAirForce === 3)
+		return``;
+	if (V.SFAirForce === 4)
+		return``;
+	if (V.SFAirForce === 5)
+		return``;
+	if (V.SFAirForce === 6)
+		return``;
+	if (V.SFAirForce === 7)
+		return``;
+	if (V.SFAirForce === 8)
+		return``;
+	if (V.SFAirForce === 9)
+		return``;
+	if (V.SFAirForce === 10)
+		return``;}
+
+window.TDec = function() {const V = State.variables;
+	if (V.SFAirForce === 0)
+		return`Primarily consists of light transport VTOL's.`;
+	if (V.SFAirForce === 1)
+		return``;
+	if (V.SFAirForce === 2)
+		return``;
+	if (V.SFAirForce === 3)
+		return``;
+	if (V.SFAirForce === 4)
+		return``;
+	if (V.SFAirForce === 5)
+		return``;
+	if (V.SFAirForce === 6)
+		return``;
+	if (V.SFAirForce === 7)
+		return``;
+	if (V.SFAirForce === 8)
+		return``;
+	if (V.SFAirForce === 9)
+		return``;
+	if (V.SFAirForce === 10)
+		return``;}
+*/
+
+window.HBT = function() {const V = State.variables;
+	var Body =`The heavy battle tank rests in the corner of the garage, its massive chassis barely able to fit through the widened doors`;
+	var armour =`The armour has been modernised`;
+	if (V.HeavyBattleTank === 1)return`${Body}.`;
+	if (V.HeavyBattleTank === 2)return`${Body} ${armour}.`;
+	if (V.HeavyBattleTank === 3)var barrel =`single`;var mg =`single`;var ml =`single`;
+	if (V.HeavyBattleTank === 4)mg =`dual`; if (V.HeavyBattleTank === 5)ml =`dual`;
+	if (V.HeavyBattleTank === 6)mg =`tri`; if (V.HeavyBattleTank >= 7)mg =`quad`;
+	if (V.HeavyBattleTank === 8)ml =`tri`; if (V.HeavyBattleTank >= 9)barrel =`dual`;
+	if (V.HeavyBattleTank === 10)ml =`quad`;
+	return`${Body}. ${armour} also the turret has been re-fitted with a ${barrel} barreled 356 mm main gun along with a ${mg} barrel .50 cal and ${ml} row missile launcher.`;}
+
+window.SP = function() {const V = State.variables;
+	if (V.SpacePlane === 1)
+		return`A basic black twin engine space plane has been 'borrowed' from the old world.`;
+	if (V.SpacePlane > 1)var engine =``;var modernised =``;var modernised2 =``;var modernised3 =``;var drag =``;var crew =``;var engine2 =``;var skin =``;
+		var shield =`shielding has been upgraded reducing both potential heat damage and radar signature.`;
+	if (V.SpacePlane >= 3)engine =`Another pair of engines have been mounted on top of the tail`;
+	if (V.SpacePlane >= 4)modernised =`modernized the electronics`;
+	if (V.SpacePlane >= 5)modernised2 =`in addition to the fuel lines to increase efficiency`;
+	if (V.SpacePlane >= 6)modernised3 =`The engines have been improved to allow for more efficient fuel.`;
+	if (V.SpacePlane >= 7)drag =`Reduced the weight and reworked the body to reduce drag.`;
+	if (V.SpacePlane >= 8)crew =`Increased the crew comfort and life support systems to increase operational time.`;
+	if (V.SpacePlane >= 9)engine2 =`Added an aditional engine per wing which greatly increases acceleration and raises the top speed to mach 15, making it untouchable.`;
+	if (V.SpacePlane === 10)skin =`Replaced the skin with an advanced optical illusion kit.`;
+	return`The black and silver space plane's ${shield} ${engine}. ${modernised} ${modernised2}. ${modernised3} ${drag} ${crew} ${engine2}`;}
+
+window.GunS = function() {const V = State.variables;
+	if (V.GunS === 1)
+		return`A basic black and silver gunship has been 'borrowed' from the old world.`;
+	if (V.GunS > 1)var gun =``;var electronics =``;var crew =``;var speed =``;
+	if (V.GunS >= 3)gun =`The 140 mm gatteling gun rounds have been upgraded with exposive tips.`;
+	if (V.GunS >= 4)electronics =`The electronics have been modernised and made emp resistant.`;
+	if (V.GunS >= 5)crew =`The crew seating has been made more confortable.`;
+	if (V.GunS >= 6)speed =`Increased the speed and maneuverability.`;
+	return`The armour of the black and silver gunship has been modernized. ${gun} ${electronics} ${crew} ${speed}`;}
+
+window.Sat = function() {const V = State.variables;
+	if (V.Satellite === 1)
+		return`A basic satellite has been 'borrowed' from the old world.`;
+	if (V.Satellite > 1)var wire =``;var emp1 =``;var beem0 =``;var beem3 =``;var jam =``;var jd3 =``;var emp =``;var beem1 =``;var emp0 =``;var beem4 =``;var jd =``;
+	if (V.Satellite >= 3)wire =`wiring, and circuitry`;
+	if (V.Satellite === 4){jd =`Installed a basic`;} else {jam =` localized communications jammer to the satellite (excludes your own frequencies with little to no leeway) that will "slightly" anger locals until it is deactivated. ${jd3}`;}
+	if (V.Satellite >= 5)jd =`Installed a more advanced version that is 50% more powerful`;jd3 =`The AO localization has been increased which reduces the amount of affected equipment`;
+	if (V.Satellite === 6){emp0 =`The satellite is now equipped with a basic`;beem0 =`an entire city block.`;} else {emp1 =` EMP generator (advanced EMP hardening was applied before the insulation and activation) that will "slightly" damage equipment with the AO.`;beem1 =`Thanks to imporvements applied to battery system and shielding in additon to R&D funds, the satellite will be able to shoot a concentrated beam of pure energy that is able to level`;}
+	if (V.Satellite >= 7){emp0 =`The satellite is now equipped with a more advanced version that is 50% more powerful`;} else {beem0 =`a suburb to a block of houses.`;}
+	if (V.Satellite === 8)beem0 =`a single house to 30m.`;beem3 =`The beem can also now fire off a heat wave to disorrent targets`;
+	if (V.Satellite === 9){beem0 =`20m to 10m.`;} else {beem3 =`The beem can also now fire off a much stronger heat wave to disorrent targets for longer and with more effects.`;}
+	if (V.Satellite === 10)beem0 =`5m to 1m.`;beem4 =`It is now possible for the beem to be split as required.`;
+	return`Modernised the satellite's electronics ${wire}. ${jd}${jam} ${jd3} ${emp0}${emp1} ${beem1} ${beem0} ${beem3} ${beem4}`;}
+
+window.GR = function() {const V = State.variables;
+	if (V.GiantRobot === 1)return`A basic black and silver giant robot has been 'borrowed'.`;
+	if (V.GiantRobot > 1)var bat =``;var weight =``;var skin =``;var armor =``;var weapons =``;var QOL =``;var pilots =``;
+	if (V.GiantRobot >= 3)bat =`.Power efficiency has been increased`;
+	if (V.GiantRobot >= 4)weight =`Overall weight has been reduced signicantly allowing for greater mobility.`;
+	if (V.GiantRobot >= 5)bat =`Power efficiency and battery capacity have been increased.`;
+	if (V.GiantRobot >= 6)armor =`Armor has been thickened and is lighter`;
+	if (V.GiantRobot >= 7)weapons =`and heat seeking missiles plus a massive 150m long energy sword in addition to quad 420 cm back mounted powerful electromagnetic cannons`;
+	if (V.GiantRobot >= 8)pilots =`The pilot count has been increased to two via a synced neural link.`;
+	if (V.GiantRobot >= 9)QOL =`Improved the life support systems and crew seating, allowing for longer operational durations. Added hover and boost capabilities, allowing for greater mobility in addition to ramming potential.`;
+	if (V.GiantRobot >= 10)skin =`Replaced the skin with an advanced optical illusion kit and overclocked the movement systems allowing for even greater mobility. However the amount of heat generated has increased slightly.`;
+	return`The black and silver gaint robot has had it's wiring and circuitry upgraded ${bat} ${weight} ${armor}. For self defense the robot has it's bare hands ${weapons}. ${pilots} ${QOL} ${skin}`;}
+
+window.ms = function() {const V = State.variables;
+	if (V.MissileSilo === 1)return`A basic black and silver missile silo has been 'borrowed' from the old world.`;
+	if (V.MissileSilo === 2)return`Modernized the black and silver missile silo's launching electronics`;
+	if (V.MissileSilo === 3)return`Modernized the black and silver missile silo's launching electronics, wiring and circuitry.`;}
+
+window.AC = function() {const V = State.variables; 
+	if (V.AircraftCarrier === 1)return`An old aircraft carrier has been 'borrowed' from the old world for use by $securityForceName. It is moored to the pier in the Naval Yard. ${jets} strike jets have been recommissioned to serve as its airpower. `;
+	if (V.AircraftCarrier > 1)var dock =`The aircraft carrier is moored to the pier in the Naval Yard.`; var emp =`The electronics and wiring have been shielded to protect from EMP blasts`; var radar =``;var emp2 =`.`;var morale =``;var AA ='';var prop =``;var scramble ='';var jets =`Mothballed`; var jets2 = "";
+	if (V.AircraftCarrier >= 3)radar =`The island's radar and comms have been improved.`; 
+	if (V.AircraftCarrier >= 4)AA = `The antiair guns have been updated to automatically track and predict enemy aircraft movement.`; 
+	if (V.AircraftCarrier >= 5)prop =`The propulsion system has been tweaked to be much more difficult to pick up by sonar.`;
+	if (V.AircraftCarrier >= 6)jets =`Modern`; 
+	if (V.AircraftCarrier >= 7)morale =`The mess, bunks, and recreation on the ship have been renovated, boosting morale among the sailors.`;
+	if (V.AircraftCarrier >= 8)jets2 =`with state-of-the-art weapons systems`; 
+	if (V.AircraftCarrier >= 9)scramble = `The catapult has been converted into an electromagnetic launcher, halving the time it takes to scramble jets.`;
+	if (V.AircraftCarrier >= 10)emp2 =`, and the power plant has been converted to nuclear power.`;
+	return`${dock} ${jets} strike jets ${jets2} have been recommissioned to serve as its airpower.${scramble} ${emp}${emp2} ${radar} ${AA} ${prop} ${morale}`;}
+
+window.Sub = function() {const V = State.variables;
+	if (V.Sub === 1)return`An old attack submarine has been recommissioned from the old world, and is moored to the pier of the Naval Yard. Because diesel engines provide power and breathing oxygen is kept in pressurized canisters, the sub must frequently surface.`;
+	if (V.Sub > 1)var dock =`The attack submarine is moored to the pier of the Naval Yard.`; var reactor =`A nuclear reactor provides power`;
+	var reactor1 = `, but because oxygen is still kept in pressurized canisters the sub must frequently surface to replenish its oxygen stocks.`;var missiles = ""; var Cal = "";var hull = "";var tubes = "";var sonar = "";var control = "";
+	if (V.Sub >= 3)reactor1 =`and an oxygen generator pulls Oâ‚‚ from the surrounding seawater, allowing the submarine to remain underwater for months if necessary.`;
+	if (V.Sub >= 4)Cal =` Calibration of the propulsion systems has reduced the telltale hum of a moving sub to a whisper.`; 
+	if (V.Sub >= 5)hull =`The outer hull has been redesigned to absorb sonar and for hydrodynamics.`;
+	if (V.Sub === 6)tubes =`The torpedo tubes have been redesigned for much faster loading speeds.`;
+	if (V.Sub >= 7)sonar =`The passive sonar has been finely tuned to detect mechanical noises kilometers away.`; 
+	if (V.Sub >= 8)control =`The control room computers have been upgraded to automate many conn duties.`;
+	if (V.Sub >= 9)tubes =`The torpedo tubes have been redesigned for much faster loading speeds, and hold newer,faster and more agile torpedoes.`;
+	if (V.Sub === 10)missiles =`The submarine has been outfitted with several cruise missiles to attack land or sea-based targets.`
+	return`${dock} ${reactor} ${reactor1} ${Cal} ${hull} ${tubes} ${sonar} ${control} ${missiles}`;}
+
+window.HAT = function() {const V = State.variables;
+	if (V.HAT === 1)var skirt =`, has been recommissioned for use by $securityForceName`;var guns =``;var turbines =``;var armor =``;var tons =`200`;var ramps =``;var frame =``;var loadout =``;
+	if (V.HAT >= 2)skirt =`. The skirt has been upgraded to improve cushion when travelling over uneven terrain and waves, as well as increasing durability`;
+	if (V.HAT >= 3)var guns2 = `machine guns`;guns =`Quad .50 cal ${guns2} have been mounted on the corners of the craft to defend against attackers.`;
+	if (V.HAT >= 4)var fans =`rear fans`;var speed =`acceleration and speed`;turbines =`The turbines powering the ${fans} have been replaced with a more powerful version, allowing greater ${speed}.`;
+	if (V.HAT >= 5)armor =`The armor protecting its cargo has been increased.`;
+	if (V.HAT >= 6)tons =`300`;fans =`rear fans and impeller`;speed =`acceleration, speed, and carrying capacity`;
+	if (V.HAT >= 7)guns2 =`machine guns and grenade launchers`;
+	if (V.HAT >= 8)ramps =`The loading ramps have been improved, allowing for faster unloading.`;
+	if (V.HAT >= 9)frame =`The frame has been widened and reinforced, allowing for more space on the deck.`;
+	if (V.HAT === 10)loadout =`An experimental loadout sacrifices all carrying capacity to instead act as a floating gun platform by mounting several rotary autocannons the deck, should the need arise.`;
+	return`An air cushion transport vehicle, or hovercraft${skirt}. It is parked on the pier of the Naval Yard, ready to ferry ${tons} tons of soldiers and vehicles at any time. ${guns} ${turbines} ${armor} ${ramps} ${frame} ${loadout}`;}
+	
+window.Interactions = function() {const V = State.variables,T = State.temporary;
+var choice = "";var gift ="";var giftdec = "";var giftdec2 = "";var Colonel = "";var join ="";var status =``;var staus2 =``;
+if (V.SFU !== T.max){if (V.SFUpgrade === 1)status =`being`
+	else status =`able to be`;staus2 =`improved this week.`;
+} else {status =`fully equipped and upgraded - nothing else can be done.`;}
+if (V.SFGift === 1||(V.ColonelDiscussion === 1||V.ColonelSexed === 1))choice =`This week you have already`;
+	if (V.SFGift === 1){gift =`been provided with`;
+		if (V.choice === 1){giftdec =`an extra @@.yellowgreen;<<print cashFormat(Math.ceil($CashGift))>>@@ in tribute`;
+		} else if (V.choice === 2||V.choice === 3){giftdec =`a message of support, @@.green;improving@@`;
+			if (V.choice == 2)giftdec2 =` your reputation`; else giftdec2 =` the prosperity of $arcologies[0].name`;
+		}
+	}
+	if (V.ColonelDiscussion === 1||V.ColonelSexed === 1){Colonel =` spent time with The Colonel`;
+		if (V.SFGift === 1){join =` and`;}}
+return`${status} ${staus2} ${choice} ${gift} ${giftdec}${giftdec2}${join}${Colonel}.//`;}
\ No newline at end of file
diff --git a/src/pregmod/SecForceEX/NamingColonel.tw b/src/pregmod/SecForceEX/NamingColonel.tw
new file mode 100644
index 00000000000..951ca1b98a9
--- /dev/null
+++ b/src/pregmod/SecForceEX/NamingColonel.tw
@@ -0,0 +1,51 @@
+:: Security Force Naming-Colonel [nobr]
+<<set $nextButton = " ">> <<if ndef $X>> <<set $X = 0>> <</if>>
+<<if $X == 0>> It's been a short while since you told your citizens that you were going to talk to them about their security, and by all accounts, they've turned out in force to watch your address over the arcology's internal communications system. You wake up early, relieve your frustrations on a few slaves woken out of deep sleep, and take position behind your desk. You also call over a slave and push her under your desk. The unspoken instruction is clear, and she begins <<if $PC.dick == 1>> enthusiastically (but silently) sucking your cock, taking it as deep as she can without gagging. <<else>> enthusiastically eating you out, pressing her face into your pussy and forcing her tongue deep inside you. <</if>>
+<br><br>A blinking light tells you that the channel is open. You take a deep breath, and begin. You greet your citizens and explain that while you believe deeply in the underlying principles of the Free Cities, that of contract law, minimal to no governmental oversight, and slaveholding, recent events have forced you to modify some of your views. The Old World attack, and especially the assault by the Daughters of Liberty who, as you remind them, were aided by a distressingly large number of now-dead traitors, has proven that some form of permanent, organized standing force is needed to ensure the personal safety of the citizen body.
+<br><br>You tell them that the Old World continues to deteriorate (it does). You tell them that it is only a matter of time before the poor, diseased, starving, and unwashed masses try their hand at invading the arcology again (it is). You tell them that such a force would be good for business, securing trade routes and conducting slaving raids far greater in scale than those performed by private slaving corporations (it would). And finally, to quell their greatest fear, you tell them that you would personally support the force financially.
+<br><br>As you speak, you carefully monitor the citizens' opinions as indicated on their communication devices. It is uniformly positive - they know whom they have to thank for their continued survival and dominance. You also monitor your arousal given the ministrations of your slave. A few small movements on your part communicate to your citizens what is happening without being too obvious. Free Cities business etiquette respects business conducted while being subtly serviced (and your doing so during such a public and important broadcast signals how seriously you are taking it), but a climax would be seen as a serious lack of discipline.
+<br><br>You finally wrap up your speech, announcing to your citizens the immediate formation, with yourself as Marshal, of the: <<textbox "$securityForceName" $securityForceName>>
+<br><br>You close the link to the communication system and read a message from your assistant that appeared during the last moments of your address. In consultation with major figures in the mercenary community, a suitable candidate for day-to-day command of the new unit has been found. Your instructions were to keep you in the dark about them so to avoid pre-judgment. They are waiting outside your office.
+<br>-------------------- <</if>>
+<<if $X === 0>> [[Invite them inside|Security Force Naming-Colonel][$X = 1]] <</if>>
+<<if $X === 1>>
+The figure that enters is not what you were expecting, given your previous experiences with the mercenary groups that work with the arcology owners of the Free Cities. Most mercenaries you've worked with have been grizzled stout men, veterans of the Old World militaries that finally had too much and went private. This one's different, <<if $ColonelCore != "">> likely to be ''$ColonelCore'' <</if>>
+<<if $ColonelCore == "">> she srikes you as someone who is likely to be at their core:
+	[[Kind, |Security Force Naming-Colonel][$ColonelCore = "kind"]]
+	[[mischievous, |Security Force Naming-Colonel][$ColonelCore = "mischievous"]]
+	[[cruel, |Security Force Naming-Colonel][$ColonelCore = "cruel"]]
+	[[psychopathic, |Security Force Naming-Colonel][$ColonelCore = "psychopathic"]]
+	[[sociopathic, |Security Force Naming-Colonel][$ColonelCore = "sociopathic"]]
+	[[a warmonger, |Security Force Naming-Colonel][$ColonelCore = "warmonger"]]
+	[[jaded, |Security Force Naming-Colonel][$ColonelCore = "jaded"]]
+	[[shell shocked, |Security Force Naming-Colonel][$ColonelCore = "shell shocked"]]
+	[[brazen, |Security Force Naming-Colonel][$ColonelCore = "brazen"]]
+	[[collected.|Security Force Naming-Colonel][$ColonelCore = "collected"]] <</if>> <</if>>
+<<if $ColonelCore != "">>
+	<br><br>She strides in, stopping in front of your desk, not bothering to put on even the semi-military air (complete with salute) that most mercenaries tend to adopt when meeting new clients. She's very tall and wearing the pants, boots, gloves, and tank top of a female combat armor under-suit. Her bare arms and upper body are corded with muscle, and through the tank top's thin fabric you can see both the shape of her muscled abdomen and the curves of her small but perky breasts, complete with what your experience tells you are barbell nipple piercings. Her eyes are alive with intelligence, and you can see her scanning your office, clearly impressed by its opulence. Her hair is shaved close to the scalp, and her ears and nose are heavily pierced. You can make out three long, ugly scars running over top of the mottled tissue of a previous, severe burn along one side of her face, as well as numerous smaller scars and burns on her bare arms. She's been disarmed prior to meeting you, and you see, in addition to an empty pistol holster on her hip, at least three empty knife holsters.
+	<br><br>Returning your gaze to her face, she crosses her arms underneath her chest, pressing her breasts up and forward. You have her measure. Given the generally patriarchal nature of both the mercenary community, and the same nature combined with the heavily sexualized lifestyle of the Free Cities, she's decided to embrace her position rather than fight it.
+	<br><br>"So, " she begins, "you're the boss." You invite her to sit down. "No thanks, boss. Besides, " she indicates the slave under your desk, "you look a little occupied." She nods at the desk. "Saw the speech. Very nice. I'd heard you crazy bastards do business while getting <<if $PC.dick == 1>>sucked off, <<else>>eaten out, <</if>>but I've never seen anyone actually do it. Hell, most of you people don't want to have to have too much to do with me. I usually get my instructions remotely." A short, harsh laugh escapes her. "But I guess it keeps you focused. Can't have the entire arcology seeing you cum."
+	<br><br>She moves a step closer. "Your computer told me you wanted me to be a surprise, so I guess I'll tell you why you want me to run the $securityForceName for you. I'm a killer, pure and simple, and you need that. I looked into those attacks you've suffered. Nasty business. I'll make sure that an attack like that never happens again. I was a soldier out there, in charge of about a thousand men, when the Free Cities first started going up, and I knew they were the future. Eventually I deserted, found the first refugee convoy I could, killed the moron protecting it, sold the girls off to the slavers, and bought enough gear to start killing for people like you. Ran my own merc crew, did well till we tried to take on a bigger one and everyone died. Joined with another big outfit, became the number two, then shit went bad and I had to run. Been a solo fighter and slaver ever since. I know my work, and I know I can make this work."
+	<br><br>You feel your climax approaching and hold up a finger. The merc pauses while you <<if $PC.dick == 1>>grab the slave's head, forcing your cock roughly down her throat while you cum. She swallows as much as she can before pulling away, coughing. <<else>>grip the slave's head tightly with your thighs, pressing her face tightly against your pussy as you cum. When you release her, she pulls away, coughing.<</if>>
+	<br><br>The merc laughs again. "I could get used to a place like this." She waves her hand around the office. "I bet you want to know why I'd be trustworthy for something like this." You don't correct her. "Thought so." Her demeanor softens, and you can detect a hit of nervousness. "I would say that I've never turned on a client and leave it at that, but this is different. It's getting worse out there. I'm sure you know that." You give her a slight nod. "Four times now I've woken up in the middle of the night and had to kill someone. Two of them were the people I'd taken to bed. You can't even trust your drunken fucks anymore."
+	<<switch $ColonelCore>> <<case "kind">> What a shame but that is the world today.
+		<<case "cruel" "sociopathic">> Who doesn't like a good hard fuck and stab?
+		<<case "jaded">> Meh, what else is new?
+	<</switch>>
+
+	<br><br>"I like fighting, but I want to live somewhere where I can relax from life out there. You give me the job and a place to live, let me hang up the uncertainty of being a merc, and I'll die for you if it comes to that. I promise the people I recruit will feel the same. Besides, I could get used to
+	<<switch $ColonelCore>> <<case "warmonger">> fighting vastly out matched foes.
+	<<case "cruel">> having my own stable to abuse as I see fit.
+	<<case "mischievous">> causing a little chaos. <</switch>>
+	Spending my R&R time with a cold beer in one hand, a few lines of coke or a stack of pills in front of me,
+	<<if $ColonelCore == "cruel">>
+		and a terrified little slavegirl locked between my legs, struggling to breathe, <</if>>
+	sounds pretty fucking good to me."
+
+	<br><br>You decide quickly. She'll do. You tap a few commands on your desk's console, assigning her personal quarters on the arcology's higher levels and transferring her first stipend to her new account. You also ask her what title she wants.
+	<br><br>"Title?" Another short laugh. "I guess I do need one, given that I'm all official and shit now." She thinks for a moment. "I was a major before I went freelance, and I think I'd like a promotion. Colonel sounds good." You make a note of this in her file. "You people don't seal contracts with a fuck do you?" You shake your head, and she laughs again. "Good. I make it a point never to fuck the boss. It's bad for business." She turns around. "Well, I guess I'd better get to it. Your computer thing assigned me space on the lower levels for the barracks. I brought a few squads of guys I know from the old days to start, but we'll grow fast once I put the word out, I guarantee it."
+<</if>> <span id="address"> <br><br><<link "Let her leave""Security Force Naming-Colonel">> <<replace "#address">>
+	<br>She turns and leaves, and you chase the slave out after her. A few minutes later, a soft chime announces the arrival of a message. It's from The Colonel.
+	<br><br>//Hey boss, just wanted to mention something else. In your speech you said that you were going to be paying for the $securityForceName. In my mind that means it's yours, no matter what anyone else here might think. I do what you tell me to do. I make sure the troops behave as you want them to behave. I've worked for some 'nice guys' in the past, and I can do that job if you want. It's boring, but sustainable, and I'll have the $securityForceName turning a profit and supporting the arcology in good order. But if you let me off the leash, and throw any Old World complaints in the trash where they belong, I promise you'll have money pouring in your office, even accounting for the good amounts me and my boys will pocket along the way. You'll have an empire in short order. <<if $mercenaries > 1>>Either way, I'll keep my hands off those mercs you've already installed. I figure that you've reasons for having two different death squads under contract.<</if>>
+	<br><br>Oh, one last thing. I know you've got some kind of grand social experiment going on up there like all the other owners, and that's your own deal, but I'd appreciate it if you could keep that stuff out of the new barracks. I'll have a hard time approaching potential recruits and telling them they should come live in a Roman apartment, an Egyptian temple, a goddamn Japanese teahouse, or some of the other crazy shit I've seen in the past. They're hard, nasty people, and trust me, I can tell you from experience that changing that is just not going to happen. Like I said, though, I can hold them back a bit if you like.
+	<br><br>Talk to you later, boss.// <<link "Move on""Random Nonindividual Event">> <<set unset $X>> <</link>> <</replace>> <</link>> </span>
\ No newline at end of file
diff --git a/src/pregmod/SecForceEX/Proposal.tw b/src/pregmod/SecForceEX/Proposal.tw
new file mode 100644
index 00000000000..a76f7482312
--- /dev/null
+++ b/src/pregmod/SecForceEX/Proposal.tw
@@ -0,0 +1,30 @@
+:: Security Force Proposal [nobr]
+<<set $nextLink = "Next Week",$nextButton = "Continue",$securityForceEventSeen = 1>>
+<span id="result">
+The Free Cities were founded on the principles of unrestrained anarcho-capitalism. To those with such beliefs,the very idea of possessing an armed force,a key tool of government control,or weapons at all,was anathema.
+<br>In the period since,however,your citizens have seen the value in weaponry. They watched on their news-feed as some Free Cities were sacked by the armies and mobs of the Old World,driven by their hatred of the citizens' luxurious lifestyles. They've seen other Cities toppled from within,by slave conspiracies or infighting among citizen groupings with differing beliefs. They've witnessed the distressingly rapid rise of fanatical anti-slavery organizations,who would like nothing more than to see them slowly bled by their own chattel. They are learned people,and they know what happens to slaveowners who lose their power.
+<br>They've also seen the results of your policies. Your actions towards the arming of both yourself and the arcology proved critical,and ensured their safety when the Old World came for them. And your victory over the Daughters of Liberty,who the citizens know would have executed every single one of them,has created an opportunity. If you insisted upon the creation of a standing 'special' force for the arcology,many would support you and,more importantly,nobody of note would object.
+<br>Such a force would solve many problems. More soldiers would mean more control,which is very good for you. More soldiers would mean more security for the arcology and the approaches to it,which is very good for business. More soldiers would mean more obedience from rebellious slaves who can see how powerless they truly are,which is very good for everybody. The force would be tiny compared to the Old World militaries that still exist,but money and technology can,of course,overcome massive numerical inferiority. This being the Free Cities,they would have other uses besides security. Perhaps,in time,you could exert some manner of influence on the Old World itself.
+<br><br>''This is a unique and very important opportunity'',and is possible only because of your recent victory over the Daughters. If you do not seize it,the memories and fears of your citizens will fade,and you will not be able to raise the matter again.
+
+<<if ($PC.warfare >= 100)>> <<set _price = 10000>>
+<<elseif ($PC.warfare >= 50) || ($PC.career == "arcology owner")>>
+	<<set _price = 15000>> <<else>> <<set _price = 20000>> <</if>>
+<br><<link "Prepare for an announcement.">> <<replace "#result">>
+	You instruct $assistantName to announce to the arcology's citizenry that you will be making an important announcement in the near future regarding the security situation. Given the damage still present from the Daughters' attack,everyone will be turning in. You also instruct your assistant to begin quietly investigating potential leadership figures for the force itself.
+	<<set $securityForceCreate = 1,$cash -= _price,$securityForceActive = 1>>
+	<<set $SFTarget = "recruit",$SFROE = "hold",$SFRegs = "strict">>
+	<<set $securityForceName = "the special force">>
+	<<set $SFNameCaps = "The Special Force",$ColonelCore = "">>
+	<<set $SubsidyActive = 1,$SFA0 = .99,$Firebase = 0>>
+	<<set $SFTroops = 40,$securityForceDepravity = 0,$SFUpgrade = 0,$SFGift = 0>>
+	<<set $Armoury = 0,$SFDrugs = 0,$SFVehicles = 0,$HeavyBattleTank = 0>>
+	<<set $SFAirForce = 0,$SpacePlane = 0,$GunS = 0>>
+	<<set $SFDrones = 0,$Satellite = 0,$GiantRobot = 0,$MissileSilo = 0>>
+	<<set $AircraftCarrier = 0,$Sub = 0,$HAT = 0.set $ColonelDiscussion = 0>>
+	<<set $ColonelSexed = 0,$ColonelFeelings = 0,$SFUpgradeReset = 0,$SFUC = 0>>
+<</replace>> <</link>>//Initial costs are @@.yellowgreen;<<print cashFormat(_price)>>@@ and upon establishment the force will have significant support costs until it is self-sufficient.//
+
+<br><<link "The current measures are enough.">> <<replace "#result">>
+		On second thought, such a force is not needed. Your methods have served well so far - why should there be any change going forward?
+ <</replace>> <</link>> </span>
\ No newline at end of file
diff --git a/src/pregmod/SecForceEX/Report.tw b/src/pregmod/SecForceEX/Report.tw
new file mode 100644
index 00000000000..92d6fd760ec
--- /dev/null
+++ b/src/pregmod/SecForceEX/Report.tw
@@ -0,0 +1,198 @@
+:: Security Force EOW Report [nobr]
+<<silently>> <<= Count()>>
+<<if $SFTroops > 2000>> <<set $SFTroops = random(1955,1999)>> <</if>>
+<<if $SFTroops < 100>> <<set $SFTroops += Math.ceil(random(2,5))>>
+<<elseif $SFTroops < 2000>>
+	<<if $SFTarget == "recruit">>
+		<<set $SFTroops += Math.ceil(random(-1*$SFTroops/100,0))>>
+	<<elseif $SFTarget == "raiding">>
+		<<set $SFTroops += Math.ceil(random(-3*$SFTroops/100,-4*$SFTroops/100))>>
+	<<else>>
+		<<set $SFTroops += Math.ceil(random(-2*$SFTroops/100,-3*$SFTroops/100))>>
+	<</if>>
+<</if>>
+<<set _Income = 50000,_Profit = 0,_ME = 1,_OPE = .10,_FNGs = 10,_Trade = 0.025>>
+
+<<if $SFUC === 1>> <<set _SFUC = Math.ceil($SFTroops*.05),$SFTroops-_SFUC>>
+<<else>> <<set _SFUC = Math.ceil($SFTroops*.1),$SFTroops-_SFUC>> <</if>>
+<<if $SFTroops > 200>> <<set _Trade += 0.05*(Math.ceil($SFTroops/100))>>
+	<<set _Income += 5000*(Math.ceil($SFTroops/100))>>
+	<<if $secExp === 1>>
+		<<set $authority += 500*(Math.ceil($SFTroops/100)),$authority = Math.clamp($authority, 0, 20000)>>
+	<</if>>
+<</if>>
+
+<<if $Firebase > 0>>
+	<<set _FNGs += $Firebase,_Trade += 0.5*$Firebase,_ME *= 1+($Firebase*_OPE)>>
+<</if>>
+<<if $Armoury > 0>>
+	<<set _FNGs += ($Armoury*2),_Trade += 0.25*$Armoury,_ME *= 1+($Armoury*_OPE)>>
+<</if>>
+<<if $SFDrugs > 0>>
+	<<set _FNGs += $SFDrugs,_Trade += 0.25*$SFDrugs,_ME *= 1+($SFDrugs*_OPE)>>
+<</if>>
+<<if $Firebase >= 1>>
+	<<if $SFVehicles > 0>>
+		<<set _FNGs += $SFVehicles,_Trade += 0.25*$SFVehicles,_ME *= 1+($SFVehicles*_OPE)>>
+	<</if>>
+	<<if $HeavyBattleTank > 0>>
+		<<set _Trade  += 0.25*($HeavyBattleTank),_ME *= 1+($HeavyBattleTank*_OPE)>>
+	<</if>>
+<</if>>
+<<if $Firebase >= 2 && $SFDrones > 0>>
+	<<set _FNGs += $SFDrones,_Trade += 0.5*$SFDrones,_ME *= 1+($SFDrones*_OPE)>>
+<</if>>
+
+<<if $Firebase >= 4>>
+	<<if $SFAirForce > 0>>
+		<<set _FNGs += $SFAirForce,_Trade += 0.25*$SFAirForce,_ME *= 1+($SFAirForce*_OPE)>>
+	<</if>>
+	<<if $SpacePlane > 0>>
+		<<set _FNGs += $SpacePlane,_Trade += 0.25*$SpacePlane,_ME *= 1+($SpacePlane*_OPE)>>
+	<</if>>
+	<<if $GunS > 0>>
+		<<set _FNGs += $GunS,_Trade  += 0.25*$GunS,_ME *= 1+($GunS*_OPE)>>
+	<</if>>
+	<<if $Satellite > 0>>
+		<<set _FNGs += $Satellite,_Trade  += 0.25*$Satellite,_ME *= 1+($Satellite*_OPE)>>
+	<</if>>
+	<<if ($terrain != "oceanic" && $terrain != "marine")>>
+		<<if $GiantRobot > 0 && >>
+			<<set _FNGs += $GiantRobot,_Trade  += 0.25*$GiantRobot,_ME *= 1+($GiantRobot*_OPE)>>
+		<</if>>
+		<<if $MissileSilo > 0>>
+			<<set _Trade += 0.25*$MissileSilo,_ME *= 1+($MissileSilo*_OPE)>> <</if>>
+	<</if>>
+<</if>>
+
+<<if $terrain == "oceanic"||$terrain == "marine">>
+	<<if $AircraftCarrier > 0>>
+		<<set _FNGs += $AircraftCarrier,_Trade  += 0.25*$AircraftCarrier,_ME *= 1+($AircraftCarrier*_OPE)>>
+	<</if>>
+	<<if $Sub > 0>>
+		<<set _FNGs += $Sub,_Trade  += 0.25*$Sub,_ME *= 1+($Sub*_OPE)>> <</if>>
+	<<if $HAT > 0>>
+		<<set _Trade += 0.25*$HAT,_ME *= 1+($HAT*_OPE)>> <</if>>
+<</if>>
+
+<<if $ColonelSexed > 0>> <<set _ME *= 1+($ColonelSexed*_OPE)>> <</if>>
+<<if $OverallAttendance > 0>> <<set _ME *= 1+($OverallAttendance*_OPE)>> <</if>>
+<<if $LieutenantColonel == 1>><<set _ME *= 1+($LieutenantColonel*_OPE)>> <</if>>
+
+<<set _SFD = $securityForceDepravity>>
+<<switch $ColonelCore>> <<case "kind" "collected.">>
+		<<set _FNGs += 10,_Trade += 0.15,_SFD -= 0.15>>
+	<<case "warmonger" "cruel" "psychopathic">>
+		<<set _ME *= 1.15+_OPE,_Trade -= 0.15,_SFD += 0.15>>
+<</switch>>
+<<if $SFTarget == "raiding">> <<set _SFD += 0.05>>
+<<elseif $SFTarget == "secure">> <<set _SFD -= 0.05>> <</if>>
+<<if $SFROE == "free">> <<set _SFD += 0.05>>
+<<elseif $SFROE == "hold">> <<set _SFD -= 0.05>> <</if>>
+<<if $SFRegs == "none">> <<set _SFD += 0.05>>
+<<elseif $SFRegs == "strict">> <<set _SFD -= 0.05>> <</if>>
+<<if _SFD != 0>>
+<<if _SFD < 0>> <<set _ef0 = _SFD*10,_ef1 = 1-(_SFD/10)>>
+<<elseif _SFD > 0>> <<set _ef0 = 1-(_SFD/10),_ef1 = _SFD*10>> <</if>>
+	<<set _Trade += _Trade*(_ef0),_Income += _Income*(_ef1)>> <</if>>
+
+<<if $SFTarget == "recruit">> <<set _FNGs += Math.ceil((_FNGs)*.95)>>
+<<else>> <<set _FNGs += Math.ceil((_FNGs)*.25)>> <</if>>
+<<if $SFTarget == "secure">> <<set $rep += Math.ceil($rep*((_Trade/100)*.95)))>>
+	<<set $arcologies[0].prosperity = Math.ceil(($arcologies[0].prosperity+(_Trade/10)*.95))>>
+<<else>> <<set $rep += Math.ceil($rep*((_Trade/100)*.25))>>
+	<<set $arcologies[0].prosperity = Math.ceil(($arcologies[0].prosperity+(_Trade/10)*.25))>>
+<</if>>
+<<if $secExp === 1>> <<set $authority += $SFU*10,$authority = Math.clamp($authority, 0, 20000)>> <</if>>
+
+<<set _Income = (_Income*_ME)*(1+($week/1000)),$SFTroops += Math.round(_FNGs/2)>>
+<<if $SFTroops > 2000>> <<set $SFTroops = random(1955,1999)>> <</if>>
+<<if $rep > 20000>> <<set $rep = 20000>> <</if>>
+<<if $arcologies[0].prosperity > $AProsperityCap>>
+	<<set $arcologies[0].prosperity = $AProsperityCap>> <</if>>
+<<if _Income > 150000>> <<set _Profitable = 1,$SubsidyActive = 0>>
+<<else>> <<set _Profitable = 0>> <</if>>
+<<if $SFTarget == "raiding">> <<set _Profit = Math.ceil((_Income/1000)*1.95)>> <<else>>
+	<<set _Profit = Math.ceil((_Income/1000)*1.25)>> <</if>>
+<<set $cash += _Profit>>
+
+<<if $SFDrugs >= 8 || $SFDrugs >= 10>> <<set _Deaths = 0,_SurvivalChance = 50>>
+	<<if $SFDrugs >= 8>> <<set _SurvivalChance -= 5>> <<elseif $SFDrugs >= 10>>
+		<<set _SurvivalChance += 5>> <</if>>
+	<<if random(0,100) > _SurvivalChance>>
+		<<set _Deaths = random(0,(($SFDrugs*2)+4))>> <</if>>
+	<<if _Deaths > 0>> <<set $SFTroops -= _Deaths>> <</if>>
+<</if>> <</silently>>__Status and Activities of $securityForceName __:
+<br>This week, $securityForceName, <<print commaNum($SFTroops)>> strong, focused on
+<<if $SFTarget == "recruit">>
+recruiting and training more personnel. Smaller parties ventured out to protect the arcology's trade routes and strike targets of opportunity.
+<<elseif $SFTarget == "secure">>
+securing the trade routes between the arcology and the surrounding area. Smaller parties ventured out to strike targets of opportunity and process new recruits.
+<<elseif $SFTarget == "raiding">>
+locating and striking targets of opportunity, capturing both material loot and new slaves. Smaller parties secured the most important of the arcology's trade routes and processed new recruits.
+<</if>>
+<<if $SFUC > 0>> <br>A portion of the force was assigned as undercover officers <</if>>
+
+<<if _Deaths > 0>>
+<<print (_Deaths)>> soldiers fatally overdosed on the drug cocktail
+	<<if $AttendanceGranted === -1>>
+		, The Colonel's much heavier than average drug use saves her from this side effect
+	<</if>>.
+<</if>>
+These activities have, overall, @@.green;improved@@ your arcology's prosperity.
+The goods procured by the $securityForceName this week, after accounting for the spoils retained by individual soldiers were
+<<if _Profitable === 1>>
+, @@.green;more than sufficient@@ to cover expenses. Excess material and human asets totaling @@.yellowgreen;<<print cashFormat(_Profit)>>@@ (after liquidation) were transferred to your accounts.
+<<else>>
+, @@.red;barely enough@@ to cover expenses. More growth will be needed to ensure profitability.
+<</if>>
+$SFNameCaps managed to recruit <<print Math.round(_FNGs/2)>> new soldiers this week, and your reputation has @@.green;increased@@ through the improvement of trade security.
+
+<br>&nbsp;&nbsp;&nbsp;&nbsp;//Your instructions to <<print SFC()>>://
+<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Deployment focus:
+	<span id="focus"> <<if $SFTarget == "recruit">> ''Recruiting and Training''
+		<<elseif $SFTarget == "secure">> ''Securing Trade Routes''
+		<<else>> ''Raiding and Slaving'' <</if>> </span> .&nbsp;&nbsp;
+	<<link "Recruit and Train">> <<set $SFTarget = "recruit">>
+		<<replace "#focus">> ''Recruiting and Training'' <</replace>> <</link>>
+	| <<link "Secure Trade Routes">> <<set $SFTarget = "secure">>
+		<<replace "#focus">> ''Securing Trade Routes'' <</replace>> <</link>>
+	| <<link "Raiding and Slaving">> <<set $SFTarget = "raiding">>
+		<<replace "#focus">> ''Raiding and Slaving'' <</replace>> <</link>>
+<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Rules of Engagement:
+	<span id="roe"> <<if $SFROE == "hold">> ''Hold Fire''
+		<<elseif $SFROE == "limited">> ''Limited Fire'' <<else>> ''Free Fire'' <</if>>
+		</span>.&nbsp;&nbsp;
+		<<link "Hold Fire">> <<set $SFROE = "hold">> <<replace "#roe">> ''Hold Fire''
+			<</replace>> <</link>>
+		| <<link "Limited Fire">> <<set $SFROE = "limited">> <<replace "#roe">>
+			'Limited Fire'' <</replace>> <</link>>
+		| <<link "Free Fire">> <<set $SFROE = "free">> <<replace "#roe">> ''Free Fire''
+			<</replace>> <</link>>
+<br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Accountability:
+	<span id="accountability"> <<if $SFRegs == "strict">> ''Strict Accountability''
+		<<elseif $SFRegs == "some">> ''Some Accountability'' <<else>>
+		''No Accountability'' <</if>> </span>.&nbsp;&nbsp;
+		<<link "Strict Accountability">> <<set $SFRegs = "strict">>
+		<<replace "#accountability">> ''Strict Accountability'' <</replace>> <</link>>
+		| <<link "Some Accountability">> <<set $SFRegs = "some">>
+			<<replace "#accountability">> ''Some Accountability'' <</replace>> <</link>>
+		| <<link "No Accountability">> <<set $SFRegs = "none">>
+		<<replace "#accountability">> ''No Accountability'' <</replace>> <</link>>
+<<if $SeeTradeShow === 1 && $AttendanceGranted === 1>><br>''TradeShow'':
+	<<set $TradeShowIncome = 0,$TradeShowHelots = 0>> <<= Count()>>
+	<<set _TradeShowAttendes = 200,_MenialSlavesPerAttendee = 5>>
+	<<set _MenialSlaves = Math.ceil(random(1,((_TradeShowAttendes*_MenialSlavesPerAttendee)/10)))>>
+	<<set _TSProfit = Math.ceil(500000*(1+($SFU/1000))*(1+($arcologies[0].prosperity/1000))*_Env)>>
+	During a break, The Colonel managed to sell some generic schematics to the _TradeShowAttendes  attendes, some decided to also give her some menial slaves as a bonus.<br>
+	<<set $helots = $helots+_MenialSlaves>>
+	<<set $TradeShowHelots += _MenialSlaves,$TotalTradeShowHelots += _MenialSlaves>>
+	<<set $cash = $cash+_TSProfit,$TradeShowIncome += _TSProfit>>
+	<<set $TotalTradeShowIncome += _TSProfit>>
+	<<if $secExp === 1 && $mercenaries > 0>> <<set $CMigrantMercs = 0>>
+		<<set _MigrantMercs = random(1,(_TradeShowAttendes/10))>>
+		<<set $mercFreeManpower += _MigrantMercs,$CMigrantMercs += _MigrantMercs>>
+		<<set $OMigrantMercs += _MigrantMercs>>
+	<</if>> <<set $OverallAttendance += 1>>
+<</if>> <<include "FlavourText">> <<if $SFUC === 1>> <<set $SFUC = 0>> <</if>>
+<<set $SFUpgrade = 0,$SFGift = 0,$ColonelDiscussion = 0,$ColonelSexed = 0>>
\ No newline at end of file
diff --git a/src/pregmod/SecForceEX/SpecialForceBarracksAdditionalColonelInteractions.tw b/src/pregmod/SecForceEX/SpecialForceBarracksAdditionalColonelInteractions.tw
deleted file mode 100644
index c0f6aecc270..00000000000
--- a/src/pregmod/SecForceEX/SpecialForceBarracksAdditionalColonelInteractions.tw
+++ /dev/null
@@ -1,322 +0,0 @@
-:: SpecialForceBarracksAdditionalColonelInteractions [nobr]
-
-<<if $securityForceColonelToken == 0 && $securityForceSexedColonelToken == 0 && $CurrentTradeShowAttendance == 0>>
-	<br><br>
-	<span id="result3">
-	Where do you want to spend time with The Colonel this week?
-	<<if $ColonelRelationship >= 25>>
-		<br><<link "Up on the surface, along with an escort of course.">>
-			<<set $securityForceColonelToken = 1>>
-			<<replace "#result3">>
-				You ask The Colonel if she would like to stretch her legs up on the surface. It doesn't take much effort for her to agree.
-				<<if $PC.warfare < 10>>
-					<br>Your complete lack of skill at warfare ensures that <<if $Bodyguard != 0>>in addition to $Bodyguard.slaveName, <</if>>you need; two full squads of $securityForceName on foot, a squadron of fighters, a small convoy of $securityForceName's ground vehicles.
-				<<elseif $PC.warfare >= 100 && $PC.career == "mercenary">>
-					<br>Your mastery of wet work and prior experience in a PMC satisfies The Colonel that you only need one soldier and a single vehicle<<if $Bodyguard != 0>> plus $Bodyguard.slaveName<</if>>. Being able to see and interact with the arcology owner even more directly if they so wish boosts the mood of your citizen's while also giving them an increased opportunity to try gaining favor with you.
-					<<set $rep += 10, $cash += $EnvCash2>>
-				<<elseif $PC.warfare >= 100>>
-					<br>Your mastery of wet work satisfies The Colonel that you only need two soldiers and a single vehicle<<if $Bodyguard != 0>> plus $Bodyguard.slaveName<</if>>. Being able to see and interact with the arcology owner directly if they so wish boosts the mood of your citizens while also giving them the opportunity to try gaining favor with you.
-					<<set $rep += 5, $cash += $EnvCash3>>
-				<<elseif $PC.warfare >= 60>>
-					<br>Your expertise in warfare means that <<if $Bodyguard != 0>>in addition to $Bodyguard.slaveName <</if>>you need; two full squads of $securityForceName on foot, a squadron of fighters and a large convoy of $securityForceName's ground vehicles.
-				<<elseif $PC.warfare >= 30>>
-					<br>As you have some skill in warfare, you only need<<if $Bodyguard != 0>> in addition to $Bodyguard.slaveName<</if>>; two full squads of $securityForceName on foot, a squadron of fighters, a small convoy of $securityForceName's ground vehicles.
-				<<elseif $PC.warfare >= 10>>
-					<br>Your F.N.G. tier skill in warfare ensures that <<if $Bodyguard != 0>>in addition to $Bodyguard.slaveName, <</if>>you need; two full squads of $securityForceName on foot, a squadron of fighters, a small convoy of $securityForceName's ground vehicles.
-				<</if>>
-				<<if $arcologies[0].FSPaternalist != "unset">>
-					Stopping at a paternalist shop, you help The Colonel select some luxurious and relaxing treatments for her main slave.
-					<<if $PC.slaving < 10>>
-						Your total lack of slavery skill (which is very unusual and very concerning for an arcology owner) means that you are of little to no help or even a hindrance.
-					<<elseif $PC.slaving >= 100>>
-						Your mastery of slaving allows you assist The Colonel greatly. However the shop owner is so impressed by your understanding of slavery that she is more than happy for an endorsement from you. As you are exiting the shop you hear your pre-recorded message which bears the slogan "This is (<<if def $PC.customTitle>>$PC.customTitle <</if>> <<= PlayerName()>>) and this is my favorite Paternalist shop in $arcologies[0].name."
-						<<if $arcologies[0].prosperity < 20>>
-							<<set $arcologies[0].prosperity++>>
-						<</if>>
-					<<elseif $PC.slaving >= 60>>
-						Your expertise in slavery allows you to be more useful.
-					<<elseif $PC.slaving >= 30>>
-						Possessing some skill, you are slightly helpful.
-					<<elseif $PC.slaving >= 10>>
-						Your basic skill at slavery, allows you to neither be a hindrance or helpful.
-					<</if>>
-				<<else>>
-					Stopping at a shop.
-				<</if>>
-				<br>Soon the entourage heads back to the HQ of $securityForceName. Along the route you see a homeless citizen in great pain.
-				<<if $PC.medicine < 10>>
-					Your total lack of medical skill causes the death of the citizen.
-					<<set $arcologies[0].prosperity -= .25>>
-				<<elseif $PC.medicine >= 100 && $PC.career == "medicine">>
-					Your expertise in medicine ensures that the citizen is probably the best they have ever been. They are so grateful that they are more than happy to try and compensate your time. Word quickly spreads of the kindly medically trained arcology owner who took the time to heal a citizen, providing confidence to the rest of the citizens.
-					<<set $rep += 10, $cash += $EnvCash4>>
-				<<elseif $PC.medicine >= 100>>
-					Your expertise in medicine ensures that the citizen is probably the best they have ever been. Word quickly spreads of the kindly arcology owner who took the time to heal a citizen.
-					<<set $rep += 5>>
-				<<elseif $PC.medicine >= 60>>
-					Your mastery of medicine ensures that the citizen's condition is noticeably better.
-				<<elseif $PC.medicine >= 30>>
-					Your moderate skill in medicine ensures that the citizen's condition ever so slightly improves.
-				<<elseif $PC.medicine >= 10>>
-					Your basic skill in medicine is sufficient only to stabilize the citizen.
-				<</if>>
-			<<set $ColonelRelationship += 2>>
-			<</replace>>
-		<</link>>
-	<</if>>
-
-		<br><<link "In the HQ of $securityForceName.">>
-		<<replace "#result3">>
-		<span id="result10">
-		What do you want to do with The Colonel in the HQ of $securityForceName?
-					<<link "Go back">>
-						<<goto "SFM Barracks">>
-						<<set $securityForceColonelToken = 0>>
-					<</link>>
-					<br><<link "Learn">>
-					<<replace "#result10">>
-							<<set $securityForceColonelToken = 1, $ColonelRelationship += 1>>
-							<<link "Go back">>
-								<<goto "SFM Barracks">>
-								<<set $securityForceColonelToken = 0>>
-							<</link>>
-							<br>"Sure, boss." she says, nodding. "I can use a break from all of this." She laughs.
-							She can try teaching you a bit about;
-							<span id="result4">
-								<<link "field medicine">>
-									<<set $PC.medicine += 4>>
-									<<replace "#result4">>
-										<br>
-										<<if $PC.medicine < 10>>
-											//Hopefully now, you are less likely to cut yourself on the sharp things.//
-										<<elseif $PC.medicine >= 100>>
-											//Feel free to play 'doctor' with me any time.//
-										<<elseif $PC.medicine >= 60>>
-											//Feel free to apply 'pressure' anywhere.//
-										<<elseif $PC.medicine >= 30>>
-											//Yes that is how you use a tourniquet, good job.//
-										<<elseif $PC.medicine >= 10>>
-											//Yes that is a bandage, good job.//
-										<</if>>
-									<</replace>>
-								<</link>>
-								,
-								<<link "trading">>
-									<<set $PC.trading += 3>>
-									<<replace "#result4">>
-										<br>
-										<<if $PC.trading < 10>>
-											//Congratulations you have just passed economics 101, "black and red should balance".//
-										<<elseif $PC.trading >= 100>>//
-											//Now let's go crash some markets.//
-										<<elseif $PC.trading >= 60>>//
-											//Your auditing skills aren't half bad.//
-										<<elseif $PC.trading >= 30>>//
-											//Good, you can now spot numerical errors, most of the time.//
-										<<elseif $PC.trading >= 10>>//
-											//Now Good job you now know what NPV stands for.//
-										<</if>>
-									<</replace>>
-								<</link>>
-								,
-								<<link "slaving">>
-									<<set $PC.slaving += 3>>
-									<<replace "#result4">>
-										<br>
-										<<if $PC.slaving < 10>>
-											//Yes, the rope normally goes around the wrist first and nowhere near the mouth.//
-										<<elseif $PC.slaving >= 100>>
-											//Now should we go out and capture some slaves, master?//
-										<<elseif $PC.slaving >= 60>>
-											//Feel feel to tie me up any time.//
-										<<elseif $PC.slaving >= 30>>
-											//You can finally tie a knot correctly, most of the time anyway.//
-										<<elseif $PC.slaving >= 10>>
-											//Yes, having your slaves die on you is generally considered a bad thing, unless you are into that kind of thing you sick fuck. But who am I to judge.//
-										<</if>>
-									<</replace>>
-								<</link>>
-								,
-								<<link "combat engineering">>
-									<<set $PC.engineering += 3>>
-									<<replace "#result4">>
-										<br>
-										<<if $PC.engineering < 10>>
-											//Good job, you know what a hammer now looks like.//
-										<<elseif $PC.engineering >= 100>>
-											//Time to for you go out and build something.//
-										<<elseif $PC.engineering >= 60>>
-											//Feel free to 'nail' me any time.//
-										<<elseif $PC.engineering >= 30>>
-											//Yes that is the correct hammering position.//
-										<<elseif $PC.engineering >= 10>>
-											//Hammer meet nail.//
-										<</if>>
-									<</replace>>
-								<</link>>
-								,
-								<<link "hacking">>
-									<<set $PC.hacking += 3>>
-									<<replace "#result4">>
-										<br>
-										<<if $PC.hacking < 10>>
-											//Good job you know what pushing the power button does.//
-										<<elseif $PC.hacking >= 100>>
-											//Time to for you go out and tinker with a system.//
-										<<elseif $PC.hacking >= 60>>
-											//Feel free to 'plug into' me any time.//
-										<<elseif $PC.hacking >= 30>>
-											//Correct screw driver holding procedure acquired.//
-										<<elseif $PC.hacking >= 10>>
-											//You can now somewhat use a mouse.//
-										<</if>>
-									<</replace>>
-								<</link>>
-								,
-								<<link "general skills">>
-									<<set $PC.engineering + 2>>
-									<<set $PC.slaving += 2>>
-									<<set $PC.trading += 2>>
-									<<set $PC.warfare += 2>>
-									<<set $PC.medicine += 2>>
-									<<set $PC.hacking += 2>>
-									<<replace "#result4">>
-										//Hopefully this general education I could provide may be of use.//
-									<</replace>>
-									<<set $ColonelRelationship += 1>>
-								<</link>>
-								or you can <<link "listen to some war stories.">>
-									<<set $PC.warfare += 5>>
-									<<replace "#result4">>
-										<br>
-										<<if $PC.warfare < 10>>
-											//There, now you hopefully can hit the broad side of a barn, most of the time. What am I kidding you still suck.//
-										<<elseif $PC.warfare >= 100>>
-											//Now why don't you go deal with those dangerous watermelons?//
-										<<elseif $PC.warfare >= 60>>
-											//Feel free to shoot at or up me, any time.//
-										<<elseif $PC.warfare >= 30>>
-											//Grouping is slightly better.//
-										<<elseif $PC.warfare >= 10>>
-											//Slightly better but you still have a long way to go.//
-										<</if>>
-									<</replace>>
-								<</link>>
-							</span>
-						<</replace>>
-					<</link>>
-
-				<<if $ColonelRelationship >= 45>>
-					<br><<link "Have some fun">>
-					<<link "Go back">>
-						<<goto "SFM Barracks">>
-						<<set $securityForceSexedColonel = 0, $securityForceColonelToken = 0>>
-					<</link>>
-					<<replace "#result10">>
-							<<set $securityForceSexedColonel = 1, $securityForceColonelToken = 1, $ColonelRelationship += 3>>
-							<span id="result11">
-							Where should this fun take place?
-							<<link "Go back">>
-								<<goto "SFM Barracks">>
-								<<set $securityForceSexedColonel = 0, $securityForceColonelToken = 0>>
-							<</link>>
-								<br><<link "In private">>
-									<<replace "#result11">>
-										<span id="result6">
-										Which orifice do you wish to target?
-										<<link "Go back">>
-											<<goto "SFM Barracks">>
-										<</link>>
-											<br>
-											<<link "Pussy">>
-											<<replace "#result6">>
-											<<include "SpecialForceColonelSexDec">>
-											<</replace>>
-											<<set $securityForceSexedColonel += 1>>
-											<</link>>
-
-											<br><<link "Ass">>
-											<<replace "#result6">>
-											<<include "SpecialForceColonelSexDec">>
-											<</replace>>
-											<<set $securityForceSexedColonel += 1>>
-											<</link>>
-
-											<br><<link "Both pussy and ass">>
-											<<replace "#result6">>
-											<<include "SpecialForceColonelSexDec">>
-											<</replace>>
-											<<set $securityForceSexedColonel += 2>>
-											<</link>>
-
-											<br><<link "Mouth">>
-											<<replace "#result6">>
-											<<include "SpecialForceColonelSexDec">>
-											<</replace>>
-											<<set $securityForceSexedColonel += 1>>
-											<</link>>
-
-											<br><<link "All three holes">>
-											<<replace "#result6">>
-											<<include "SpecialForceColonelSexDec">>
-											<</replace>>
-											<<set $securityForceSexedColonel += 3>>
-											<</link>>
-										</span>
-									<</replace>>
-								<</link>>
-
-								<br><<link "On The Colonel's throne.">>
-									<<replace "#result11">>
-										<span id="result6">
-										Which orifice do you wish to target?
-										<<link "Go back">>
-											<<goto "SFM Barracks">>
-											<<set $securityForceSexedColonel = 0, $securityForceColonelToken = 0>>
-										<</link>>
-											<br><<link "Pussy">>
-											<<replace "#result6">>
-											<<include "SpecialForceColonelSexDec">>
-											<</replace>>
-											<<set $securityForceSexedColonel += 1>>
-											<</link>>
-
-											<br><<link "Ass">>
-											<<replace "#result6">>
-											<<include "SpecialForceColonelSexDec">>
-											<</replace>>
-											<<set $securityForceSexedColonel += 1>>
-											<</link>>
-
-											<br><<link "Both pussy and ass">>
-											<<replace "#result6">>
-											<<include "SpecialForceColonelSexDec">>
-											<</replace>>
-											<<set $securityForceSexedColonel += 2>>
-											<</link>>
-
-											<br><<link "Mouth">>
-											<<replace "#result6">>
-											<<include "SpecialForceColonelSexDec">>
-											<</replace>>
-											<<set $securityForceSexedColonel += 1>>
-											<</link>>
-
-											<br><<link "All three holes">>
-											<<replace "#result6">>
-											<<include "SpecialForceColonelSexDec">>
-											<</replace>>
-											<<set $securityForceSexedColonel += 3>>
-											<</link>>
-										</span>
-									<</replace>>
-								<</link>>
-							</span>
-					<</replace>>
-					<</link>>
-				<</if>>
-		</span>
-		<</replace>>
-		<</link>>
-	</span>
-<</if>>
diff --git a/src/pregmod/SecForceEX/SpecialForceBarracksCheatEdit.tw b/src/pregmod/SecForceEX/SpecialForceBarracksCheatEdit.tw
deleted file mode 100644
index 9c1d4a16217..00000000000
--- a/src/pregmod/SecForceEX/SpecialForceBarracksCheatEdit.tw
+++ /dev/null
@@ -1,77 +0,0 @@
-:: SpecialForceBarracksCheatEdit
-
-<<set $nextButton = "Back to SF Barracks", $nextLink = "SFM Barracks", $returnTo = "SFM Barracks">>
-<<include "SpecialForceUpgradeTree">>
-__Values__
-Upgrades: $SFAO/_max
-
-''Barracks:'' <<textbox "$securityForceArcologyUpgrades" $securityForceArcologyUpgrades "SpecialForceBarracksCheatEdit">>
-<br>Max: _BarracksMax
-
-/* ''SupportFacility:'' <<textbox "$SupportFacility" $SupportFacility "SpecialForceBarracksCheatEdit">> */
-
-''Armory:'' <<textbox "$securityForceInfantryPower" $securityForceInfantryPower "SpecialForceBarracksCheatEdit">>
-<br>Max: _ArmouryMax
-
-''Stimulant Lab:'' <<textbox "$securityForceStimulantPower" $securityForceStimulantPower "SpecialForceBarracksCheatEdit">>
-<br>Max: _StimulantLabMax
-
-<<if _Garage > 0 && $securityForceArcologyUpgrades >= 1>>
-	&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;''Garage:''
-	''LightAndMedium:'' <<textbox "$securityForceVehiclePower" $securityForceVehiclePower "SpecialForceBarracksCheatEdit">>
-	<br>Max: _LightAndMediumVehiclesMax
-	
-	''HeavyBattleTank:'' <<textbox "$securityForceHeavyBattleTank" $securityForceHeavyBattleTank "SpecialForceBarracksCheatEdit">> 
-	<br>Max: _HeavyBattleTankMax
-<</if>>
-
-<<if $securityForceArcologyUpgrades >= 4>>
-	&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;''Hangar:''
-	''Aircraft:'' <<textbox "$securityForceAircraftPower" $securityForceAircraftPower "SpecialForceBarracksCheatEdit">>
-	<br>Max: _AircraftMax
-
-	''Space Plane'': <<textbox "$securityForceSpacePlanePower" $securityForceSpacePlanePower "SpecialForceBarracksCheatEdit">>
-	<br>Max: _SpacePlaneMax
-
-	''Fortress Zeppelin:'' <<textbox "$securityForceFortressZeppelin" $securityForceFortressZeppelin "SpecialForceBarracksCheatEdit">>
-	<br>Max: _FortressZeppelinMax
-
-	''AC130:'' <<textbox "$securityForceAC130" $securityForceAC130 "SpecialForceBarracksCheatEdit">>
-	<br>Max: _AC130Max
-
-	''Heavy Transport:'' <<textbox "$securityForceHeavyTransport" $securityForceHeavyTransport "SpecialForceBarracksCheatEdit">>
-	<br>Max: _heavyTransportMax
-<</if>>
-
- ''DroneBay:'' <<textbox "$securityForceDronePower" $securityForceDronePower "SpecialForceBarracksCheatEdit">>
- <br>Max: _DroneBayMax
-
-<<if (_LaunchBayNO > 0 || _LaunchBayO > 0) && $securityForceArcologyUpgrades >= 4>>
-	&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;''LauchBay:''
-	<<if $terrain != "oceanic" && $terrain != "marine">>
-		''Satellite:'' <<textbox "$securityForceSatellitePower" $securityForceSatellitePower "SpecialForceBarracksCheatEdit">>
-		 <br>Max: _SatelliteMax
-		
-		''GiantRobot:'' <<textbox "$securityForceGiantRobot" $securityForceGiantRobot "SpecialForceBarracksCheatEdit">>
-		 <br>Max: _GiantRobotMax
-		
-		''MissileSilo:'' <<textbox "$securityForceMissileSilo" $securityForceMissileSilo "SpecialForceBarracksCheatEdit">>
-		 <br>Max: _MissileSiloMax
-	<<elseif $terrain == "oceanic" || $terrain == "marine">>
-		''Satellite:'' <<textbox "$securityForceSatellitePower" $securityForceSatellitePower "SpecialForceBarracksCheatEdit">>
-		<br>Max: _SatelliteMax
-	<</if>>
-<</if>>
-
-<<if $terrain == "oceanic" || $terrain == "marine">>
-	&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ''Naval Yard:''
-	
-	''AircraftCarrier:'' <<textbox "$securityForceAircraftCarrier" $securityForceAircraftCarrier "SpecialForceBarracksCheatEdit">>
-	<br>Max: _AircraftCarrierMax
-	
-	''Submarine:'' <<textbox "$securityForceSubmarine" $securityForceSubmarine "SpecialForceBarracksCheatEdit">>
-	<br>Max: _SubmarineMax
-	
-	''Amphibious Transport:'' <<textbox "$securityForceHeavyAmphibiousTransport" $securityForceHeavyAmphibiousTransport "SpecialForceBarracksCheatEdit">>
-	<br>Max: _HeavyAmphibiousTransportMax
-<</if>>
\ No newline at end of file
diff --git a/src/pregmod/SecForceEX/SpecialForceBarracksFlavourText.tw b/src/pregmod/SecForceEX/SpecialForceBarracksFlavourText.tw
deleted file mode 100644
index 55c562c4f97..00000000000
--- a/src/pregmod/SecForceEX/SpecialForceBarracksFlavourText.tw
+++ /dev/null
@@ -1,84 +0,0 @@
-:: SpecialForceBarracksFlavourText [nobr]
-
-//You continue towards the common area, the soldiers you pass nodding respectfully, saluting, or giving slight bows, as they please, to you. You pass the briefing areas, the officers and sergeants of the force are conferring over planning tables and display screens regarding their upcoming deployments.//
-
-<br><br>
-
-<div style="margin-left:2em">
-<<if $securityForceFocus == "recruit">>
-	The commanders are viewing lists of potential recruits for $securityForceName, mercenaries and Old World soldiers who might be receptive to an offer of employment and residence within the arcology - in addition to some citizens of the arcology who wish to have some excitement in their lives.
-<<elseif $securityForceFocus == "secure">>
-	The commanders are reviewing maps of trade routes to the arcology as well as those nearby merchant hubs, arranging their future deployments to best protect them and encourage business and trade.
-<<elseif $securityForceFocus == "raiding">>
-	The commanders are reviewing maps of settlements and locations reported to have choice concentrations of material loot and potential slave stock, in preparation for their coming raids.
-<</if>>
-</div>
-
-<div style="margin-left:2em">
-<<if $securityForceRulesOfEngagement == "hold">>
-	There are posted (and very strict) guidelines for the use of force against non-citizens residents, forbidding the use of heavy weapons or indiscriminate fire.
-<<elseif $securityForceRulesOfEngagement == "limited">>
-	There are some guidelines posted regarding the use of force against non-citizens, forbidding general indiscriminate fire.
-<<elseif $securityForceRulesOfEngagement == "free">>
-	Guidelines regarding the use of force are completely absent from the deployment information screens. A note affixed to the screen, probably from a soldier, says: "Pop 'em if you see 'em - better than target practice!" Another one on top of that, from The Colonel, says: "Don't shoot the pretty ones, you fucking morons, or I'll kill you myself. They're worth good money or good for fun - do you idiots really want to have to fuck month-old stock?"
-<</if>>
-</div>
-
-<div style="margin-left:2em">
-<<if $securityForceAccountability == "strict">>
-	On several screens, there are prominent warnings regarding the severe disciplinary procedures that will be taken against soldiers who commit crimes while on deployment.
-<<elseif $securityForceAccountability == "some">>
-	On several screens, there are some minor warnings regarding the mild disciplinary procedures that may be taken against soldiers who commit especially severe crimes while on deployment.
-<<elseif $securityForceAccountability == "none">>
-	There are no warnings or information regarding disciplinary procedures on any of the screens. Near one of them, a waste basket has been dragged over and a soldier has posted a note above it that says: "For Old World Complaints and Warrants."
-<</if>>
-</div>
-
-<br>
-
-//You arrive at the barracks' common area, a nest of bars, pleasure dens, public spaces, and other facilities catering to the soldiers' needs and giving them somewhere to spend their free time, since they do not mingle with your citizens on the higher levels or exit the arcology except on deployment. It is well-occupied by the soldiers not currently tasked with duties, and they respectfully move out of your way as you approach, clearing a path for you to move forward.//
-
-<br><br>
-
-<div style="margin-left:2em">
-<<if $securityForceDepravity <= 0.3 && $ColonelCore == "kind">>
-	The amenities are staffed by menial slaves, captured by the soldiers on their excursions. They are wearing plain jumpsuits and slim identification collars to set them apart from the soldiers, and look resigned but not fearful. The soldiers themselves socialize at the bars, in small groups around tables, and in the gambling parlours. Many of them can be seen entering or leaving the dens occupied by the sexual slaves they have acquired. Laughter from the carousing soldiers can be heard at all times. Small groups of slaves move freely between the plaza and their basic accommodations attached to the barracks.
-<<elseif $securityForceDepravity <= 0.6 && $ColonelCore == "kind">>
-	The amenities are staffed by menial slaves, captured by the soldiers on their excursions. They are topless, wearing only utilitarian pants and leather collars to set them apart from the soldiers, and occasionally shoot fearful looks at the soldiers. The soldiers themselves socialize at the bars, or in large groups around tables, leering at and groping slaves of interest as they pass by. Many of them can be seen entering or leaving the dens occupied by the sexual slaves they have acquired, and often emerge only partially dressed, sometimes pulling half-naked slaves out with them.
-<<elseif $securityForceDepravity <= 0.9>>
-	The amenities are staffed by menial slaves, captured by the soldiers on their excursions. They are topless, wearing only utilitarian shorts and steel collars to set them apart from the soldiers, and often shoot fearful looks at the soldiers. The soldiers themselves socialize at the bars, or in large groups around tables, leering at and heavily groping slaves of interest as they pass by. Many of them can be seen entering or leaving the dens occupied by the sexual slaves they have acquired, and often emerge stark naked, sometimes pulling naked slaves out with them for one last servicing in public. A few soldiers stagger around in drunken hazes or drugged-out stupors.
-<<elseif $securityForceDepravity <= 1.2>>
-	The amenities are staffed by menial slaves, captured by the soldiers on their excursions. They are topless, wearing only a single undergarment and heavy steel collars to set them apart from the soldiers, and often shoot fearful looks at the soldiers. The soldiers occupy themselves primarily with sex, pulling slaves onto benches and fucking them hard in public. Many soldiers stagger around or lie passed out from drug and alcohol abuse.
-<<elseif $securityForceDepravity >= 1.5 && ($ColonelCore == "Warmonger" || $ColonelCore != "Shell Shocked")>>
-	The amenities are staffed by menial slaves, captured by the soldiers on their excursions. To a one, they are naked, and are wearing heavy shock collars to force obedience. Most are wild-eyed with fear or dull-eyed from mental collapse, and many others bear marks of abuse. Few of the slaves are here long-term, the depraved pleasures of the soldiers resulting in enormous turnover and loss of 'damaged' stock. The extreme libations of the soldiers are ever-present. Drunken soldiers stagger around everywhere, beating slaves too slow to get out of their way. Others lie sprawled out on the ground, rendered senseless from heavy drug abuse. Some walk around naked, and hold slaves down on the benches scattered around, raping or sodomizing them with their cocks or their personal strap-ons as they desire. In alcoves, some soldier-lover pairs fuck loudly, moaning in pleasure.
-	<<if random(1,100) > 50>>
-		Off to the side, a group of soldiers brutally gangbang a very young slave girl, with one soldier buried balls-deep in her ass, another brutally sawing a barbed strap-on in and out of her pussy, and a third with his cock forced deep down her throat. The slave girl struggles and gags, desperate for breath or relief.
-	<<elseif random(1,100) > 50>>
-		Off to the side, a group of soldiers cackle amongst themselves as they take turns beating a very young slave girl with heavy batons. Sickening crunches can be heard from the screaming slave.
-	<<elseif random(1,100) > 75>>
-		Off to the side, still more soldiers crowd around an above-ground pit built from empty crates, gambling on slave gladiator fights. There's a drunken cheer as one of the fighters, a very young slave girl, straddles another one and smashes her face in with a blood-slick ammo crate. As she stands, shaking from fear and adrenaline, one of the soldiers laughs and throws a small incendiary grenade at her, changing the cheers to curses as the other soldiers jump away from the flaming, screeching slave.
-	<<else>>
-		Screams and cries of pain can be heard echoing around the area as the soldiers have their fun with their property.
-	<</if>>
-<<else>>
-	The amenities are staffed by menial slaves, captured by the soldiers on their excursions.
-<</if>>
-</div>
-
-<br>
-
-//In the middle of the common area is a pile of supply crates with a pavilion on top - The Colonel's personal throne and open quarters, the result of her preferring to live an extreme lifestyle amongst her soldiers rather than in her empty quarters on the upper levels. It's draped with the 'flag' of $securityForceName, one of her inventions. Sprawled all around it is an immense quantity of; alcohol, hard drugs, clothes, electronic devices, huge amounts of cash, jewels and precious metals looted from the outside world.//
-
-<br><br>
-
-<div style="margin-left:2em">
-<<if random(1,100) > 50>>
-	_Name raises a hand in greeting and nods as you approach. She is sprawled on a couch, wearing only her combat suit tank top and fingerless gloves. She's holding a near-empty bottle of strong liquor in her hand and you can see a naked slave girl kneeling on the floor between her legs. The Colonel has her legs wrapped tightly around the girl's head, forcing the girl to service her if she wants to breathe. The Colonel is close to her climax then suddenly tenses her lower body thus gripping the girl even tighter and throws her head back in ecstasy as she orgasms. She lets out a long breath finally releasing the girl, giving her a hard smack and shouting at her to fuck off.<br><br> The Colonel finishes off her bottle, tossing it over her shoulder then leaning back on the couch and spreading her legs wide. You look down briefly, falling into your habits of inspection. Her pussy is completely devoid of hair with heavy labia in with a very large and hard clit peaking out. Beads of moisture, the result of her excitation, are visible, and you can tell from long experience that she would be tight as a vise. You return your gaze to her face to find her smirking at you. "Like what you see, boss?" She waves her hand at the plaza around her, "So do they. But you're not here for pussy. You're here to talk business. So, what's up?"
-<<elseif random(1,100) > 50>>
-	_Name is in no condition initially to greet you. She's naked except for one sock that gives you a very good view of her muscled, taut body while lounging with her feet on the table and the rest on her couch. She is face down in a drugged-out stupor in the middle of a wide variety of powders and pills. Perhaps sensing your approach, her head suddenly shoots up and looks at you with unfocused, bloodshot eyes. "Sorry, boss," she slurs, wiping her face and weakly holding up a hand. "Hold on a second, I need something to help me out here. Long fucking night." She struggles to sit on the couch and bending over the table, loudly snorts up some of the white powder on it. "Ahhh, fuck," she says, breathing heavily.<br><br> She shakes her head powerfully now looking at you, her eyes once again alert and piercing. "That's better," she says, leaning back on the couch and giving you another good view of her assets. "So, boss," she begins, "what brings you down here to our little clubhouse? I trust you're happy with how we've been handling things out there?" You nod. "Excellent", she laughs. "I have to say; it's nice to have a place like this while having some top-end gear and to be able to have fun out there without worrying about anyone coming back on us. Good fucking times." She laughs again. "So - I'm assuming you want something?"
-<<elseif random(1,100) > 70 && $securityForceDepravity >= 1.5 && ($ColonelCore == "cruel")>>
-	_Name is relaxing on her couch stark naked, greeting you with a raised hand. Between her tightly clenched legs is a slave girl being forced to eat her out. "Hey, boss, what's -" she breaks off as a flash of pain crosses her features. "Fucking bitch!" she exclaims, pulling her legs away and punching the slave girl in the face. She pushes the girl to the ground, straddling her then begins hitting. You hear one crunch after another as The Colonel's powerful blows shatter the girl's face. She hisses from between clenched teeth, each word accompanied by a brutal punch. "How. Many. Fucking. Times. Have. I. Told. You. To. Watch. Your. Fucking. Teeth. On. My. Fucking. Clit!" She leans back, exhaling heavily. Before leaning back down to grip apply pressure onto the girl's neck with her powerful hands. Wordlessly, she increases the pressure and soon the girl begins to turn blue as she struggles to draw breath. Eventually her struggles weaken and then finally, end.<br><br> The Colonel relaxes her grip then wipes her brow, clearing away the sweat from her exertion. Finally rising from the girl's body, relaxing back on the couch and putting her feet back up on the table. "Sorry about that boss," she says, shrugging. "So many of these bitches we pick up from the outside don't understand that they have to behave." Shaking her head in frustration, "Now I need to find another one. But that's not your problem - you're here to talk business. So, what's up?"
-<<else>>
-	_Name is topless while reviewing the particulars of her unit on a tablet as you approach. She raises a hand in greeting. "Hey boss," she says, noticing you looking at her chest. She laughs. "Nice, aren't they? But they're not for you or them." She throws a thumb at the plaza around her. "You're down here for a reason, though. What can I do for you?"
-<</if>>
-</div>
diff --git a/src/pregmod/SecForceEX/SpecialForceUpgradeDec.tw b/src/pregmod/SecForceEX/SpecialForceUpgradeDec.tw
deleted file mode 100644
index 8d399a0b529..00000000000
--- a/src/pregmod/SecForceEX/SpecialForceUpgradeDec.tw
+++ /dev/null
@@ -1,470 +0,0 @@
-:: SpecialForceUpgradeDec [nobr]
-
-&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ''Barracks:''
-<<switch $securityForceArcologyUpgrades>>
-<<case 0>>
-	 Is currently quite basic, consisting of little more than a dormitory, armory, a processing facility for human spoils, and a common area, sectioned off by stacks of empty supply crates. The cavernous space, however, is ripe for expansion.
-<<case 1>>
-	 Has become more permanent, expanding into free space, erecting permanent dividers, and sectioning off an area for use as a garage and vehicle maintenance bay.
-<<case 2>>
-	 Has added a facility for the storage, maintenance, and deployment of armed combat drones, and added storage facilities for the soldiers to store their personal spoils in.
-<<case 3>>
-	 Has added additional support personnel and equipment, allowing the potential procurement of heavier infantry armor, fighting vehicles, and combat drones.
-<<case 4>>
-	 Has expanded tremendously, adding an aerial control facility and express elevator connecting to a ring of launch pads and hangars built around the arcology's upper levels. Additional facilities have been added for soldier recreation, and Spartan quarters for live-in slaves, both menial and service, have been installed.
-<<case 5>>
-	 Has (mostly) taken on the appearance of a professional military installation, with clearly delineated soldier and logistical areas, dedicated support and recreation facilities, in addition to advanced command and control apparatus. As a final measure, heavy, long range, electromagnetic railgun artillery pieces have been installed in casemates along the aerial launch pads, giving $securityForceName an immense superiority in local firepower.
-<<case 6>>
-	 Has (mostly) taken on the appearance of a professional military installation, with clearly defined soldier and logistical areas, dedicated support and recreation facilities, and advanced command and control apparatus. As a final measure, quad heavy, long range, electromagnetic railgun artillery pieces have been installed in casemates along the aerial launch pads, giving $securityForceName an immense superiority in local firepower.
-<<case 7>>
-	 Has (mostly) taken on the appearance of a professional military installation, with clearly defined soldier and logistical areas, dedicated support and recreation facilities, and advanced command and control apparatus. As a final measure, quad heavy, long range, electromagnetic railgun artillery pieces have been installed in fortified EMP/jammer resistant casemates along the aerial launch pads, giving $securityForceName an immense superiority in local firepower.
-<<case 8>>
-	 Has (mostly) taken on the appearance of a professional military installation, with clearly defined soldier and logistical areas, dedicated support and recreation facilities, and advanced command and control apparatus. As final measures, quad heavy, long range, electromagnetic railgun artillery pieces have been installed in fortified EMP/jammer resistant casemates along the aerial launch pads and a powerful arcology wide electromagnetic force field has been installed, giving $securityForceName an immense superiority in local firepower.
-<<case 9>>
-	 Has (mostly) taken on the appearance of a professional military installation, with clearly defined soldier and logistical areas, dedicated support and recreation facilities, and advanced command and control apparatus. As final measures, quad heavy, long range, electromagnetic railgun artillery 356 cm pieces have been installed in fortified EMP/jammer resistant casemates along the aerial launch pads and a powerful arcology wide electromagnetic force field has been installed, giving $securityForceName an immense superiority in local firepower.
-<<case 10>>
-	 Has (mostly) taken on the appearance of a professional military installation, with clearly defined soldier and logistical areas, dedicated support and recreation facilities, and advanced command and control apparatus. As final measures, quad heavy, long range, electromagnetic railgun artillery 406 cm pieces have been installed in fortified EMP/jammer resistant casemates along the aerial launch pads and a powerful arcology wide electromagnetic force field has been installed, giving $securityForceName an immense superiority in local firepower.
-<<case 11>>
-	 Has (mostly) taken on the appearance of a professional military installation, with clearly defined soldier and logistical areas, dedicated support and recreation facilities, and advanced command and control apparatus. As final measures, quad heavy, long range, double-barreled electromagnetic railgun artillery 406 cm pieces have been installed in fortified EMP/jammer resistant casemates along the aerial launch pads and a powerful arcology wide electromagnetic force field has been installed, giving $securityForceName an immense superiority in local firepower.
-<<case 12>>
-	 Has (mostly) taken on the appearance of a professional military installation, with clearly defined soldier and logistical areas, dedicated support and recreation facilities, and advanced command and control apparatus. As final measures, quad heavy, long range, tri-barreled electromagnetic railgun artillery 406 cm pieces have been installed in fortified EMP/jammer resistant casemates along the aerial launch pads and a powerful arcology wide electromagnetic force field has been installed, giving $securityForceName an immense superiority in local firepower.
-<<case 13>>
-	 Has (mostly) taken on the appearance of a professional military installation, with clearly defined soldier and logistical areas, dedicated support and recreation facilities, and advanced command and control apparatus. As final measures, quad heavy, long range, tri-barreled electromagnetic railgun artillery 406 cm pieces have been installed in fortified EMP/jammer resistant casemates along the aerial launch pads and a powerful arcology wide electromagnetic force field has been installed, giving $securityForceName an immense superiority in local firepower.
-	<br>After pooling resources between several departmental R&D teams, $securityForceName now has a faster and much more efficient custom network.
-<<case 14>>
-	 Has (mostly) taken on the appearance of a professional military installation, with clearly defined soldier and logistical areas, dedicated support and recreation facilities, and advanced command and control apparatus. As final measures, quad heavy, long range, tri-barreled electromagnetic railgun artillery 406 cm pieces have been installed in fortified EMP/jammer resistant casemates along the aerial launch pads and a powerful arcology wide electromagnetic force field has been installed, giving $securityForceName an immense superiority in local firepower.
-	<br>After pooling resources between several departmental R&D teams, $securityForceName now has a faster and much more efficient custom network. <br>'Borrowed' old world designs for a kill house.
-<<case 15>>
-	 Has (mostly) taken on the appearance of a professional military installation, with clearly defined soldier and logistical areas, dedicated support and recreation facilities, and advanced command and control apparatus. As final measures, quad heavy, long range, tri-barreled electromagnetic railgun artillery 406 cm pieces have been installed in fortified EMP/jammer resistant casemates along the aerial launch pads and a powerful arcology wide electromagnetic force field has been installed, giving $securityForceName an immense superiority in local firepower.
-	<br>After pooling resources between several departmental R&D teams, $securityForceName now has a faster and much more efficient custom network. <br>Added electronics to the kill house.
-<<case 16>>
-	 Has (mostly) taken on the appearance of a professional military installation, with clearly defined soldier and logistical areas, dedicated support and recreation facilities, and advanced command and control apparatus. As final measures, quad heavy, long range, tri-barreled electromagnetic railgun artillery 406 cm pieces have been installed in fortified EMP/jammer resistant casemates along the aerial launch pads and a powerful arcology wide electromagnetic force field has been installed, giving $securityForceName an immense superiority in local firepower.
-	<br>After pooling resources between several departmental R&D teams, $securityForceName now has a faster and much more efficient custom network. <br>Added VR support to the kill house.
-<</switch>>
-
-<br><br>
-&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
-<<if $securityForcePersonnel < 100>>
-	The barrack's large dormitories are sparsely occupied, the few members of $securityForceName residing within them concentrating together in a corner. The hundreds of empty beds and lockers visible herald the future.
-<<elseif $securityForcePersonnel < 300>>
-	The barrack's large dormitories are lightly occupied, with the <<print commaNum($securityForcePersonnel)>> members of $securityForceName starting to spread out across them.
-<<elseif $securityForcePersonnel < 500>>
-	The barrack's large dormitories are moderately occupied, though the <<print commaNum($securityForcePersonnel)>> members of $securityForceName residing within have a considerable amount of extra room.
-<<elseif $securityForcePersonnel < 700>>
-	The barrack's large dormitories are well-occupied, and the <<print commaNum($securityForcePersonnel)>> members of $securityForceName within have started to form small cliques based on section and row.
-<<elseif $securityForcePersonnel < 1500>>
-	The barrack's large dormitories are near capacity, and the <<print commaNum($securityForcePersonnel)>> members of $securityForceName often barter their personal loot, whether it be monetary or human, for the choicest bunks.
-<</if>>
-
-/*
-<<if $SupportFacility == 1>>
-	<br><br>
-	&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ''$SupportFacilityName:''
-	<<if $LieutenantColonel == 1>>
-		<<= SlaveFullName($LieutenantColonel)>> is the Lieutenant Colonel of $securityForceName, primarily in charge of this facility.
-	<</if>>
-	There are
-	<<if $SupportFacilitySlaves > 0>>
-		 ''$SupportFacilitySlaves''
-	<<else>>
-			''zero''
-	<</if>>
-	slaves serving in $SupportFacilityName.
-	The use of
-	<<if $SupportFacilityUpgrade == 3>>
-		a quantum teleportation system provides a massive
-	<<elseif $SupportFacilityUpgrade == 2>>
-		a rapid tube system provides a noticeable
-	<<elseif $SupportFacilityUpgrade == 1>>
-		specialized pathways provides a minor
-	<<else>>
-		general pathways does not provide a
-	<</if>>
-	boost to efficiency.
-	<br><<link "Enter the building then send a slave to serve in the HQ and facilities of $securityForceName">>
-		<<goto "SupportFacility">>
-	<</link>>
-<</if>>
-*/
-
-<br><br>
-&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ''Armoury:''
-<<switch $securityForceInfantryPower>>
-<<case 0>>
-	 Is well-stocked with high-quality personal weapons and light armour, but contains little in the way of exceptional armament.
-<<case 1>>
-	 Has large stocks of the absolute latest personal weapons and light armour, and has added first-generation exo-suits to improve soldier lethality.
-<<case 2>>
-	 Acquired advanced tactical helmets and second-generation exo-suits to further improve soldier lethality.
-<<case 3>>
-	 Replaced deployed exo-suits with basic enclosed combat armour suits, and has further begun to deploy early electromagnetic (coilgun) weaponry.
-<<case 4>>
-	 Has begun to equip the soldiers with more advanced combat armour suits, and has expanded its inventory of electromagnetic weaponry.
-<<case 5>>
-	 Acquired heavy weapon attachments for its combat armour suits, and has further sourced small advanced electromagnetic weaponry (miniaturized railguns) for the soldiers, ensuring that the infantry of $securityForceName is perhaps the most well-equipped in the world.
-<<case 6>>
-	 Acquired heavy weapon attachments for its combat armour suits, and has further sourced both small and medium advanced electromagnetic weaponry (miniaturized railguns) for the soldiers, ensuring that the infantry of $securityForceName is perhaps the most well-equipped in the world.
-<<case 7>>
-	 Acquired heavy weapon attachments for its combat armour suits, and has further sourced small/medium and large advanced electromagnetic weaponry (miniaturized railguns) for the soldiers, ensuring that the infantry of $securityForceName is perhaps the most well-equipped in the world.
-<<case 8>>
-	 Acquired heavy weapon attachments for its combat armour suits with basic thrusters, and has further sourced both small/medium and large advanced electromagnetic weaponry (miniaturized railguns) for the soldiers, ensuring that the infantry of $securityForceName is perhaps the most well-equipped in the world.
-<<case 9>>
-	 Acquired heavy weapon attachments for its combat armour suits with advanced thrusters, and has further sourced both small/medium and large advanced electromagnetic weaponry (miniaturized railguns) for the soldiers, ensuring that the infantry of $securityForceName is perhaps the most well-equipped in the world.
-<<case 10>>
-	 Acquired heavy weapon attachments for its combat armour suits with advanced thrusters,basic optical illusion kits, and has further sourced small/medium and large advanced electromagnetic weaponry (miniaturized railguns) for the soldiers, ensuring that the infantry of $securityForceName is perhaps the most well-equipped in the world.
-<<case 11>>
-	 Acquired heavy weapon attachments for its combat armour suits with advanced thrusters,advanced optical illusion kits, and has further sourced small/medium and large advanced electromagnetic weaponry (miniaturized railguns) for the soldiers, ensuring that the infantry of $securityForceName is perhaps the most well-equipped in the world.
-<<case 12>>
-	 Acquired heavy weapon attachments for its combat armour suits with advanced thrusters,advanced optical illusion kits, and has further sourced small/medium and large advanced nanite rather than electromagnetic weaponry (miniaturized nanite rifes) for the soldiers, ensuring that the infantry of $securityForceName is perhaps the most well-equipped in the world.
-<</switch>>
-
-<br><br>
-&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ''Stimulant Lab:''
-<<switch $securityForceStimulantPower>>
-<<case 0>>
-	 Is providing the soldiers with standard ephedrine-based stimulants.
-<<case 1>>
-	 Improved the formula of the ephedrine-based stimulants, concentrating them and increasing both their potency, and the effectiveness of the soldiers under their influence.
-<<case 2>>
-	 Replaced the soldiers' stimulants with methamphetamine-based variants, greatly increasing their alertness and aggressiveness when under their influence.
-<<case 3>>
-	 Improved and concentrated the methamphetamine-based stimulants, and has also begun providing soldiers with phencyclidine-based dissociatives, allowing the soldiers to excuse their actions in the field and reducing any reluctance to follow severe orders.
-<<case 4>>
-	 Has further refined the formulas of the methamphetamine-based stimulants and phencyclidine-based dissociatives, and has also begun providing tryptamine-based psychedelics to the soldiers, allowing them to avoid traumatic stress in the field.
-<<case 5>>
-	 Has maximally refined the formulas of the methamphetamine-based stimulants, phencyclidine-based dissociatives, and tryptamine-based psychedelics, increasing their effectiveness in all aspects and ensuring that the soldiers of $securityForceName go into combat wired, aggressive, and euphoric (if needed).
-<<case 6>>
-	 Has slightly refined the formulas of higher purity methamphetamine-based stimulants, phencyclidine-based dissociatives, and tryptamine-based psychedelics, increasing their effectiveness in all aspects and ensuring that the soldiers of $securityForceName go into combat wired, aggressive, and euphoric (if needed).
-<<case 7>>
-	 Has maximally refined the formulas of higher purity methamphetamine-based stimulants, phencyclidine-based dissociatives, and tryptamine-based psychedelics, increasing their effectiveness in all aspects and ensuring that the soldiers of $securityForceName go into combat wired, aggressive, and euphoric (if needed).
-<<case 8>>
-	 Has mixed the higher purity methamphetamine-based stimulants, phencyclidine-based dissociatives, and tryptamine-based psychedelics into a single dose further increasing their effectiveness in all aspects and ensuring that the soldiers of $securityForceName go into combat wired, aggressive, and euphoric (if needed). However side effects may include (no particular order): Dissociative Identity Disorder , severe clinical depression, unstoppable vomiting, extreme paranoia, PTSD, finally total organ failure. Recommended by 9/10 doctors*. <br>* Only the doctors of $securityForceName were consulted to ensure a completely unbiased result.
-<<case 9>>
-	 Has mixed the higher purity methamphetamine-based stimulants, phencyclidine-based dissociatives, and tryptamine-based psychedelics into a single dose further increasing their effectiveness in all aspects and ensuring that the soldiers of $securityForceName go into combat wired, aggressive, and euphoric (if needed). Potential side effects have been reduced slightly to "only mildly" severe ones: Dissociative Identity Disorder , severe clinical depression, unstoppable vomiting, extreme paranoia and PTSD. Now recommended by 15/10 doctors*. <br>* Only the doctors of $securityForceName were consulted to ensure a completely unbiased result.
-<<case 10>>
-	 Has increased the single dose strength of the mixture of higher purity methamphetamine-based stimulants, phencyclidine-based dissociatives, and tryptamine-based psychedelics which further increases their effectiveness in all aspects and ensuring that the soldiers of $securityForceName go into combat wired, aggressive, and euphoric (if needed) at the cost of lengthening the effects.
-	 <br>Potentinal side effects have been reduced slightly to "only mildly" severe ones: Dissociative Identity Disorder , severe clinical depression, unstoppable vomiting, extreme paranoia and PTSD. Now recommended by 15/10 doctors*. <br>* Only the doctors of $securityForceName were consulted to ensure a completely unbiased result.
-<</switch>>
-
-<<if _Garage > 0 && $securityForceArcologyUpgrades >= 1>>
-<br><br>
-&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ''Garage:''
-<<switch $securityForceVehiclePower>>
-<<case 0>>
-	 Contains basic, unarmoured vehicles for use by the soldiers, primarily high-end civilian vehicles with jury-rigged crew-served weapons.
-<<case 1>>
-	 Replaced its technical fleet with armed military utility vehicles. It has also sourced customized, high-volume slave transports for better securing human spoils.
-<<case 2>>
-	 Has added a number of light infantry fighting vehicles to its fleet, and acquired more slave transports to keep up with demand.
-<<case 3>>
-	 Acquired improved infantry fighting vehicles, and has also added some mobile artillery and other support vehicles.
-<<case 4>>
-	 Acquired some heavier armoured vehicles to augment the infantry fighting vehicles and expanded their inventory of artillery and support vehicles.
-<<case 5>>
-	 Replaced both its armoured and support vehicles with the most advanced variants possible, making the mobile unit of $securityForceName far superior to anything in the arcology's immediate area.
-<<case 6>>
-	 Replaced both its armoured and support vehicles with the most advanced light variants possible, making the mobile unit of $securityForceName far superior to anything in the arcology's immediate area.
-<<case 7>>
-	 Replaced both its armoured and support vehicles with the most advanced light and medium variants possible, making the mobile unit of $securityForceName far superior to anything in the arcology's immediate area.
-<<case 8>>
-	 Replaced both its armoured and support vehicles with the most advanced light, medium and heavy variants possible, making the mobile unit of $securityForceName far superior to anything in the arcology's immediate area.
-<</switch>>
-
-<<if $securityForceHeavyBattleTank > 0>>
-<br>''Heavy Battle Tank:''
-<<switch $securityForceHeavyBattleTank>>
-<<case 1>>
-	A basic heavy battle tank has been 'borrowed' from the old world.
-<<case 2>>
-	Modernised the armour.
-<<case 3>>
-	Modernised the armour and upgraded the main gun to a 356 cm barrel.
-<</switch>>
-<</if>>
-<</if>>
-
-<<if $securityForceArcologyUpgrades >= 4>>
-<br><br>
-&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ''Hangar:''
-<br>
-''Airforce:''
-<<switch $securityForceAircraftPower>>
-<<case 0>>
-	Primarily consists of light transport VTOL's equipped with non-lethal weaponry.
-<<case 1>>
-	Upgraded light transport VTOL's with additional fire-power and lethal weaponry.
-<<case 2>>
-	The VTOL's have been upgraded to higher-capacity variants with heavier weaponry.
-<<case 3>>
-	The medium transport VTOL's have been upgraded with enhanced armour and customized cargo compartments to better transport captured stock.
-<<case 4>>
-	Acquired specialized attack VTOL's to complement and escort its advanced transport fleet, as well as to provide close air support.
-<<case 5>>
-	Upgraded its attack VTOL's for enhanced lethality, and further improved the armour and armament of its transport VTOL's, ensuring that the airfleet of $securityForceName is amongst the most capable still in operation in the area.
-<<case 6>>
-	Upgraded its attack VTOL's for enhanced lethality/speed, and further improved the armour and armament of its transport VTOL's, ensuring that the airfleet of $securityForceName is amongst the most capable still in operation in the area.
-<<case 7>>
-	Upgraded its attack VTOL's for enhanced lethality/speed/armour, and further improved the armour and armament of its transport VTOL's, ensuring that the airfleet of $securityForceName is amongst the most capable still in operation in the area.
-<<case 8>>
-	Upgraded its attack VTOL's for enhanced lethality/speed/armour, and further improved the armour and armament of its transport VTOL's, ensuring that the airfleet of $securityForceName is amongst the most capable still in operation in the area. <br>Also It now possesses a basic old world bomber.
-<<case 9>>
-	Upgraded its attack VTOL's for enhanced lethality/speed/armour, and further improved the armour and armament of its transport VTOL's, ensuring that the airfleet of $securityForceName is amongst the most capable still in operation in the area. <br>Improved the bomber's engines.
-<<case 10>>
-	Upgraded its attack VTOL's for enhanced lethality/speed/armour, and further improved the armour and armament of its transport VTOL's, ensuring that the airfleet of $securityForceName is amongst the most capable still in operation in the area. <br>Improved the bomber's engines and armour.
-<</switch>>
-<<if $securityForceSpacePlanePower > 0>>
-<br>''Space Plane:''
-<<switch $securityForceSpacePlanePower>>
-	<<case 1>>
-		A basic twin engine space plane has been 'borrowed' from the old world.
-	<<case 2>>
-		Upgraded the shielding, reducing both potential heat damage and radar signature.
-	<<case 3>>
-		Upgraded the shielding, reducing both potential heat damage and radar signature, also mounted another engine on top of the tail.
-	<<case 4>>
-		Upgraded the shielding, reducing both potential heat damage and radar signature, mounted another engine on top of the tail and modernized the electronics.
-	<<case 5>>
-		Upgraded the shielding, reducing both potential heat damage and radar signature, mounted another engine on top of the tail, modernized the electronics in addition to the fuel lines to increase efficiency.
-		<<case 6>>
-		Upgraded the shielding, reducing both potential heat damage and radar signature, mounted another engine on top of the tail. Modernized the electronics in addition to the fuel lines to increase efficiency and the engines to allow for more efficient fuel.
-	<<case 7>>
-		Upgraded the shielding, reducing both potential heat damage and radar signature, mounted another engine on top of the tail. Modernized the electronics in addition to the fuel lines to increase efficiency and the engines to allow for more efficient fuel. Reduced the weight and reworked the body to reduce drag.
-	<<case 8>>
-		Upgraded the shielding, reducing both potential heat damage and radar signature, mounted another engine on top of the tail. Modernized the electronics in addition to the fuel lines to increase efficiency and the engines to allow for more efficient fuel. Reduced the weight and reworked the body to reduce drag. Increased the crew comfort and life support systems to increase operational time.
-	<<case 9>>
-		Upgraded the shielding, reducing both potential heat damage and radar signature, mounted another engine on top of the tail. Modernized the electronics in addition to the fuel lines to increase efficiency and the engines to allow for more efficient fuel. Reduced the weight and reworked the body to reduce drag. Increased the crew comfort and life support systems to increase operational time. Added an engine per wing which greatly increases acceleration and raises the top speed to mach 15, making the Space Plane of $securityForceName untouchable.
-	<<case 10>>
-		Upgraded the shielding, reducing both potential heat damage and radar signature, mounted another engine on top of the tail. Modernized the electronics in addition to the fuel lines to increase efficiency and the engines to allow for more efficient fuel. Reduced the weight and reworked the body to reduce drag. Increased the crew comfort and life support systems to increase operational time. Added an engine per wing which greatly increases acceleration and raises the top speed to mach 15, making the Space Plane of $securityForceName untouchable. Replaced the skin with a basic optical illusion kit.
-	<<case 11>>
-		Upgraded the shielding, reducing both potential heat damage and radar signature, mounted another engine on top of the tail. Modernized the electronics in addition to the fuel lines to increase efficiency and the engines to allow for more efficient fuel. Reduced the weight and reworked the body to reduce drag. Increased the crew comfort and life support systems to increase operational time. Added an engine per wing which greatly increases acceleration and raises the top speed to mach 15, making the Space Plane of $securityForceName untouchable. Replaced the skin with an advanced optical illusion kit.
-	<<case 12>>
-		Upgraded the shielding, reducing both potential heat damage and radar signature, mounted another engine on top of the tail. Modernized the electronics in addition to the fuel lines to increase efficiency and the engines to allow for more efficient fuel. Reduced the weight and reworked the body to reduce drag. Increased the crew comfort and life support systems to increase operational time. Added VTOL capabilities into an additional engine per wing which greatly increases acceleration and raises the top speed to Mach 15, making the Space Plane of $securityForceName untouchable. Replaced the skin with an advanced optical illusion kit.
-<</switch>>
-<</if>>
-<<if $securityForceFortressZeppelin > 0>>
-<br>''Fortress Zeppelin:''
-<<switch $securityForceFortressZeppelin>>
-	<<case 1>>
-		A basic fortress Zeppelin has been 'borrowed' from the old world.
-	<<case 2>>
-		Modernized the armour.
-	<<case 3>>
-		Modernized the armour and weaponry.
-	<<case 4>>
-		Modernized the armour and weaponry. Improved the speaker system.
-<</switch>>
-<</if>>
-<<if $securityForceAC130 > 0>>
-<br>''AC130:''
-<<switch $securityForceAC130>>
-	<<case 1>>
-		A basic AC-130 has been 'borrowed' from the old world.
-	<<case 2>>
-		Modernized the armour.
-	<<case 3>>
-		Modernized the armour and weaponry.
-	<<case 4>>
-		Modernized the armour, weaponry and electronics.
-	<<case 5>>
-		Modernized the armour, weaponry, electronics and crew seating.
-	<<case 6>>
-		Modernized the armour, weaponry, electronics and crew seating. Increased the speed and maneuverability.
-<</switch>>
-<</if>>
-<<if $securityForceHeavyTransport > 0>>
-<br>''Heavy Transport:''
-<<switch $securityForceHeavyTransport>>
-	<<case 1>>
-		A basic heavy transport has been 'borrowed' from the old world.
-	<<case 2>>
-		Modernized the armour.
-	<<case 3>>
-		Modernized the armour and engines.
-	<<case 4>>
-		Modernized the armour and engines. Replaced the ballistic gun mounts with electromagnetic ones.
-<</switch>>
-<</if>>
-<</if>>
-
-<<if $securityForceArcologyUpgrades >= 2>>
-<br><br>
-&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ''Drone Bay:''
-<<switch $securityForceDronePower>>
-<<case 0>>
-	 Contains a small number of 're-purposed' non-military drones from the arcology's original contingent.
-<<case 1>>
-	 Replaced the security drones with basic, lightly-armored military combat models possessing integrated small arms.
-<<case 2>>
-	 Replaced its basic military drones with more advanced models and added a number of support drones carrying heavy weaponry to its fleet.
-<<case 3>>
-	 Acquired even more advanced models of both the standard combat drones and the heavy support drones, and expanded its numbers of both.
-<<case 4>>
-	 Has acted to upgrade both the standard and support models of drones to carry basic electromagnetic weaponry, improving their overall combat effectiveness.
-<<case 5>>
-	 Improved the electromagnetic armament of its drones by mounting both miniaturized and heavy railguns on them. In addition further sourcing numerous models of drones for roles as diverse as reconnaissance, independent slave capture and swarming tactics.
-<<case 6>>
-	 Acquired even lighter advanced armored combat Drones with electromagnetic weaponry, advanced heavy Drones with electromagnetic support weaponry along with specialized Drones for reconnaissance, capture, and swarm tactics.
-<<case 7>>
-	 Acquired even lighter advanced thicker armored combat Drones with electromagnetic weaponry, advanced heavy Drones with electromagnetic support weaponry along with specialized Drones for reconnaissance, capture, and swarm tactics.
-<<case 8>>
-	 Acquired even lighter advanced thicker armored combat Drones with nanite rather than electromagnetic weaponry, advanced heavy Drones with electromagnetic support weaponry along with specialized Drones for reconnaissance, capture, and swarm tactics.
-<</switch>>
-<</if>>
-
-<<if (_LaunchBayNO > 0 || _LaunchBayO > 0) && $securityForceArcologyUpgrades >= 4>>
-<br><br>
-&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ''Launch Bay:''
-<<if $securityForceSatellitePower > 0>>
-<br>''Satellite:''
-<<switch $securityForceSatellitePower>>
-	<<case 1>>
-		A basic Satellite has been 'borrowed' from the old world.
-	<<case 2>>
-		Modernized the electronics.
-	<<case 3>>
-		Modernized the electronics, wiring, and circuitry.
-	<<case 4>>
-		Modernized the electronics, wiring, and circuitry. Installed a basic localized communications jammer to the Satellite (excludes your own frequencies with little to no leeway) that will "slightly" anger locals until it is deactivated.
-	<<case 5>>
-		Modernized the electronics, wiring, and circuitry. An advanced communications jammer is installed in the Satellite, increasing the AO localization, reducing the number of affected equipment.
-	<<case 6>>
-		Modernized the electronics, wiring, and circuitry. Boosted the advanced comms jammer power by 25% (now can damage affected equipment).
-	<<case 7>>
-		Modernized the electronics, wiring, and circuitry. Boosted the power of the advanced comms jammer by 50% (now can destroy affected equipment).
-	<<case 8>>
-		Modernized the electronics, wiring, and circuitry. Boosted the power of the advanced comms jammer by 50% (now can destroy affected equipment). The Satellite is now equipped with a basic EMP generator (advanced EMP hardening was applied before the insulation and activation) that will "slightly" anger locals until it is deactivated.
-	<<case 9>>
-		Modernized the electronics, wiring, and circuitry. Boosted the power of the advanced comms jammer by 50% (now can destroy affected equipment). The Satellite is now equipped with an advanced EMP generator by, increasing the AO localization which reduces the quantity of affected equipment.
-	<<case 10>>
-		Modernized the electronics, wiring, and circuitry. Boosted the power of the advanced comms jammer by 50% (now can destroy affected equipment) and the output of the advanced EMP generator by 25% (now can damage affected equipment).
-	<<case 11>>
-		Modernized the electronics, wiring, and circuitry. Boosted the power of the advanced comms jammer by 50% (now can destroy affected equipment) and the output of the advanced EMP generator by 50% (now can destroy affected equipment).
-	<<case 12>>
-		Modernized the electronics, wiring, and circuitry. Boosted the power of the advanced comms jammer by 50% (now can destroy affected equipment) and the output of the advanced EMP generator by 50% (now can destroy affected equipment). Provided R&D funds to be able to shoot a concentrated beam of pure energy that is able to level an entire city block. It required overhauling the battery system and shielding.
-	<<case 13>>
-		Modernized the electronics, wiring, and circuitry. Boosted the power of the advanced comms jammer by 50% (now can destroy affected equipment) and the output of the advanced EMP generator by 50% (now can destroy affected equipment). Provided R&D funds to focus the beam enough to level a suburb.
-	<<case 14>>
-		Modernized the electronics, wiring, and circuitry. Boosted the power of the advanced comms jammer by 50% (now can destroy affected equipment) and the output of the advanced EMP generator by 50% (now can destroy affected equipment). Provided R&D funds to focus the beam enough to level a block of houses.
-	<<case 15>>
-		Modernized the electronics, wiring, and circuitry. Boosted the power of the advanced comms jammer by 50% (now can destroy affected equipment) and the output of the advanced EMP generator by 50% (now can destroy affected equipment). Provided R&D funds to focus the beam enough to level a single house.
-	<<case 16>>
-		Modernized the electronics, wiring, and circuitry. Boosted the power of the advanced comms jammer by 50% (now can destroy affected equipment) and the output of the advanced EMP generator by 50% (now can destroy affected equipment). Provided R&D funds to focus the beam enough to level 366 cm.
-	<<case 17>>
-		Modernized the electronics, wiring, and circuitry. Boosted the power of the advanced comms jammer by 50% (now can destroy affected equipment) and the output of the advanced EMP generator by 50% (now can destroy affected equipment). Provided R&D funds to focus the beam enough to level 30 cm.
-	<<case 18>>
-		Modernized the electronics, wiring, and circuitry. Boosted the power of the advanced comms jammer by 50% (now can destroy affected equipment) and the output of the advanced EMP generator by 50% (now can destroy affected equipment). Provided R&D funds to focus the beam enough to level 15 cm.
-	<<case 19>>
-		Modernized the electronics, wiring, and circuitry. Boosted the power of the advanced comms jammer by 50% (now can destroy affected equipment) and the output of the advanced EMP generator by 50% (now can destroy affected equipment). Provided R&D funds to switch the 15 cm wide beam from laser to nanites.
-	<<case 20>>
-		Modernized the electronics, wiring, and circuitry. Boosted the power of the advanced comms jammer by 50% (now can destroy affected equipment) and the output of the advanced EMP generator by 50% (now can destroy affected equipment). Provided R&D funds to switch the 15 cm wide beam from laser to nanites and allow the beam to be split (if needed).
-	<<case 21>>
-		Modernized the electronics (in addition to overclocking), wiring and circuitry. Boosted the power of the advanced comms jammer by 50% (now can destroy affected equipment) and the output of the advanced EMP generator by 50% (now can destroy affected equipment). Provided R&D funds to switch the 15 cm wide beam from laser to nanites and allow the beam to be split (if needed).
-<</switch>>
-<</if>>
-<<if $securityForceGiantRobot > 0>>
-<br>''Giant Robot'':
-<<switch $securityForceGiantRobot>>
-	<<case 1>>
-		An old world giant robot has been 'Borrowed'.
-	<<case 2>>
-		Upgraded the wiring and circuitry.
-	<<case 3>>
-		Upgraded the wiring, circuitry, and power efficiency.
-	<<case 4>>
-		Upgraded the wiring, circuitry, and power efficiency. Reduced the weight.
-	<<case 5>>
-		Upgraded the wiring, circuitry, power efficiency, and battery capacity. Reduced the weight.
-	<<case 6>>
-		Upgraded the wiring, circuitry, power efficiency, battery capacity, and armor. Reduced the weight.
-	<<case 7>>
-		Upgraded the wiring, circuitry, power efficiency, battery capacity, armor and weapons to include heat seeking missiles plus a massive long sword in addition to quad 356 cm back mounted electromagnetic cannons.
-	<<case 8>>
-		Upgraded the wiring, circuitry, power efficiency, battery capacity, armor and weapons to include heat seeking missiles plus a massive long sword in addition to quad 356 cm back mounted electromagnetic cannons and the amount of pilots to two via a synced neural link.
-	<<case 9>>
-		Upgraded the wiring, circuitry, power efficiency, battery capacity, armor and weapons to include heat seeking missiles plus a massive long sword in addition to quad 356 cm back mounted electromagnetic cannons. Increased the number of pilots to two via a synced neural link. Improved the life support systems, allowing for longer operational time.
-	<<case 10>>
-		Upgraded the wiring, circuitry, power efficiency, battery capacity, armor and weapons to include heat seeking missiles plus a massive long sword in addition to quad 356 cm back mounted electromagnetic cannons. Increased the number of pilots to two via a synced neural link. Improved the life support systems, allowing for longer operational time. Replaced the skin of $securityForceName's giant robot with a basic optical illusion kit.
-	<<case 11>>
-		Upgraded the wiring, circuitry, power efficiency, battery capacity, armor and weapons to include heat seeking missiles plus a massive long sword in addition to quad 356 cm back mounted electromagnetic cannons. Increased the number of pilots to two via a synced neural link. Improved the life support systems, allowing for longer operational time. Replaced the skin of $securityForceName's giant robot with an advanced optical illusion kit.
-	<<case 12>>
-		Upgraded the wiring, circuitry, power efficiency, battery capacity, armor and weapons to include heat seeking missiles, a massive long sword, quad 356 cm back mounted nanite rather than electromagnetic cannons. Increased the number of pilots to two via a synced neural link. Improved the life support systems, allowing for longer operational time. Replaced the skin of $securityForceName's giant robot with an advanced optical illusion kit.
-	<<case 13>>
-		Upgraded the wiring, circuitry, power efficiency, battery capacity, armor and weapons to include heat seeking missiles, a massive long sword, quad 356 cm back mounted nanite rather than electromagnetic cannons. Increased the number of pilots to two via a synced neural link. Improved the life support systems, allowing for longer operational time. Replaced the skin of $securityForceName's giant robot with an advanced optical illusion kit. Added hover capabilities.
-	<<case 14>>
-		Upgraded the wiring, circuitry, power efficiency, battery capacity, armor and weapons to include heat seeking missiles, a massive long sword, quad 356 cm back mounted nanite rather than electromagnetic cannons and a massive wrist mounted shield. Increased the number of pilots to two via a synced neural link. Improved the life support systems, allowing for longer operational time. Replaced the skin of $securityForceName's giant robot with an advanced optical illusion kit. Added hover capabilities.
-	<<case 15>>
-		Upgraded the wiring, circuitry, power efficiency, battery capacity, armor and weapons to include heat seeking missiles, a massive long sword, quad 356 cm back mounted nanite rather than electromagnetic cannons, a massive wrist mounted shield and electric fists. Increased the number of pilots to two via a synced neural link. Improved the life support systems, allowing for longer operational time. Replaced the skin of $securityForceName's giant robot with an advanced optical illusion kit. Added hover capabilities.
-	<<case 16>>
-		Upgraded the wiring, circuitry, power efficiency, battery capacity, armor and weapons to include heat seeking missiles, a massive long sword, quad 356 cm back mounted nanite rather than electromagnetic cannons, a massive wrist mounted shield and electric fists. Increased the number of pilots to two via a synced neural link. Improved the life support systems, allowing for longer operational time. Replaced the skin of $securityForceName's giant robot with an advanced optical illusion kit. Added hover capabilities. Overclocked the movement systems allowing for greater mobility.
-<</switch>>
-<</if>>
-<<if $securityForceMissileSilo > 0>>
-<br>''Missile Silo:''
-<<switch $securityForceMissileSilo>>
-	<<case 1>>
-		A basic missile silo has been 'borrowed' from the old world.
-	<<case 2>>
-		Modernized the launching electronics.
-	<<case 3>>
-		Modernized the launching electronics, wiring and circuitry.
-<</switch>>
-<</if>>
-<</if>>
-
-<<if _NavalYard > 0 && ($terrain == "oceanic" || $terrain == "marine")>>
-<br><br>
-&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ''Naval Yard:''
-<<if $securityForceAircraftCarrier > 0>>
-<br>''Aircraft Carrier:''
-<<switch $securityForceAircraftCarrier>>
-	<<case 1>>
-		A basic aircraft carrier has been 'borrowed' from the old world.
-	<<case 2>>
-		Modernized the electronics.
-	<<case 3>>
-		Modernized the electronics and weaponry.
-	<<case 4>>
-		Modernized the electronics, weaponry and armor.
-	<<case 5>>
-		Modernized the electronics, weaponry and armor. Added an EMP generator.
-	<<case 6>>
-		Modernized the electronics, weaponry and armor. Added an EMP generator and laser designator.
-<</switch>>
-<</if>>
-<<if $securityForceSubmarine > 0>>
-<br>''Submarine:''
-<<switch $securityForceSubmarine>>
-	<<case 1>>
-		A basic submarine has been 'borrowed' from the old world.
-	<<case 2>>
-		Modernized the engines for speed.
-	<<case 3>>
-		Modernized the engines for speed and silence.
-	<<case 4>>
-		Modernized the engines for speed and silence. Upgraded the hull for silence.
-	<<case 5>>
-		Modernized the engines for speed and silence. Upgraded the hull for silence and weaponry.
-	<<case 6>>
-		Modernized the engines for speed and silence. Upgraded the hull for silence, weaponry and air scrubbers, allowing it to stay submerged for longer.
-	<<case 7>>
-		Modernized the engines for speed and silence. Upgraded the hull for silence, weaponry and air scrubbers, allowing it to stay submerged for longer. Overclocked the sonar, increasing its ping speed.
-<</switch>>
-<</if>>
-<<if $securityForceHeavyAmphibiousTransport > 0>>
-<br>''Heavy Amphibious Transport:''
-<<switch $securityForceHeavyAmphibiousTransport>>
-	<<case 1>>
-		A basic heavy amphibious transport has been 'borrowed' from the old world.
-	<<case 2>>
-		Modernized the armor.
-	<<case 3>>
-		Modernized the armor and speed.
-	<<case 4>>
-		Modernized the armor and speed. Added miniaturized railguns in all four corners.
-	<<case 5>>
-		Modernized the armor and speed. Added miniaturized railguns in all four corners and a laser designator in the middle.
-	<<case 6>>
-		Modernized the armor and speed. Replaced the corner miniaturized railguns with nanite ones while keeping the laser designator in the middle.
-<</switch>>
-<</if>>
-<</if>>
\ No newline at end of file
diff --git a/src/pregmod/SecForceEX/SpecialForceUpgradeOptions.tw b/src/pregmod/SecForceEX/SpecialForceUpgradeOptions.tw
deleted file mode 100644
index d120d7aa0a0..00000000000
--- a/src/pregmod/SecForceEX/SpecialForceUpgradeOptions.tw
+++ /dev/null
@@ -1,602 +0,0 @@
-:: SpecialForceUpgradeOptions [nobr]
-<<set _costDebuff = 1>>
-<<set $HackingSkillMultiplier = HSM()>>
-<<if ($SFAO < _max) && $securityForceUpgradeToken == 0>>
-<span id="resultX">
-	<br>Which facility or equipment do you wish _Name to upgrade this week?
-	<<if _Barracks < 1 || _Barracks < 2 || _Barracks < 4>><br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;More barracks upgrades are required to unlock further options.<</if>>
-
-		<<if $securityForceUpgradeToken == 0 && _Barracks < 5>>
-			<br><<link "Barracks">>
-			<<replace "#resultX">><br>
-				"Sure, boss." she says, nodding. "Expanding the facilities here should help us support more cool shit." She laughs, picks up a tablet, and taps a few commands on it. "I'll get right on it."
-				<<set $securityForceUpgradeToken = 1, $securityForceArcologyUpgrades++, $cash -= 100000*$Env*_costDebuff>>
-			<</replace>>
-			<</link>> // Costs <<print cashFormat(100000*$Env*_costDebuff)>> //
-		<<elseif $securityForceUpgradeToken == 0 && $securityForceArcologyUpgrades < _BarracksMax && $TierTwoUnlock == 1>>
-			<<switch _Barracks>>
-			<<case 5>>
-				<<set _arcCost = 1500000>>
-			<<case 6>>
-				<<set _arcCost = 2000000>>
-			<<case 7>>
-				<<set _arcCost = 3500000>>
-			<<case 8>>
-				<<set _arcCost = 5500000>>
-			<<case 9>>
-				<<set _arcCost = 1250000>>
-			<<case 10>>
-				<<set _arcCost = 3500000>>
-			<<case 11>>
-				<<set _arcCost = 6000000>>
-			<<case 12>>
-				<<set _arcCost = 25000000>>
-			<<case 13>>
-				<<set _arcCost = 50000000>>
-			<<case 14>>
-				<<set _arcCost = 60000000>>
-			<<case 15>>
-				<<set _arcCost = 95000000>>
-			<</switch>>
-			<br><<link "Barracks">>
-			<<replace "#resultX">><br>
-				"Sure, boss." she says, nodding. "Expanding the facilities here should help us support more cool shit." She laughs, picks up a tablet, and taps a few commands on it. "I'll get right on it."
-				<<set $securityForceUpgradeToken = 1, $securityForceArcologyUpgrades++, $cash -= _arcCost*$Env*_costDebuff>>
-			<</replace>>
-			<</link>> // Costs <<print cashFormat(_arcCost*$Env*_costDebuff)>> //
-		<<elseif $securityForceUpgradeToken == 0 && $securityForceArcologyUpgrades == 12 && _Armoury >= 11 && _StimulantLab >= 7 && $securityForceVehiclePower >= 7 && $securityForceAircraftPower >= 8 && $securityForceSpacePlanePower >= 11 && $securityForceFortressZeppelin >= 3 && $securityForceAC130 >= 5 && _DroneBay >= 6 && $securityForceSatellitePower >= 16>>
-			<br><<link "Barracks">>
-			<<replace "#resultX">><br>
-				"Sure, boss." she says, nodding. "Expanding the facilities here should help us support more cool shit." She laughs, picks up a tablet, and taps a few commands on it. "I'll get right on it."
-				<<set $securityForceUpgradeToken = 1, $securityForceArcologyUpgrades++, $cash -= _arcCost*$Env*_costDebuff>>
-			<</replace>>
-			<</link>> // Costs <<print cashFormat(_arcCost*$Env*_costDebuff)>> //
-		<<elseif $securityForceUpgradeToken == 0 && $securityForceArcologyUpgrades == 13>>
-			<br><<link "Barracks">>
-			<<replace "#resultX">><br>
-				"Sure, boss." she says, nodding. "Expanding the facilities here should help us support more cool shit." She laughs, picks up a tablet, and taps a few commands on it. "I'll get right on it."
-				<<set $securityForceUpgradeToken = 1, $securityForceArcologyUpgrades++, $cash -= _arcCost*$Env*_costDebuff>>
-			<</replace>>
-			<</link>> // Costs <<print cashFormat(_arcCost*$Env*_costDebuff)>> //
-		<</if>>
-		<<if _Barracks == _BarracksMax>>
-			<br>//$securityForceName has fully upgraded the barracks to support its activities//
-		<</if>>
-
-		/* 
-		<<if $securityForceUpgradeToken == 0 && $TierTwoUnlock == 1 && $SupportFacility == 0>>
-			<br><<link "Support Facility">>
-				<<replace "#resultX">><br>
-				"Sure, boss." she says, nodding. "Creating a specialised area for any slaves you send to assist us will benefical to everyone."
-				<<set $securityForceUpgradeToken = 1, $SupportFacility++, $cash -= Math.trunc(15000000*(Math.max(0.99,$SFAO)/10)*$Env*_costDebuff)>> 
-				<<set $SFIDs = [], $SupportFacilityDecoration = "standard", $SupportFacilityName = "The Support Facility", $SupportFacilityEfficiency = 0>>
-				<<set $SupportFacility = 5, $SupportFacilitySlaves = 0, $LieutenantColonel = 0>>
-				<</replace>>
-			<</link>> // Costs <<print cashFormat(Math.trunc(15000000*(Math.max(0.99,$SFAO)/10)*$Env)*_costDebuff)>> //
-		<</if>>
-		*/
-
-		<<if $securityForceUpgradeToken == 0 && _Armoury < 5>>
-			<br><<link "Armoury">>
-				<<replace "#resultX">><br>
-				"Sure, boss." she says, nodding. "The boys'll like having some new guns and armour to help them out there." She laughs. "Don't think the poor bastards they'll be shooting will thank you though." She picks up a tablet and taps a few commands on it. "I'll get right on it."
-				<<set $securityForceUpgradeToken = 1, $securityForceInfantryPower++, $cash -= 40000*$Env*_costDebuff>>
-				<</replace>>
-			<</link>> // Costs <<print cashFormat(40000*$Env*_costDebuff)>> //
-		<<elseif $securityForceUpgradeToken == 0 && _Armoury < _ArmouryMax && $TierTwoUnlock == 1>>
-			<br><<link "Armoury">>
-				<<replace "#resultX">><br>
-					"Sure, boss." she says, nodding. "The boys'll like having some new guns and armour to help them out there." She laughs. "Don't think the poor bastards they'll be shooting will thank you though." She picks up a tablet and taps a few commands on it. "I'll get right on it."
-				<<set $securityForceUpgradeToken = 1, $securityForceInfantryPower++, $cash -= 450000*$Env*_costDebuff>>
-				<</replace>>
-			<</link>> // Costs <<print cashFormat(450000*$Env*_costDebuff)>> //
-		<</if>>
-		<<if _Armoury == _ArmouryMax>>
-			<br>//$securityForceName has fully upgraded the armoury to support its activities.//
-		<</if>>
-
-			<<if $securityForceUpgradeToken == 0 && _StimulantLab < 5>>
-			<br><<link "Stimulant Lab">>
-				<<replace "#resultX">><br>
-				"Sure, boss." she says, nodding. "The boys are going to like hearing that they'll be getting new stims. Some of them can't get enough." She laughs, sweeping her arm at a corner of the throne, where dozens of empty stimulant injectors are piled. "I might be one of them. Either way, the fucks out there aren't going to like us once we're on the new juice." She picks up a tablet and taps a few commands on it. "I'll get right on it."
-				<<set $securityForceUpgradeToken = 1, $securityForceStimulantPower++, $cash -= 40000*$Env*_costDebuff>>
-				<</replace>>
-			<</link>> // Costs <<print cashFormat(40000*$Env*_costDebuff)>> //
-		<<elseif $securityForceUpgradeToken == 0 && _StimulantLab < _StimulantLabMax && $TierTwoUnlock == 1>>
-			<<switch _StimulantLab>>
-			<<case 5>>
-				<<set _drugCost = 126500>>
-			<<case 6>>
-				<<set _drugCost = 226500>>
-			<<case 7>>
-				<<set _drugCost = 20000000>>
-			<<case 8>>
-				<<set _drugCost = 25000000>>
-			<<case 9>>
-				<<set _drugCost = 35000000>>
-			<</switch>>
-			<br><<link "Stimulant Lab">>
-				<<replace "#resultX">><br>
-				"Sure, boss." she says, nodding. "The boys are going to like hearing that they'll be getting new stims. Some of them can't get enough." She laughs, sweeping her arm at a corner of the throne, where dozens of empty stimulant injectors are piled. "I might be one of them. Either way, the fucks out there aren't going to like us once we're on the new juice." She picks up a tablet and taps a few commands on it. "I'll get right on it."
-				<<set $securityForceUpgradeToken = 1, $securityForceStimulantPower++, $cash -= _drugCost*$Env*_costDebuff>>
-				<</replace>>
-			<</link>> // Costs <<print cashFormat(_drugCost*$Env*_costDebuff)>> //
-		<<elseif $securityForceUpgradeToken == 0 && _StimulantLab == 7 && _Armoury >= 11 && $securityForceVehiclePower >= 7 && $securityForceAircraftPower >= 8 && $securityForceSpacePlanePower >= 11 && $securityForceFortressZeppelin >= 3 && $securityForceAC130 >= 5 && _DroneBay >= 6 && $securityForceSatellitePower >= 16 && _Barracks >= 13>>
-			<br><<link "Stimulant Lab">>
-				<<replace "#resultX">><br>
-				"Sure, boss." she says, nodding. "The boys are going to like hearing that they'll be getting new stims. Some of them can't get enough." She laughs, sweeping her arm at a corner of the throne, where dozens of empty stimulant injectors are piled. "I might be one of them. Either way, the fucks out there aren't going to like us once we're on the new juice." She picks up a tablet and taps a few commands on it. "I'll get right on it."
-				<<set $securityForceUpgradeToken = 1, $securityForceStimulantPower++, $cash -= _drugCost*$Env*_costDebuff>>
-				<</replace>>
-			<</link>> // Costs <<print cashFormat(_drugCost*$Env*_costDebuff)>> //
-		<</if>>
-		<<if _StimulantLab == _StimulantLabMax>>
-			<br>//$securityForceName has fully upgraded the stimulant lab to support its activities.//
-		<</if>>
-
-		<<if $securityForceUpgradeToken == 0 && _Barracks >= 1 && _Garage < _GarageMax && (_T1FullUpgradesGarage != "True" || $TierTwoUnlock == 1)>>
-		<br><<link "Garage">>
-		<<replace "#resultX">>
-		<span id="resultB">
-		<br>"Which unit do you wish to upgrade or 'borrow'?"
-		<<link "Go back">>
-			<<goto "SFM Barracks">>
-		<</link>>
-
-			<<if $securityForceUpgradeToken == 0 && $securityForceVehiclePower < 5>>
-				<br><<link "Light and medium vehicles">>
-					<<replace "#resultB">><br>
-					"Sure, boss." she says, nodding. "Some new wheels should help a lot." She laughs. "The scum out there don't seem to like it when we roll up on them in something better than their piece of shit junkers." She picks up a tablet and taps a few commands on it. "I'll get right on it."
-					<<set $securityForceUpgradeToken = 1, $securityForceVehiclePower++, $cash -= 60000*$Env*_costDebuff>>
-					<</replace>>
-				<</link>>// Costs <<print cashFormat(60000*$Env*_costDebuff)>> //
-			<<elseif $securityForceUpgradeToken == 0 && $securityForceVehiclePower < _LightAndMediumVehiclesMax && $TierTwoUnlock == 1>>
-				<<if $securityForceVehiclePower < 6>>
-					<<set _vehCost = 250000>>
-				<<elseif $securityForceVehiclePower == 6>>
-					<<set _vehCost = 300000>>
-				<<elseif $securityForceVehiclePower == 7>>
-					<<set _vehCost = 490000>>
-				<</if>>
-				<br><<link "Light and medium vehicles">>
-					<<replace "#resultB">><br>
-					"Sure, boss." she says, nodding. "Some new wheels should help a lot." She laughs. "The scum out there don't seem to like it when we roll up on them in something better than their piece of shit junkers." She picks up a tablet and taps a few commands on it. "I'll get right on it."
-					<<set $securityForceUpgradeToken = 1, $securityForceVehiclePower++, $cash -= _vehCost*$Env*_costDebuff>>
-					<</replace>>
-				<</link>> // Costs <<print cashFormat(_vehCost*$Env*_costDebuff)>> //
-			<</if>>
-			<<if $securityForceVehiclePower == _LightAndMediumVehiclesMax>>
-				<br>//$securityForceName has fully upgraded the vehicle fleet to support its activities.//
-			<</if>>
-
-			<<if $securityForceUpgradeToken == 0 && $securityForceHeavyBattleTank < 1 && $TierTwoUnlock == 1>>
-					<br><<link "A heavy battle tank">>
-					<<replace "#resultB">><br>
-					"Sure, boss." she says, nodding. "A heavy battle tank should help a lot." She laughs. "The scum out there don't seem to like it when we roll up on them in something better than their piece of shit junkers." She picks up a tablet and taps a few commands on it. "I'll get right on it."
-					<<set $securityForceUpgradeToken = 1, $securityForceHeavyBattleTank++, $cash -= 6000000*$Env*_costDebuff>>
-					<</replace>>
-				<</link>>// Costs <<print cashFormat(6000000*$Env*_costDebuff)>> //
-			<<elseif $securityForceUpgradeToken == 0 && $securityForceHeavyBattleTank >= 1 && $securityForceHeavyBattleTank < _HeavyBattleTankMax>>
-				<<if $securityForceHeavyBattleTank < 2>>
-					<<set _hbtCost = 7500000>>
-				<<elseif $securityForceHeavyBattleTank == 2>>
-					<<set _hbtCost = 850000>>
-				<</if>>
-				<br><<link "heavy battle tank">>
-				<<replace "#resultB">><br>
-					"Sure, boss." she says, nodding. "Upgrading the heavy battle tank should help a lot." She laughs. "The scum out there don't seem to like it when we roll up on them in something better than their piece of shit junkers." She picks up a tablet and taps a few commands on it. "I'll get right on it."
-					<<set $securityForceUpgradeToken = 1, $securityForceHeavyBattleTank++, $cash -= _hbtCost*$Env*_costDebuff>>
-					<</replace>>
-				<</link>> // Costs <<print cashFormat(_hbtCost*$Env*_costDebuff)>> //
-			<</if>>
-			<<if $securityForceHeavyBattleTank == _HeavyBattleTankMax>>
-				<br>//$securityForceName has fully upgraded the heavy battle tank to support its activities.//
-			<</if>>
-
-		</span>
-		<</replace>>
-		<</link>>
-		<</if>>
-		<<if _Garage >= _GarageMax>>//<br>$securityForceName has fully upgraded the garage to support its activities.//<</if>>
-
-		<<if $securityForceUpgradeToken == 0 && _Barracks >= 4 && _Hangar < _HangarMax && (_T1FullUpgradesAirforce != "True" || $TierTwoUnlock == 1)>>
-		<br><<link "Hangar">>
-		<<replace "#resultX">>
-		<span id="resultY">
-		<br>"Which unit do you wish to upgrade or 'borrow'?"
-		<<link "Go back">>
-			<<goto "SFM Barracks">>
-		<</link>>
-
-			<<if $securityForceUpgradeToken == 0 && $securityForceAircraftPower < 5>>
-				<br><<link "Light and medium aircraft">>
-					<<replace "#resultY">><br>
-					"Sure, boss." she says, nodding. "Some new VTOLs would be great." She laughs. "They're the real multiplier over the scum out there. Not much a looter gang can do against air support." She picks up a tablet and taps a few commands on it. "I'll get right on it."
-					<<set $securityForceUpgradeToken = 1, $securityForceAircraftPower++, $cash -= 70000*$Env*_costDebuff>>
-					<</replace>>
-				<</link>> // Costs <<print cashFormat(70000*$Env*_costDebuff)>> //
-			<<elseif $securityForceUpgradeToken == 0 && $securityForceAircraftPower < _AircraftMax && $TierTwoUnlock == 1>>
-				<<switch $securityForceAircraftPower>>
-				<<case 5>>
-					<<set _airCost = 275000>>
-				<<case 6>>
-					<<set _airCost = 325000>>
-				<<case 7>>
-					<<set _airCost = 575000>>
-				<<case 8>>
-					<<set _airCost = 675000>>
-				<<case 9>>
-					<<set _airCost = 775000>>
-				<</switch>>
-				<br><<link "Light and medium aircraft">>
-					<<replace "#resultY">><br>
-					"Sure, boss." she says, nodding. "Some new VTOLs would be great." She laughs. "They're the real multiplier over the scum out there. Not much a looter gang can do against air support." She picks up a tablet and taps a few commands on it. "I'll get right on it."
-					<<set $securityForceUpgradeToken = 1, $securityForceAircraftPower++, $cash -= _airCost*$Env*_costDebuff>>
-					<</replace>>
-				<</link>> // Costs <<print cashFormat(_airCost*$Env*_costDebuff)>> //
-			<</if>>
-			<<if $securityForceAircraftPower == _AircraftMax>>
-				<br>//$securityForceName has fully upgraded the air fleet to support its activities.//
-			<</if>>
-
-			<<if $securityForceUpgradeToken == 0 && $TierTwoUnlock == 1 && $securityForceSpacePlanePower < 1>>
-				<br><<link "A space plane">>
-					<<replace "#resultY">><br>
-					"Sure, boss." she says, nodding. "A orbital plane should help a lot." She laughs. "The scum out there don't seem to like it when we have eyes they can't hit." She picks up a tablet and taps a few commands on it. "I'll get right on it."
-					<<set $securityForceUpgradeToken = 1, $securityForceSpacePlanePower++, $cash -= 475000*$Env*$HackingSkillMultiplier*_costDebuff>>
-					<</replace>>
-				<</link>> // Costs <<print cashFormat(475000*$Env*$HackingSkillMultiplier*_costDebuff)>> //
-			<<elseif $securityForceUpgradeToken == 0 && $securityForceSpacePlanePower >= 1 && $securityForceSpacePlanePower < _SpacePlaneMax>>
-				<<if $securityForceSpacePlanePower < 4>>
-					<<set _spCost = 5000000>>
-				<<elseif $securityForceSpacePlanePower == 4>>
-					<<set _spCost = 7500000>>
-				<<elseif $securityForceSpacePlanePower == 5>>
-					<<set _spCost = 8500000>>
-				<<elseif $securityForceSpacePlanePower == 6>>
-					<<set _spCost = 9500000>>
-				<<elseif $securityForceSpacePlanePower == 7>>
-					<<set _spCost = 1250000>>
-				<<elseif $securityForceSpacePlanePower == 8>>
-					<<set _spCost = 1750000>>
-				<<elseif $securityForceSpacePlanePower == 9 && $securityForceInfantryPower >= 10>>
-					<<set _spCost = 2500000>>
-				<<elseif $securityForceSpacePlanePower == 10>>
-					<<set _spCost = 3500000>>
-				<<elseif $securityForceSpacePlanePower == 10>>
-					<<set _spCost = 6500000>>
-				<<elseif $securityForceSpacePlanePower == 11>>
-					<<set _spCost = 9500000>>
-				<</if>>
-				<br><<link "Space plane">>
-					<<replace "#resultY">><br>
-					"Sure, boss." she says, nodding. "Upgrading the orbital plane should help a lot." She laughs. "The scum out there don't seem to like it when we have eyes they can't hit." She picks up a tablet and taps a few commands on it. "I'll get right on it."
-					<<set $securityForceUpgradeToken = 1, $securityForceSpacePlanePower++, $cash -= _spCost*$Env*$HackingSkillMultiplier*_costDebuff>>
-					<</replace>>
-				<</link>> // Costs <<print cashFormat(_spCost*$Env*$HackingSkillMultiplier*_costDebuff)>> //
-			<</if>>
-			<<if $securityForceSpacePlanePower == _SpacePlaneMax>>
-				<br>//$securityForceName has fully upgraded the space plane to support its activities.//
-			<</if>>
-
-			<<if $securityForceUpgradeToken == 0 && $TierTwoUnlock == 1 && $securityForceFortressZeppelin < 1>>
-				<br><<link "A fortress zeppelin">>
-					<<replace "#resultY">><br>
-					"Sure, boss." she says, nodding. "A fortress zeppelin would help a lot." She laughs. "The scum out there don't seem to like it when we have things that their shit equipment can't damage." She picks up a tablet and taps a few commands on it. "I'll get right on it."
-					<<set $securityForceUpgradeToken = 1, $securityForceFortressZeppelin++, $cash -= 3000000*$Env*_costDebuff>>
-					<</replace>><</link>> // Costs <<print cashFormat(3000000*$Env*_costDebuff)>> //
-			<<elseif $securityForceUpgradeToken == 0 && $securityForceFortressZeppelin >= 1 && $securityForceFortressZeppelin < _FortressZeppelinMax>>
-				<br><<link "Fortress zeppelin">>
-					<<replace "#resultY">><br>
-					"Sure, boss." she says, nodding. "Upgrading the Fortress Zeppelin, should help us gain a massive advantage." She laughs, picks up a tablet, and taps a few commands on it. "I'll get right on it."
-					<<set $securityForceUpgradeToken = 1, $securityForceFortressZeppelin++, $cash -= 2000000*$Env*_costDebuff>>
-					<</replace>>
-				<</link>> // Costs <<print cashFormat( 2000000*$Env*_costDebuff)>> //
-			<</if>>
-			<<if $securityForceFortressZeppelin == _FortressZeppelinMax>>
-				<br>//$securityForceName has fully upgraded the fortress zeppelin to support its activities.//
-			<</if>>
-
-			<<if $securityForceUpgradeToken == 0 && $TierTwoUnlock == 1 && $securityForceAC130 < 1>>
-				<br><<link "An AC-130">>
-					<<replace "#resultY">><br>
-					"Sure, boss." she says, nodding. "An AC-130 would help a lot." She laughs. "The scum out there don't seem to like it when we have things that their shit equipment can't damage." She picks up a tablet and taps a few commands on it. "I'll get right on it."
-					<<set $securityForceUpgradeToken = 1, $securityForceAC130++, $cash -= 3500000*$Env*$HackingSkillMultiplier*_costDebuff>>
-					<</replace>>
-				<</link>> // Costs <<print cashFormat(3500000*$Env*$HackingSkillMultiplier*_costDebuff)>> //
-			<<elseif $securityForceAC130 >= 1 && $securityForceAC130 < _AC130Max>>
-				<br><<link "AC-130">>
-					<<replace "#resultY">><br>
-					"Sure, boss." she says, nodding. "Upgrading the AC-130, should help us gain a massive advantage." She laughs, picks up a tablet, and taps a few commands on it. "I'll get right on it."
-					<<set $securityForceUpgradeToken = 1, $securityForceAC130++, $cash -= 2500000*$Env*$HackingSkillMultiplier*_costDebuff>>
-					<</replace>>
-				<</link>> // Costs <<print cashFormat(2500000*$Env*$HackingSkillMultiplier*_costDebuff)>> //
-			<</if>>
-			<<if $securityForceAC130 == _AC130Max>>
-				<br>//$securityForceName has fully upgraded the AC-130 to support its activities.//
-			<</if>>
-
-			<<if $securityForceUpgradeToken == 0 && $TierTwoUnlock == 1 && $securityForceHeavyTransport < 1>>
-				<br><<link "A heavy transport">>
-					<<replace "#resultY">><br>
-					"Sure, boss." she says, nodding. "A heavy transport would help a lot." She laughs. "The scum out there don't seem to like it when we have things that their shit equipment can't damage." She picks up a tablet and taps a few commands on it. "I'll get right on it."
-					<<set $securityForceUpgradeToken = 1, $securityForceHeavyTransport++, $cash -= 4000000*$Env*_costDebuff>>
-					<</replace>><</link>> // Costs <<print cashFormat(4000000*$Env*_costDebuff)>> //
-			<<elseif $securityForceUpgradeToken == 0 && $securityForceHeavyTransport >= 1 && $securityForceHeavyTransport < _heavyTransportMax>>
-				<br><<link "Heavy transport">>
-					<<replace "#resultY">><br>
-					"Sure, boss." she says, nodding. "Upgrading the heavy transport, should help us gain a massive advantage." She laughs, picks up a tablet, and taps a few commands on it. "I'll get right on it."
-					<<set $securityForceUpgradeToken = 1, $securityForceHeavyTransport++, $cash -= 3000000*$Env*_costDebuff>>
-					<</replace>>
-				<</link>> // Costs <<print cashFormat( 3000000*$Env*_costDebuff)>> //
-			<</if>>
-			<<if $securityForceHeavyTransport == _heavyTransportMax>>
-				<br>//$securityForceName has fully upgraded the heavy transport to support its activities.//
-			<</if>>
-
-		</span>
-		<</replace>>
-		<</link>>
-		<</if>>
-		<<if _Hangar >= _HangarMax>>//<br>$securityForceName has fully upgraded the hangar to support its activities.//<</if>>
-
-		<<if $securityForceUpgradeToken == 0 && _DroneBay < 5 && _Barracks >= 2>>
-			<br><<link "Drone bay">>
-				<<replace "#resultX">>
-				"Sure, boss." she says, nodding. "Some new drones would be nice." She laughs. "The poor bastards out there shit themselves when they see combat drones fly over the horizon." She picks up a tablet and taps a few commands on it. "I'll get right on it."
-				<<set $securityForceUpgradeToken = 1, $securityForceDronePower++, $cash -= 45000*$Env*$HackingSkillMultiplier*_costDebuff>>
-				<</replace>>
-			<</link>> // Costs <<print cashFormat(45000*$Env*$HackingSkillMultiplier*_costDebuff)>> //
-		<<elseif $securityForceUpgradeToken == 0 && _DroneBay < _DroneBayMax && $TierTwoUnlock == 1>>
-			<br><<link "Drone bay">>
-				<<replace "#resultX">>
-				"Sure, boss." she says, nodding. "Some new drones would be nice." She laughs. "The poor bastards out there shit themselves when they see combat drones fly over the horizon." She picks up a tablet and taps a few commands on it. "I'll get right on it."
-				<<set $securityForceUpgradeToken = 1, $securityForceDronePower++, $cash -= 2000000*$Env*$HackingSkillMultiplier*_costDebuff>>
-				<</replace>>
-			<</link>> // Costs <<print cashFormat(2000000*$Env*$HackingSkillMultiplier*_costDebuff)>> //
-		<</if>>
-		<<if _DroneBay == _DroneBayMax>>
-			<br>//$securityForceName has fully upgraded the drone bay to support its activities.//
-		<</if>>
-
-		<<if $securityForceUpgradeToken == 0 && (_LaunchBayNO < _LaunchBayNOMax || _LaunchBayO < _LaunchBayOMax) && $TierTwoUnlock == 1>>
-			<br><<link "Launch Bay">>
-			<<replace "#resultX">>
-			<span id="resultZ">
-			<br>"Which unit do you wish to upgrade or 'borrow'?"
-			<<link "Go back">>
-				<<goto "SFM Barracks">>
-			<</link>>
-
-				<<if $securityForceUpgradeToken == 0 && $securityForceSatellitePower < 1>>
-					<br><<link "A Satellite">>
-						<<replace "#resultZ">><br>
-						"Sure, boss." she says, nodding. "A Satellite should help a lot." She laughs. "The scum out there don't seem to like it when we have eyes they can't hit." She picks up a tablet and taps a few commands on it. "I'll get right on it."
-						<<set $securityForceUpgradeToken = 1, $securityForceSatellitePower++, $cash -= 3750000*$Env*$HackingSkillMultiplier*_costDebuff>>
-						<</replace>>
-					<</link>> // Costs <<print cashFormat(3750000*$Env*$HackingSkillMultiplier*_costDebuff)>> //
-				<<elseif $securityForceUpgradeToken == 0 && $securityForceSatellitePower >= 1 && $securityForceSatellitePower < _SatelliteMax>>
-					<<switch $securityForceSatellitePower>>
-					<<case 11>>
-						<<set _satCost = 1500000>>
-					<<case 12>>
-						<<set _satCost = 1600000>>
-					<<case 13>>
-						<<set _satCost = 1700000>>
-					<<case 14>>
-						<<set _satCost = 1800000>>
-					<<case 15>>
-						<<set _satCost = 1900000>>
-					<<case 16>>
-						<<set _satCost = 25000000>>
-					<<case 17>>
-						<<set _satCost = 25000000>>
-					<<case 18>>
-						<<set _satCost = 30000000>>
-					<<case 19>>
-						<<set _satCost = 45000000>>
-					<<case 20 && $PC.hacking >= 75>>
-						<<set _satCost = 55000000>>
-					<<default>>
-						<<set _satCost = 2350000>>
-					<</switch>>
-					<br><<link "Satellite">>
-						<<replace "#resultZ">><br>
-						"Sure, boss." she says, nodding. "Upgrading the Satellite should help a lot." She laughs. "The scum out there don't seem to like it when we have eyes they can't hit." She picks up a tablet and taps a few commands on it. "I'll get right on it."
-						<<set $securityForceUpgradeToken = 1, $securityForceSatellitePower++, $cash -= _satCost*$Env*$HackingSkillMultiplier*_costDebuff>>
-						<</replace>>
-					<</link>> // Costs <<print cashFormat(_satCost*$Env*$HackingSkillMultiplier*_costDebuff)>> //
-				<<elseif $securityForceUpgradeToken == 0 && $securityForceSatellitePower == 20 && $PC.hacking >= 75>>
-					<br><<link "Satellite">>
-						<<replace "#resultZ">><br>
-						"Sure, boss." she says, nodding. "Upgrading the Satellite should help a lot." She laughs. "The scum out there don't seem to like it when we have eyes they can't hit." She picks up a tablet and taps a few commands on it. "I'll get right on it."
-						<<set $securityForceUpgradeToken = 1, $securityForceSatellitePower++, $cash -= _satCost*$Env*$HackingSkillMultiplier*_costDebuff>>
-						<</replace>>
-					<</link>> // Costs <<print cashFormat(_satCost*$Env*$HackingSkillMultiplier*_costDebuff)>> //
-			<</if>>
-				<<if $securityForceSatellitePower == _SatelliteMax>>
-					<br>//$securityForceName has fully upgraded the Satellite to support its activities.//
-				<</if>>
-
-			<<if $securityForceUpgradeToken == 0 && $securityForceGiantRobot < 1 && ($terrain != "oceanic" && $terrain != "marine")>>
-					<br><<link "A giant robot">>
-						<<replace "#resultZ">><br>
-						"Sure, boss." she says, nodding. "A giant robot would help a lot." She laughs. "The scum out there don't seem to like it when we have things that their shit equipment can't damage." She picks up a tablet and taps a few commands on it. "I'll get right on it."
-						<<set $securityForceUpgradeToken = 1, $securityForceGiantRobot++, $cash -= 50000000*$Env*$HackingSkillMultiplier*_costDebuff>>
-						<</replace>>
-					<</link>> // Costs <<print cashFormat(50000000*$Env*$HackingSkillMultiplier*_costDebuff)>> //
-			<<elseif $securityForceUpgradeToken == 0 && $securityForceGiantRobot >= 1 && $securityForceGiantRobot < _GiantRobotMax>>
-					<<if $securityForceGiantRobot < 3>>
-						<<set _robCost = 25000000>>
-					<</if>>
-					<<switch $securityForceGiantRobot>>
-					<<case 3>>
-						<<set _robCost = 4500000>>
-					<<case 4>>
-						<<set _robCost = 4500000>>
-					<<case 5>>
-						<<set _robCost = 6500000>>
-					<<case 6>>
-						<<set _robCost = 8500000>>
-					<<case 7>>
-						<<set _robCost = 9500000>>
-					<<case 8>>
-						<<set _robCost = 1050000>>
-					<<case 9 && $securityForceInfantryPower >= 10>>
-						<<set _robCost = 27500000>>
-					<<case 10>>
-						<<set _robCost = 3150000>>
-					<<case 11>>
-						<<set _robCost = 3200000>>
-					<<case 12>>
-						<<set _robCost = 4550000>>
-					<<case 13>>
-						<<set _robCost = 6550000>>
-					<<case 14>>
-						<<set _robCost = 8550000>>
-					<<case 15 $PC.hacking >= 75>>
-						<<set _robCost = 9550000>>
-					<</switch>>
-					<br><<link "Giant robot">>
-						<<replace "#resultZ">><br>
-						"Sure, boss." she says, nodding. "Upgrading the giant robot, should help us gain a massive advantage." She laughs, picks up a tablet, and taps a few commands on it. "I'll get right on it."
-						<<set $securityForceUpgradeToken = 1, $securityForceGiantRobot++, $cash -= _robCost*$Env*$HackingSkillMultiplier*_costDebuff>>
-						<</replace>>
-					<</link>> // Costs <<print cashFormat(_robCost*$Env*$HackingSkillMultiplier*_costDebuff)>> //
-			<<elseif $securityForceUpgradeToken == 0 && $securityForceGiantRobot == 15 && $PC.hacking >= 75>>
-					<br><<link "Giant robot">>
-						<<replace "#resultZ">><br>
-						"Sure, boss." she says, nodding. "Upgrading the giant robot, should help us gain a massive advantage." She laughs, picks up a tablet, and taps a few commands on it. "I'll get right on it."
-						<<set $securityForceUpgradeToken = 1, $securityForceGiantRobot++, $cash -= _robCost*$Env*$HackingSkillMultiplier*_costDebuff>>
-						<</replace>>
-					<</link>> // Costs <<print cashFormat(_robCost*$Env*$HackingSkillMultiplier*_costDebuff)>> //
-			<</if>>
-				<<if $securityForceGiantRobot == _GiantRobotMax && ($terrain != "oceanic" && $terrain != "marine")>>
-					<br>//$securityForceName has fully upgraded the giant robot to support its activities.//
-				<</if>>
-
-			<<if $securityForceUpgradeToken == 0 && $securityForceMissileSilo < 1 && ($terrain != "oceanic" && $terrain != "marine")>>
-					<br><<link "A missile silo">>
-						<<replace "#resultZ">><br>
-						"Sure, boss." she says, nodding. "A missile silo would help a lot." She laughs. "The scum out there don't seem to like it when we have things that their shit equipment can't damage." She picks up a tablet and taps a few commands on it. "I'll get right on it."
-						<<set $securityForceUpgradeToken = 1, $securityForceMissileSilo++, $cash -= 20000000*$Env*$HackingSkillMultiplier*_costDebuff>>
-						<</replace>>
-					<</link>> // Costs <<print cashFormat(20000000*$Env*$HackingSkillMultiplier*_costDebuff)>> //
-			<<elseif $securityForceUpgradeToken == 0 && $securityForceMissileSilo >= 1 && $securityForceMissileSilo < _MissileSiloMax>>
-					<<if $securityForceMissileSilo == 1>>
-						<<set _msCost = 2500000>>
-					<<elseif $securityForceMissileSilo == 2>>
-						<<set _msCost = 2950000>>
-					<</if>>
-					<br><<link "Missile silo">>
-						<<replace "#resultZ">><br>
-						"Sure, boss." she says, nodding. "Upgrading the missile silo, should help us gain a massive advantage." She laughs, picks up a tablet, and taps a few commands on it. "I'll get right on it."
-						<<set $securityForceUpgradeToken = 1, $securityForceMissileSilo++, $cash -= _msCost*$Env*$HackingSkillMultiplier*_costDebuff>>
-						<</replace>>
-					<</link>> // Costs <<print cashFormat(_msCost*$Env*$HackingSkillMultiplier*_costDebuff)>> //
-			<</if>>
-				<<if $securityForceMissileSilo == _MissileSiloMax && ($terrain != "oceanic" && $terrain != "marine")>><br>//$securityForceName has fully upgraded the missile silo to support its activities.//<</if>>
-
-			</span>
-			<</replace>>
-			<</link>>
-		<</if>>
-		<<if _LaunchBayNO >= _LaunchBayNOMax || _LaunchBayO >= _LaunchBayNOMax>>//<br>$securityForceName has fully upgraded the launch bay to support its activities.//<</if>>
-
-		<<if $securityForceUpgradeToken == 0 && ($terrain == "oceanic" || $terrain == "marine") && (_NavalYard < _NavalYardMax) && $TierTwoUnlock == 1>>
-			<br><<link "Naval Yard">>
-			<<replace "#resultX">>
-			<span id="resultA">
-			<br>"Which unit do you wish to upgrade or 'borrow'?"
-				<<link "Go back">>
-					<<goto "SFM Barracks">>
-				<</link>>
-
-				<<if $securityForceUpgradeToken == 0 && $securityForceAircraftCarrier < 1>>
-					<br><<link "An aircraft carrier">>
-						<<replace "#resultA">><br>
-						"Sure, boss." she says, nodding. "An aircraft carrier would help a lot." She laughs. "The scum out there don't seem to like it when we have things that their shit equipment can't damage." She picks up a tablet and taps a few commands on it. "I'll get right on it."
-						<<set $securityForceUpgradeToken = 1, $securityForceAircraftCarrier++, $cash -= 1500000*$Env*$HackingSkillMultiplier*_costDebuff>>
-						<</replace>>
-					<</link>> // Costs <<print cashFormat(1500000*$Env*$HackingSkillMultiplier*_costDebuff)>> //
-				<<elseif $securityForceUpgradeToken == 0 && $securityForceAircraftCarrier >= 1 && $securityForceAircraftCarrier < _AircraftCarrierMax>>
-					<br><<link "Aircraft carrier">>
-						<<replace "#resultA">><br>
-						"Sure, boss." she says, nodding. "Upgrading the aircraft carrier should help us gain a massive advantage." She laughs, picks up a tablet, and taps a few commands on it. "I'll get right on it."
-						<<set $securityForceUpgradeToken = 1, $securityForceAircraftCarrier++, $cash -= 25000000*$Env*$HackingSkillMultiplier*_costDebuff>>
-						<</replace>>
-					<</link>> // Costs <<print cashFormat(25000000*$Env*$HackingSkillMultiplier*_costDebuff)>> //
-				<</if>>
-				<<if $securityForceAircraftCarrier == _AircraftCarrierMax && ($terrain == "oceanic" || $terrain == "marine")>>
-					<br>//$securityForceName has fully upgraded the aircraft carrier to support its activities.//
-				<</if>>
-
-				<<if $securityForceUpgradeToken == 0 && $securityForceSubmarine < 1>>
-					<br><<link "A submarine">>
-						<<replace "#resultA">><br>
-						"Sure, boss." she says, nodding. "A submarine would help a lot." She laughs. "The scum out there don't seem to like it when we have things that their shit equipment can't damage." She picks up a tablet and taps a few commands on it. "I'll get right on it."
-						<<set $securityForceUpgradeToken = 1, $securityForceSubmarine++, $cash -= 1500000*$Env*$HackingSkillMultiplier*_costDebuff>>
-						<</replace>>
-					<</link>> // Costs <<print cashFormat(1500000*$Env*$HackingSkillMultiplier*_costDebuff)>> //
-				<<elseif $securityForceUpgradeToken == 0 && $securityForceSubmarine >= 1 && $securityForceSubmarine < _SubmarineMax>>
-					<<if $securityForceSubmarine < 4>>
-						<<set _subCost = 2500000>>
-					<<elseif $securityForceSubmarine == 4>>
-						<<set _subCost = 8500000>>
-					<<elseif $securityForceSubmarine == 5>>
-						<<set _subCost = 8650000>>
-					<<elseif $securityForceSubmarine == 6 && $PC.hacking >= 75>>
-						<<set _subCost = 8780000>>
-					<</if>>
-					<br><<link "Submarine">>
-						<<replace "#resultA">><br>
-						"Sure, boss." she says, nodding. "Upgrading the submarine, should help us gain a massive advantage." She laughs, picks up a tablet, and taps a few commands on it. "I'll get right on it."
-						<<set $securityForceUpgradeToken = 1, $securityForceSubmarine++, $cash -= _subCost*$Env*$HackingSkillMultiplier*_costDebuff>>
-						<</replace>>
-					<</link>> // Costs <<print cashFormat(_subCost*$Env*$HackingSkillMultiplier*_costDebuff)>> //
-				<<elseif $securityForceUpgradeToken == 0 && $securityForceSubmarine == 6 && $PC.hacking >= 75>>
-					<br><<link "Submarine">>
-						<<replace "#resultA">><br>
-						"Sure, boss." she says, nodding. "Upgrading the submarine, should help us gain a massive advantage." She laughs, picks up a tablet, and taps a few commands on it. "I'll get right on it."
-						<<set $securityForceUpgradeToken = 1, $securityForceSubmarine++, $cash -= _subCost*$Env*$HackingSkillMultiplier*_costDebuff>>
-						<</replace>>
-					<</link>> // Costs <<print cashFormat(_subCost*$Env*$HackingSkillMultiplier*_costDebuff)>> //
-				<</if>>
-				<<if $securityForceSubmarine == _SubmarineMax && ($terrain == "oceanic" || $terrain == "marine")>><br>//$securityForceName has fully upgraded the submarine to support its activities.//<</if>>
-
-				<<if $securityForceUpgradeToken == 0 && $securityForceHeavyAmphibiousTransport < 1>>
-					<br><<link "A heavy amphibious transport">>
-						<<replace "#resultA">><br>
-						"Sure, boss." she says, nodding. "A heavy amphibious transport would help a lot." She laughs. "The scum out there don't seem to like it when we have things that their shit equipment can't damage." She picks up a tablet and taps a few commands on it. "I'll get right on it."
-						<<set $securityForceUpgradeToken = 1, $securityForceHeavyAmphibiousTransport++, $cash -= 1500000*$Env*_costDebuff>>
-						<</replace>>
-					<</link>> // Costs <<print cashFormat(1500000*$Env*_costDebuff)>> //
-				<<elseif $securityForceUpgradeToken == 0&& $securityForceHeavyAmphibiousTransport >= 1 && $securityForceHeavyAmphibiousTransport < _HeavyAmphibiousTransportMax>>
-					<<switch $securityForceHeavyAmphibiousTransport>>
-					<<case 1>>
-						<<set _hatCost = 1500000>>
-					<<case 2>>
-						<<set _hatCost = 2500000>>
-					<<case 3>>
-						<<set _hatCost = 3000000>>
-					<<case 4>>
-						<<set _hatCost = 3500000>>
-					<<case 5>>
-						<<set _hatCost = 4000000>>
-					<</switch>>
-					<br><<link "Heavy amphibious transport">>
-						<<replace "#resultA">><br>
-						"Sure, boss." she says, nodding. "Upgrading the heavy amphibious transport, should help us gain a massive 	advantage." She laughs, picks up a tablet, and taps a few commands on it. "I'll get right on it."
-						<<set $securityForceUpgradeToken = 1, $securityForceHeavyAmphibiousTransport++, $cash -= _hatCost*$Env*_costDebuff>>
-						<</replace>>
-					<</link>> // Costs <<print cashFormat(_hatCost*$Env*_costDebuff)>> //
-				<</if>>
-				<<if $securityForceHeavyAmphibiousTransport == _HeavyAmphibiousTransportMax && ($terrain == "oceanic" || $terrain == "marine")>><br>//$securityForceName has fully upgraded the heavy amphibious transport to support its activities.//<</if>>
-
-			</span>
-			<</replace>>
-			<</link>>
-		<</if>>
-		<<if ($terrain == "oceanic" || $terrain == "marine") && (_NavalYard >= _NavalYardMax)>><br>$securityForceName has fully upgraded the naval yard to support its activities.//<</if>>
-
-</span>
-<</if>>
diff --git a/src/pregmod/SecForceEX/SpecialForceUpgradeTree.tw b/src/pregmod/SecForceEX/SpecialForceUpgradeTree.tw
deleted file mode 100644
index e3d4e54293e..00000000000
--- a/src/pregmod/SecForceEX/SpecialForceUpgradeTree.tw
+++ /dev/null
@@ -1,72 +0,0 @@
-:: SpecialForceUpgradeTree
-
-<<silently>>
-<<set _Barracks = $securityForceArcologyUpgrades>>
-	<<set _BarracksMax = 16>>
-
-<<set _SupportFacility = $SupportFacility>>
-	<<set _SupportFacilityMax = 1>>
-
-<<set _Armoury = $securityForceInfantryPower>>
-	<<set _ArmouryMax = 12>>
-
-<<set _StimulantLab = $securityForceStimulantPower>>
-	<<set _StimulantLabMax = 10>>
-
-<<set _Garage = $securityForceVehiclePower+$securityForceHeavyBattleTank>>
-	<<set _LightAndMediumVehiclesMax = 8>>
-	<<set _HeavyBattleTankMax = 3>>
-<<set _GarageMax = _LightAndMediumVehiclesMax+_HeavyBattleTankMax>>
-
-<<set _Hangar = $securityForceAircraftPower+$securityForceSpacePlanePower+$securityForceFortressZeppelin+$securityForceAC130+$securityForceHeavyTransport>>
-	<<set _AircraftMax = 10>>
-	<<set _SpacePlaneMax = 12>>
-	<<set _FortressZeppelinMax = 4>>
-	<<set _AC130Max = 6>>
-	<<set _heavyTransportMax = 4>>
-<<set _HangarMax = _AircraftMax+_SpacePlaneMax+_FortressZeppelinMax+_AC130Max+_heavyTransportMax>>
-
-<<set _DroneBay = $securityForceDronePower>>
-	<<set _DroneBayMax = 8>>
-
-/* Launch Bay */
-	<<if $PC.hacking >= 75>>
-		<<set _SatelliteMax = 21>>
-		<<set _GiantRobotMax = 16>>
-	<<else>>
-		<<set _SatelliteMax = 20>>
-		<<set _GiantRobotMax = 15>>
-	<</if>>
-	<<set _MissileSiloMax = 3>>
-	<<set _LaunchBayNO = $securityForceSatellitePower+$securityForceGiantRobot+$securityForceMissileSilo, _LaunchBayNOMax = _SatelliteMax+_GiantRobotMax+_MissileSiloMax>>
-
-	<<set _LaunchBayO = $securityForceSatellitePower>> 
-	<<if $PC.hacking >= 75>>
-		<<set _LaunchBayOMax = 21>>
-	<<else>>
-		<<set _LaunchBayOMax = 20>>
-	<</if>>
-
-	<<set _AircraftCarrierMax = 6>>
-	<<if $PC.hacking >= 75>>
-		<<set _SubmarineMax = 7>>
-	<<else>>
-		<<set _SubmarineMax = 6>>
-	<</if>>
-	<<set _HeavyAmphibiousTransportMax = 6>>
-<<set _NavalYardMax = _AircraftCarrierMax+_SubmarineMax+_HeavyAmphibiousTransportMax>>
-
-<<set _maxNO = _BarracksMax+_ArmouryMax+_StimulantLabMax+_GarageMax+_HangarMax+_DroneBayMax+_LaunchBayNOMax+_SupportFacilityMax>>
-<<set _maxO = _BarracksMax+_ArmouryMax+_StimulantLabMax+_GarageMax+_HangarMax+_DroneBayMax+_LaunchBayOMax+_NavalYardMax+_SupportFacilityMax>>
-
-<<if $terrain != "oceanic" && $terrain != "marine">>
-	<<set $SFNO = _Barracks+_Armoury+_StimulantLab+_Garage+_Hangar+_DroneBay+_LaunchBayNO+_SupportFacility>>
-	<<set _max = _BarracksMax+_ArmouryMax+_StimulantLabMax+_GarageMax+_HangarMax+_DroneBayMax+_LaunchBayNOMax+_SupportFacilityMax>>
-	<<set $SFO = 0>>
-<<elseif $terrain == "oceanic" || $terrain == "marine">>
-	<<set _NavalYard = $securityForceAircraftCarrier+$securityForceSubmarine+$securityForceHeavyAmphibiousTransport>>
-	<<set $SFO = _Barracks+_Armoury+_StimulantLab+_Garage+_Hangar+_DroneBay+_LaunchBayO+_NavalYard+_SupportFacility>>
-	<<set _max = _BarracksMax+_ArmouryMax+_StimulantLabMax+_GarageMax+_HangarMax+_DroneBayMax+_LaunchBayOMax+_NavalYardMax+_SupportFacilityMax>>
-	<<set $SFNO = 0>>
-<</if>>
-<</silently>>
diff --git a/src/pregmod/SecForceEX/Tree.tw b/src/pregmod/SecForceEX/Tree.tw
new file mode 100644
index 00000000000..5d7afc42b3c
--- /dev/null
+++ b/src/pregmod/SecForceEX/Tree.tw
@@ -0,0 +1,110 @@
+:: Tree [nobr]
+<<set $HSM = HSM()>> <span id="resultX">
+@@.orange;Which facility or equipment do you wish to upgrade this week?@@
+	<<if $Firebase < 1 || $Firebase < 2 || $Firebase < 4>><br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;More firebase upgrades are required to unlock further options.<</if>>
+	<<if $Firebase < 5 || $Firebase < _FirebaseU>>
+		@@.green;<<link "Firebase">> <<replace "#resultX">>
+			<<set $SFUpgrade = 1, $Firebase++, $cash -= Math.ceil(100000*_Env*(1.15+($SFU/10))*(1.15+($Firebase/100)))>> <<goto "Firebase">>
+		<</replace>> <</link>>@@ // @@.yellowgreen;<<print cashFormat(Math.ceil(100000*_Env*(1.15+($SFU/10))*(1.15+($Firebase/100))))>>@@ //
+	<</if>>
+	<<if $Armoury < 5 || $Armoury < _ArmouryU>>
+		@@.green;<<link "Armoury">> <<replace "#resultX">>
+			<<set $SFUpgrade = 1, $Armoury++, $cash -= Math.ceil(40000*_Env*(1.15+($SFU/10))*(1.15+($Armoury/100)))>> <<goto "Firebase">>
+		<</replace>> <</link>>@@ // @@.yellowgreen;<<print cashFormat(Math.ceil(40000*_Env*(1.15+($SFU/10))*(1.15+($Armoury/100))))>>@@ //
+	<</if>>
+	<<if $SFDrugs < 5 || $SFDrugs < _SFDrugsU>>
+		@@.green;<<link "Drug Lab">> <<replace "#resultX">>
+			<<set $SFUpgrade = 1, $SFDrugs++, $cash -= Math.ceil(40000*_Env*(1.15+($SFU/10))*(1.15+($SFDrugs/100)))>> <<goto "Firebase">>
+		<</replace>> <</link>>@@ // @@.yellowgreen;<<print cashFormat(Math.ceil(40000*_Env*(1.15+($SFU/10))*(1.15+($SFDrugs/100))))>>@@ //
+	<</if>>
+	<<if $Firebase >= 2 && ($SFDrones < 5  || $SFDrones < _SFDronesU)>>
+		@@.green;<<link "Drone bay">> <<replace "#resultX">>
+			<<set $SFUpgrade = 1, $SFDrones++, $cash -= Math.ceil(45000*_Env*(1.15+($SFU/10))*(1.15+($SFDrones/100))*$HSM)>> <<goto "Firebase">>
+		<</replace>> <</link>>@@ // @@.yellowgreen;<<print cashFormat(Math.ceil(45000*_Env*(1.15+($SFU/10))*(1.15+($SFDrones/100))*$HSM))>>@@ //
+	<</if>>
+
+	<<if $Firebase >= 1 && (_Garage < 5 ||_Garage < _GarageU)>>
+	@@.green;<<link "Garage">> <<replace "#resultX">> <span id="resultY">
+	"Which unit do you wish to upgrade or 'borrow'?"
+	@@.green;<<link "Go back""Firebase">> <</link>>@@
+		<<if ($SFVehicles < 5|| $SFVehicles < _SFVehiclesU)>>
+			@@.green;<<link "Vehicle fleet">> <<replace "#resultY">>
+				<<set $SFUpgrade = 1, $SFVehicles++, $cash -= Math.ceil(60000*_Env*(1.15+($SFU/10))*(1.15+($SFVehicles/100)))>> <<goto "Firebase">>
+			<</replace>> <</link>>@@// @@.yellowgreen;<<print cashFormat(Math.ceil(60000*_Env*(1.15+($SFU/10))*(1.15+($SFVehicles/100))))>>@@ //
+		<</if>>
+		<<if $HeavyBattleTank < _HeavyBattleTankU>>
+				@@.green;<<link "Heavy battle tank">> <<replace "#resultY">>
+				<<set $SFUpgrade = 1, $HeavyBattleTank++, $cash -= Math.ceil(150000*_Env*(1.15+($SFU/10))*(1.15+($HeavyBattleTank/100)))>> <<goto "Firebase">>
+			<</replace>> <</link>>@@// @@.yellowgreen;<<print cashFormat(Math.ceil(150000*_Env*(1.15+($SFU/10))*(1.15+($HeavyBattleTank/100))))>>@@ //
+		<</if>>
+	</span> <</replace>> <</link>>@@ <</if>>
+
+	<<if $Firebase >= 4 && (_Hanger < 5 || _Hanger < _HangerU)>>
+	@@.green;<<link "Hangar">> <<replace "#resultX">> <span id="resultY">
+	"Which unit do you wish to upgrade or 'borrow'?"
+	@@.green;<<link "Go back""Firebase">> <</link>>@@
+	<<if $SFAirForce < 5 || $SFAirForce < _SFAirForceU>>
+		@@.green;<<link "Aircraft fleet">> <<replace "#resultY">>
+			<<set $SFUpgrade = 1, $SFAirForce++, $cash -= Math.ceil(70000*_Env*(1.15+($SFU/10))*(1.15+($SFAirForce/100)))>> <<goto "Firebase">>
+		<</replace>> <</link>>@@ // @@.yellowgreen;<<print cashFormat(Math.ceil(70000*_Env*(1.15+($SFU/10))*(1.15+($SFAirForce/100))))>>@@ //
+	<</if>>
+	<<if $SpacePlane < _SpacePlaneU>>
+		@@.green;<<link "Space plane">> <<replace "#resultY">>
+			<<set $SFUpgrade = 1, _SpacePlane++, $cash -= Math.ceil(250000*_Env*(1.15+($SFU/10))*(1.15+($SpacePlane/100))*$HSM)>> <<goto "Firebase">>
+		<</replace>> <</link>>@@ // @@.yellowgreen;<<print cashFormat(Math.ceil(250000*_Env*(1.15+($SFU/10))*(1.15+($SpacePlane/100))*$HSM))>>@@ //
+	<</if>>
+	<<if $GunS < _GunSU>>
+		@@.green;<<link "Gunship">> <<replace "#resultY">>
+			<<set $SFUpgrade = 1, $GunS++, $cash -= Math.ceil(350000*_Env*(1.15+($SFU/10))*(1.15+($GunS/100))*$HSM)>> <<goto "Firebase">>
+		<</replace>> <</link>>@@ // @@.yellowgreen;<<print cashFormat(Math.ceil(350000*_Env*(1.15+($SFU/10))*(1.15+($GunS/100))*$HSM))>>@@ //
+	<</if>>
+	</span> <</replace>> <</link>>@@ <</if>>
+
+	<<if (_LaunchBay < _LaunchBayU)>>
+	@@.green;<<link "Launch Bay">> <<replace "#resultX">> <span id="resultY">
+		"Which unit do you wish to upgrade or 'borrow'?"
+		@@.green;<<link "Go back""Firebase">> <</link>>@@
+			<<if $Satellite < _SatU>>
+				@@.green;<<link "Satellite">> <<replace "#resultY">>
+					<<set $SFUpgrade = 1, $Satellite++, $cash -= Math.ceil(525000*_Env*(1.15+($SFU/10))*(1.15+($Satellite/100))*$HSM)>> <<goto "Firebase">>
+				<</replace>> <</link>>@@ // @@.yellowgreen;<<print cashFormat(Math.ceil(525000*_Env*(1.15+($SFU/10))*(1.15+($Satellite/100))*$HSM))>>@@ //
+			<</if>>
+			<<if $GiantRobot < _GiantRobotU>>
+				@@.green;<<link "Giant robot">> <<replace "#resultY">>
+					<<set $SFUpgrade = 1, $GiantRobot++, $cash -= Math.ceil(550000*_Env*(1.15+($SFU/10))*(1.15+($GiantRobot/100))*$HSM)>> <<goto "Firebase">>
+				<</replace>> <</link>>@@ // @@.yellowgreen;<<print cashFormat(Math.ceil(550000*_Env*(1.15+($SFU/10))*(1.15+($GiantRobot/100))*$HSM))>>@@ //
+			<</if>>
+			<<if $MissileSilo < _MissileSiloU>>
+					@@.green;<<link "Missile silo">> <<replace "#resultY">>
+						<<set $SFUpgrade = 1, $MissileSilo++, $cash -= Math.ceil(565000*_Env*(1.15+($SFU/10))*(1.15+($MissileSilo/100))*$HSM)>> <<goto "Firebase">>
+					<</replace>> <</link>>@@ // @@.yellowgreen;<<print cashFormat(Math.ceil(565000*_Env*(1.15+($SFU/10))*(1.15+($MissileSilo/100))*$HSM))>>@@ //
+			<</if>>
+	</span> <</replace>> <</link>>@@ <</if>>
+
+	<<if _NavalYard < _NavalYardU>>
+		@@.green;<<link "Naval Yard">> <<replace "#resultX">> <span id="resultY">
+		"Which unit do you wish to upgrade or 'borrow'?"
+			@@.green;<<link "Go back""Firebase">> <</link>>@@
+			<<if $AircraftCarrier < _AircraftCarrierU>>
+				@@.green;<<link "Aircraft carrier">> <<replace "#resultY">>
+					<<set $SFUpgrade = 1, $AircraftCarrier++, $cash -= Math.ceil(650000*_Env*(1.15+($SFU/10))*(1.15+($AircraftCarrier/100))*$HSM)>> <<goto "Firebase">>
+				<</replace>> <</link>>@@ // @@.yellowgreen;<<print cashFormat(Math.ceil(650000*_Env*(1.15+($SFU/10))*(1.15+($AircraftCarrier/100))*$HSM))>>@@ //
+			<</if>>
+			<<if $Sub < _SubU>>
+				@@.green;<<link "Submarine">> <<replace "#resultY">>
+					<<set $SFUpgrade = 1, $Sub++, $cash -= Math.ceil(700000*_Env*(1.15+($SFU/10))*(1.15+($Sub/100))*$HSM)>> <<goto "Firebase">>
+				<</replace>> <</link>>@@ // @@.yellowgreen;<<print cashFormat(Math.ceil(700000*_Env*(1.15+($SFU/10))*(1.15+($Sub/100))*$HSM))>>@@ //
+			<</if>>
+			<<if $HAT < _HATU>>
+				@@.green;<<link "Heavy amphibious transport">> <<replace "#resultY">>
+					<<set $SFUpgrade = 1, $HAT++, $cash -= Math.ceil(665000*_Env*(1.15+($SFU/10))*(1.15+($Sub/100)))>> <<goto "Firebase">>
+				<</replace>> <</link>>@@ // @@.yellowgreen;<<print cashFormat(Math.ceil(665000*_Env*(1.15+($SFU/10))*(1.15+($HAT/100))))>>@@ //
+			<</if>>
+			</span> <</replace>> <</link>>@@ <</if>>
+</span>
+/* @@.green;<<link "Support Facility">> <<replace "#resultX">>
+<<set $SFUpgrade = 1, $cash -= Math.ceil( (($C*(1.15+(($SFA0/1000))*($U+.15))*_Env )>>
+<<set $SFIDs = [], $SupportFacilityDecoration = "standard", $SupportFacilityNameCount = "The Support Facility", $SupportFacilityEfficiency = 0>>
+<<set $SupportFacility = 5, $SupportFacilitySlaves = 0, $LieutenantColonel = 0>>
+<<set $FacilitySupportSpeedUpgrades = 0, $FacilitySupportTrainingUpgrade = 0>>
+<</replace>> <</link>>@@ // @@.yellowgreen;<<print cashFormat(Math.ceil(Math.ceil($C*(1.15+(($SFA0/1000)*($U+.15)*_Env)))>>@@ //*/
\ No newline at end of file
diff --git a/src/pregmod/SecForceEX/TrickShotNight.tw b/src/pregmod/SecForceEX/TrickShotNight.tw
new file mode 100644
index 00000000000..b7846589ee3
--- /dev/null
+++ b/src/pregmod/SecForceEX/TrickShotNight.tw
@@ -0,0 +1,105 @@
+:: Trick Shot Night  [nobr]
+
+<<set $nextButton = "Continue", $nextLink = "RIE Eligibility Check", $returnTo = "RIE Eligibility Check">>
+
+Despite your direct elevator, interaction with the majority of your security force is relatively scarce. Aside from mutually exchanged nods in the firebase and the occasional briefing, your $securityForceName enjoy a degree of autonomy.
+
+<br><br>On a particularly lackadaisical evening, you find yourself alerted to a message alert by $assistantName.
+<<if $assistant > 0>>
+	"<<if def $PC.customTitle>>$PC.customTitle<<elseif $PC.title != 0>>Master<<else>>Mistress<</if>>, a message from $securityForceName." She pauses before continuing. "It seems they're asking if you'd like to join their trick shot night."
+<<else>>
+	It informs you that $securityForceName have sent a message asking you to join them at their trick shot night.
+<</if>>
+
+<br><br> <span id="result"> <<link "Politely decline">>
+	<<replace "#result">>
+		You inform $securityForceName that you aren't planning to attend. A short while later, you receive a message from them stating that their invitation is an open one and that you're welcome to join in another night.
+	<</replace>>
+<</link>>
+
+<<if $cash < 500000>>
+	<br>//You lack the necessary funds to attend.//
+<<else>> /* cash >= 500000 */
+
+<br><<link "Attend the trick shot night">>
+	<<replace "#result">> <<set $PC.warfare += 1>>
+		You instruct to $assistantName to inform $securityForceName that you will be attending their trick shot night, and after settling your affairs in the penthouse you head down to the firebase. The atmosphere in the firebase is casual, especially in comparison to the usual situations you meet them, though your security force still maintain some measure of decorum towards you as their employer. Eventually, you settle in at the table with a handful of $securityForceName officers and cash in your @@.yellowgreen;<<print cashFormat(500000)>>@@ into bullets. All that remains is to decide your strategy for the night.
+		<br><br> <span id="bountyresult">
+
+	<<link "Play it safe">>
+		<<replace "#bountyresult">>
+			<<if random(1,100) > 50>>
+			Despite your attempts to mitigate risk and play the safest shots possible, it seems lady luck has conspired against you this evening. However, even when your last bullet is shot, your security force pitch you a few bullets to keep you in the game for the rest of the night. You may have lost most of your ¤, but it seems you've @@.green;made some friends.@@
+			<<set $rep += 1000, $cash -= 250000>>
+			<<else>>
+			While a careful eye for accuracy has buoyed you through the evening, ultimately lady luck is the decider in handing you the win in a number of close shots. Unfortunately your meticulous play limited your chance at a larger payout, and you only come away from the evening with @@.yellowgreen;<<print cashFormat(100000)>>@@ more than you arrived with and @@.green;the respect of your security force.@@
+			<<set $rep += 1000, $cash += 100000>>
+			<</if>>
+		<</replace>>
+	<</link>>
+
+	<br> <<link "Up the ante">>
+		<<replace "#bountyresult">>
+			Some aggressive play and an eye for riling up your fellow players has resulted in an immense payout, and all but one of your adversaries have folded as the situation has escalated. The only player still in contention is a wily old mercenary, the veteran of her fair share of battles on the battlefield and at the firing range. She's short on bullets, however, and she'll have to buy in with something else as collateral.
+			<br><br> <span id="aliveresult">
+
+				<<link "A year of servitude">>
+					<<replace "#aliveresult">>
+						<<if random(1,100) > 50>>
+						For all your skillful maneuvering to reach this position, ultimately the win comes down to chance. This time, however, luck was not on your side. As the victor sweeps up her spoils, the other security force clap you on the back and offer their condolences for your defeat. Though you may have lost your ¤, it seems you've @@.green;made some friends.@@
+						<<set $rep += 1000, $cash -= 500000>>
+						<<else>>
+						For all your skillful maneuvering to reach this position, ultimately the win comes down to chance. This time, however, luck has rendered you the victor. A silence falls over the room as the result is declared, but after some time your opponent breaks the hush by joking that life as your slave is probably easier than fighting for $arcologies[0].name. After some awkward laughter the night continues, and at the end your former mercenary joins you on your trip back to the penthouse to submit to processing and to begin her new life as your sexual servant. She's not young, but she's tough and not distrusting of you due to her service in $securityForceName.
+						<br>
+						<<set $activeSlaveOneTimeMinAge = 25>>
+						<<set $activeSlaveOneTimeMaxAge = 35>>
+						<<set $one_time_age_overrides_pedo_mode = 1>>
+						<<if $arcologies[0].FSSupremacistLawME == 1>><<set $fixedRace = $arcologies[0].FSSupremacistRace>><</if>>
+						<<include "Generate XX Slave">>
+						<<set $activeSlave.origin = "$He put herself up as collateral at a trick shot game, and lost.">>
+						<<set $activeSlave.career = "a soldier">>
+						<<set $activeSlave.indentureRestrictions = 2>>
+						<<set $activeSlave.indenture = 52>>
+						<<if $activeSlave.eyes == -2>>
+							<<set $activeSlave.eyes = -1>>
+						<</if>>
+						<<set $activeSlave.devotion = random(45,60)>>
+						<<set $activeSlave.trust = random(55,65)>>
+						<<set $activeSlave.health = random(60,80)>>
+						<<set $activeSlave.muscles = 60>>
+						<<if $activeSlave.weight > 130>>
+							<<set $activeSlave.weight -= 100>>
+							<<set $activeSlave.waist = random(-10,50)>>
+						<</if>>
+						<<set $activeSlave.anus = 0>>
+						<<set $activeSlave.analSkill = 0>>
+						<<set $activeSlave.whoreSkill = 0>>
+						<<set $activeSlave.combatSkill = 1>>
+						<<set $activeSlave.behavioralFlaw = "arrogant">>
+						<<set $activeSlave.hStyle = "buzzcut">>
+						<<include "New Slave Intro">>
+						<</if>>
+					<</replace>>
+				<</link>>
+
+				<br> <<link "Dock her wages">>
+					<<replace "#aliveresult">>
+						<<if random(1,100) > 50>>
+						For all your skillful maneuvering to reach this position, ultimately the win comes down to chance. This time, however, luck was not on your side. As the victor sweeps up her spoils, the other security force members clap you on the back and offer their condolences for your defeat. Though you may have lost your ¤, it seems you've @@.green;made some friends.@@
+						<<set $rep += 1000, $cash -= 500000>>
+						<<else>>
+						For all your skillful maneuvering to reach this position, ultimately the win comes down to chance. This time, however, luck has rendered you the victor. Your opponent accepts her defeat with grace and jokes to her comrades that she'll be fighting in her underwear for the next few months, and their uproar of laughter fills the room. Though you take the lion's share of the ¤, your security force also @@.green;had a good time fraternizing with you.@@
+						<<set $rep += 2000, $cash += 500000>>
+						<</if>>
+					<</replace>>
+				<</link>>
+
+			</span>
+		<</replace>>
+	<</link>>
+
+	</span>
+	<</replace>>
+<</link>> // It will cost @@.yellowgreen;<<print cashFormat(500000)>>@@ to participate in the trick shot night.//
+<</if>>
+</span>
\ No newline at end of file
diff --git a/src/pregmod/SecForceEX/WeeklyInteractions.tw b/src/pregmod/SecForceEX/WeeklyInteractions.tw
new file mode 100644
index 00000000000..99bdf73b7d5
--- /dev/null
+++ b/src/pregmod/SecForceEX/WeeklyInteractions.tw
@@ -0,0 +1,140 @@
+:: WI [nobr]
+<<if $SFGift == 0>><br>Ask <<print SFC()>>:
+@@.yellowgreen;<<link "For some extra cash.""Firebase">>
+	/*<<set $CashGift = ((Math.ceil((Math.abs($cash)*0.05)*(Math.max(0.99,$SFU))))*($arcologies[0].prosperity/100))*_Env>> OLD*/
+	<<set $CashGift = Math.ceil(25000*($SFU/10)*_Env),$SFGift = 1,$choice = 1,$cash += $CashGift>>
+<</link>>@@
+<<if $rep < 20000 && $AttendanceGranted === -1>>
+@@.green;<<link "To put in a good word for you with her contacts.""Firebase">>
+	<<set $GoodWords1 += 250+(Math.ceil($SFU/100*_Env))>>
+	<<set $GoodWords1 = (Number($GoodWords1) ? $GoodWords1 : 500),$SFGift = 1>>
+	<<set $rep += $GoodWords1,$choice = 2>> <</link>>@@ <</if>>
+<<if $arcologies[0].prosperity < $AProsperityCap && $AttendanceGranted === -1>>
+	@@.yellowgreen;<<link "To use her contacts to help the arcology's business community.""Firebase">>
+	<<set $GoodWords2 = _EnvProsp+(Math.ceil($SFU/100*_Env)),$SFGift = 1,$choice = 3>>
+	<<set $arcologies[0].prosperity += $GoodWords2>>
+		<<if $arcologies[0].prosperity + $GoodWords2 > $AProsperityCap>>
+			<<set $arcologies[0].prosperity = $AProsperityCap>> <</if>> <</link>>@@
+<</if>> <</if>>
+
+<<if $ColonelDiscussion === 0 && $ColonelSexed === 0 && $AttendanceGranted === -1>> <span id="result0">
+Where do you want to spend time with The Colonel this week?
+<<if $ColonelFeelings >= 25>>
+	@@.orange;<<link "On the surface">> <<replace "#result0">>
+		<<set $ColonelDiscussion = 1>>
+			You ask The Colonel if she would like to stretch her legs up on the surface. It doesn't take much effort for her to agree.
+			<<if $PC.warfare < 10>>
+				<br>Your complete lack of skill at warfare ensures that <<if $Bodyguard != 0>>in addition to $Bodyguard.slaveName, <</if>>you need; two full squads of $securityForceName on foot, a squadron of fighters, a small convoy of $securityForceName's ground vehicles.
+			<<elseif $PC.warfare >= 100 && $PC.career == "mercenary">>
+				<br>Your mastery of wet work and prior experience in a PMC satisfies The Colonel that you only need one soldier and a single vehicle<<if $Bodyguard != 0>> plus $Bodyguard.slaveName<</if>>. Being able to see and interact with the arcology owner even more directly if they so wish boosts the mood of your citizen's while also giving them an increased opportunity to try gaining favor with you.
+				<<set $rep += 10, $cash += $EnvCash2>>
+			<<elseif $PC.warfare >= 100>>
+				<br>Your mastery of wet work satisfies The Colonel that you only need two soldiers and a single vehicle<<if $Bodyguard != 0>> plus $Bodyguard.slaveName<</if>>. Being able to see and interact with the arcology owner directly if they so wish boosts the mood of your citizens while also giving them the opportunity to try gaining favor with you.
+				<<set $rep += 5, $cash += $EnvCash3>>
+			<<elseif $PC.warfare >= 60>>
+				<br>Your expertise in warfare means that <<if $Bodyguard != 0>>in addition to $Bodyguard.slaveName <</if>>you need; two full squads of $securityForceName on foot, a squadron of fighters and a large convoy of $securityForceName's ground vehicles.
+			<<elseif $PC.warfare >= 30>>
+				<br>As you have some skill in warfare, you only need<<if $Bodyguard != 0>> in addition to $Bodyguard.slaveName<</if>>; two full squads of $securityForceName on foot, a squadron of fighters, a small convoy of $securityForceName's ground vehicles.
+			<<elseif $PC.warfare >= 10>>
+				<br>Your F.N.G. tier skill in warfare ensures that <<if $Bodyguard != 0>>in addition to $Bodyguard.slaveName, <</if>>you need; two full squads of $securityForceName on foot, a squadron of fighters, a small convoy of $securityForceName's ground vehicles.
+			<</if>>
+			<<if $arcologies[0].FSPaternalist != "unset">>
+				Stopping at a paternalist shop, you help The Colonel select some luxurious and relaxing treatments for her main slave.
+				<<if $PC.slaving < 10>>
+					Your total lack of slavery skill (which is very unusual and very concerning for an arcology owner) means that you are of little to no help or even a hindrance.
+				<<elseif $PC.slaving >= 100>>
+					Your mastery of slaving allows you assist The Colonel greatly. Also the shop owner is so impressed by your understanding of slavery that she is more than happy for an endorsement from you. As you are exiting the shop you hear your pre-recorded message which bears the slogan "This is <<if def $PC.customTitle>>$PC.customTitle <</if>> <<= PlayerName()>> and this is my favorite Paternalist shop in $arcologies[0].name."
+					<<if $arcologies[0].prosperity < $AProsperityCap>>
+						<<set $arcologies[0].prosperity++>> <</if>>
+				<<elseif $PC.slaving >= 60>>
+					Your expertise in slavery allows you to be more useful.
+				<<elseif $PC.slaving >= 30>>
+					Possessing some skill, you are slightly helpful.
+				<<elseif $PC.slaving >= 10>>
+					Your basic skill at slavery, allows you to neither be a hindrance or helpful.
+				<</if>>
+			<<else>> Stopping at a shop. <</if>>
+			<br>Soon the entourage heads back to the HQ of $securityForceName. Along the route you see a homeless citizen in great pain.
+			<<if $PC.medicine < 10>>
+				Your total lack of medical skill causes the death of the citizen.
+				<<set $arcologies[0].prosperity -= .25>>
+			<<elseif $PC.medicine >= 100 && $PC.career == "medicine">>
+				Your expertise in medicine ensures that the citizen is probably the best they have ever been. They are so grateful that they are more than happy to try and compensate your time. Word quickly spreads of the kindly medically trained arcology owner who took the time to heal a citizen, providing confidence to the rest of the citizens.
+				<<set $rep += 10, $cash += $EnvCash4>>
+			<<elseif $PC.medicine >= 100>>
+				Your expertise in medicine ensures that the citizen is probably the best they have ever been. Word quickly spreads of the kindly arcology owner who took the time to heal a citizen.
+				<<set $rep += 5>>
+			<<elseif $PC.medicine >= 60>>
+				Your mastery of medicine ensures that the citizen's condition is noticeably better.
+			<<elseif $PC.medicine >= 30>>
+				Your moderate skill in medicine ensures that the citizen's condition ever so slightly improves.
+			<<elseif $PC.medicine >= 10>>
+				Your basic skill in medicine is sufficient only to stabilize the citizen.
+			<</if>> <<set $ColonelFeelings += 2>>
+	<</replace>> <</link>>@@
+<</if>>
+
+@@.orange;<<link "HQ.">> <<replace "#result0">> <span id="result1">
+What do you want to do with The Colonel in the HQ?
+@@.orange;<<link "Learn">> <<replace "#result1">>
+<<set $ColonelDiscussion = 1,$ColonelFeelings += 1>>
+"Sure, <<print SFCR()>>,I can use a break from all of this." She laughs.
+She can try teaching you a bit about;
+	@@.orange;[[field medicine|Firebase][$PC.medicine += 2]]@@
+	,@@.orange;[[trading|Firebase][$PC.trading += 2]]@@
+	,@@.orange;[[slaving|Firebase][$PC.slaving += 2]]@@
+	,@@.orange;[[combat engineering|Firebase][$PC.engineering += 2]]@@
+	,@@.orange;[[hacking|Firebase][$PC.hacking += 2]]@@
+	,@@.orange;[[general skills|Firebase][$PC.medicine += 1,$PC.trading += 1,$PC.slaving += 1,$PC.engineering += 1,$PC.hacking += 1]]@@
+	or you can ,@@.orange;[[listen to some war stories|Firebase][$PC.warfare += 2]]@@
+@@.orange;[[Go back|Firebase][$ColonelDiscussion = 0,$ColonelFeelings -= 1]]@@
+<</replace>> <</link>>@@
+
+<<if $ColonelFeelings >= 45>>
+@@.orange;<<link "Have some fun">> <<replace "#result1">>
+	@@.orange;<<link "Go back""Firebase">>
+		<<set $ColonelSexed = 0, $ColonelDiscussion = 0,$ColonelFeelings -= 3>>
+	<</link>>@@
+	<<set $ColonelSexed = 1,$ColonelDiscussion = 1,$ColonelFeelings += 3>>
+	Where should this fun take place?
+	<br>@@.orange;<<link "In private">> <span id="result6">
+			Which orifice do you wish to target?
+			@@.orange;<<link "Go back""Firebase">> <</link>>@@
+				<br>@@.orange;<<link "Pussy">> <<replace "#result6">>
+					<<include "SFColonelSexDec">>
+					<</replace>> <<set $ColonelSexed += 1>> <</link>>@@
+				<br>@@.orange;<<link "Ass">> <<replace "#result6">>
+					<<include "SFColonelSexDec">>
+					<</replace>> <<set $ColonelSexed += 1>> <</link>>@@
+				<br>@@.orange;<<link "Both pussy and ass">> <<replace "#result6">>
+					<<include "SFColonelSexDec">>
+					<</replace>> <<set $ColonelSexed += 2>> <</link>>@@
+				<br>@@.orange;<<link "Mouth">> <<replace "#result6">>
+					<<include "SFColonelSexDec">>
+					<</replace>> <<set $ColonelSexed += 1>> <</link>>@@
+				<br>@@.orange;<<link "All three holes">> <<replace "#result6">>
+					<<include "SFColonelSexDec">>
+					<</replace>> <<set $ColonelSexed += 3>> <</link>>@@
+	</span> <</link>>@@
+
+	<br>@@.orange;<<link "On The Colonel's throne.">> <span id="result6">
+			Which orifice do you wish to target?
+			@@.orange;<<link "Go back""Firebase">> <</link>>@@
+				<br>@@.orange;<<link "Pussy">> <<replace "#result6">>
+					<<include "SFColonelSexDec">>
+					<</replace>> <<set $ColonelSexed += 1>> <</link>>@@
+				<br>@@.orange;<<link "Ass">> <<replace "#result6">>
+					<<include "SFColonelSexDec">>
+					<</replace>> <<set $ColonelSexed += 1>> <</link>>@@
+				<br>@@.orange;<<link "Both pussy and ass">> <<replace "#result6">>
+					<<include "SFColonelSexDec">>
+					<</replace>> <<set $ColonelSexed += 2>> <</link>>@@
+				<br>@@.orange;<<link "Mouth">> <<replace "#result6">>
+					<<include "SFColonelSexDec">>
+					<</replace>> <<set $ColonelSexed += 1>> <</link>>@@
+				<br>@@.orange;<<link "All three holes">> <<replace "#result6">>
+					<<include "SFColonelSexDec">>
+					<</replace>> <<set $ColonelSexed += 3>> <</link>>@@
+		</span> <</link>>@@
+<</replace>> <</link>>@@ @@.orange;[[Go back|Firebase][]]@@ <</if>> /*Closes fun*/
+</span> <</replace>> <</link>>@@ <</if>> /*Closes spend time with The Colonel*/
\ No newline at end of file
diff --git a/src/pregmod/SecForceEX/securityForceTradeShow.tw b/src/pregmod/SecForceEX/securityForceTradeShow.tw
deleted file mode 100644
index c3037fc7041..00000000000
--- a/src/pregmod/SecForceEX/securityForceTradeShow.tw
+++ /dev/null
@@ -1,135 +0,0 @@
-:: securityForceTradeShow [nobr]
-
-<<set $nextButton = "Continue", $nextLink = "RIE Eligibility Check", $returnTo = "RIE Eligibility Check">>
-<<set $Env = simpleWorldEconomyCheck()>>
-<<if ndef $TradeShowAttendanceGranted>> <<set $TradeShowAttendanceGranted = 0>> <</if>>
-
-<<if $OverallTradeShowAttendance == 0>>
-
-	<<if def $PC.customTitle>>$PC.customTitle<<elseif $PC.title != 0>>Sir<<else>>Ma'am<</if>>, back when I was a major before I joined $securityForceName. Me and a couple of colleagues went to a bi-yearly international security trade show, I would very much like to continue doing so. Can I?<span id="choice1">
-
-	<<link "Yes,">>
-	<<replace "#choice1">>
-	<br><br>"Thank you <<if def $PC.customTitle>>$PC.customTitle<<elseif $PC.title != 0>>sir<<else>>ma'am<</if>>."
-	<<set $OverallTradeShowAttendance += 1, $CurrentTradeShowAttendanceGranted = 1, $TradeShowAttendanceGranted = 1>>
-	<</replace>>
-	<</link>>
-
-	<<link "No">>
-	<<replace "#choice1">>
-	<br><br>"I understand <<if def $PC.customTitle>>$PC.customTitle<<elseif $PC.title != 0>>sir<<else>>ma'am<</if>>."
-	<</replace>>
-	<</link>>
-	</span>
-
-<<elseif $OverallTradeShowAttendance >= 1>>
-The (bi-yearly) security trade show has finally come around and even though you've already granted The Colonel permission to attend, she's decided to come and ask for the leave personally.
-
-	<span id="choice2">
-
-	<br><br>
-	<<link "Grant leave">>
-	<<replace "#choice2">><br>
-	<br>"Thanks <<if def $PC.customTitle>>$PC.customTitle<<elseif $PC.title != 0>>sir<<else>>ma'am<</if>>"
-
-	<<set $CurrentTradeShowAttendanceGranted = 1, _TradeShowAttendes = 150, _BonusProviderPercentage = .15, _MenialSlavesPerAttendee = 15>>
-
-	<<include "SpecialForceUpgradeTree">>
-
-	<<if $arcologies[0].prosperity < 25>>
-		<<set _TradingPower = 15>>
-	<<elseif $arcologies[0].prosperity > 70>>
-		<<set _TradingPower = 25>>
-	<<elseif $arcologies[0].prosperity > 65>>
-		<<set _TradingPower = 24>>
-	<<elseif $arcologies[0].prosperity > 60>>
-		<<set _TradingPower = 23>>
-	<<elseif $arcologies[0].prosperity > 55>>
-		<<set _TradingPower = 22>>
-	<<elseif $arcologies[0].prosperity > 50>>
-		<<set _TradingPower = 21>>
-	<<elseif $arcologies[0].prosperity > 45>>
-		<<set _TradingPower = 20>>
-	<<elseif $arcologies[0].prosperity > 40>>
-		<<set _TradingPower = 19>>
-	<<elseif $arcologies[0].prosperity > 35>>
-		<<set _TradingPower = 18>>
-	<<elseif $arcologies[0].prosperity > 30>>
-		<<set _TradingPower = 17>>
-	<<elseif $arcologies[0].prosperity > 25>>
-		<<set _TradingPower = 16>>
-	<</if>>
-
-	<<set _SuccesfulPersuationAttempt = 0>>
-	<<if ($SFNO || $SFO) < 10 && random(0,100)+_TradingPower > 90>>
-		<<set _SuccesfulPersuationAttempt = 1>>
-		<<set _PersuationBonus = 1.05>>
-	<<elseif ($SFNO || $SFO) >= 110 && random(0,100)+_TradingPower > 40>>
-		<<set _SuccesfulPersuationAttempt = 1>>
-		<<set _PersuationBonus = 1.95>>
-	<<elseif ($SFNO || $SFO) >= 100 && random(0,100)+_TradingPower > 45>>
-		<<set _SuccesfulPersuationAttempt = 1>>
-		<<set _PersuationBonus = 1.90>>
-	<<elseif ($SFNO || $SFO) >= 90 && random(0,100)+_TradingPower > 50>>
-		<<set _SuccesfulPersuationAttempt = 1>>
-		<<set _PersuationBonus = 1.80>>
-	<<elseif ($SFNO || $SFO) >= 80 && random(0,100)+_TradingPower > 55>>
-		<<set _SuccesfulPersuationAttempt = 1>>
-		<<set _PersuationBonus = 1.70>>
-	<<elseif ($SFNO || $SFO) >= 70 && random(0,100)+_TradingPower > 60>>
-		<<set _SuccesfulPersuationAttempt = 1>>
-		<<set _PersuationBonus = 1.60>>
-	<<elseif ($SFNO || $SFO) >= 60 && random(0,100)+_TradingPower > 65>>
-		<<set _SuccesfulPersuationAttempt = 1>>
-		<<set _PersuationBonus = 1.50>>
-	<<elseif ($SFNO || $SFO) >= 50 && random(0,100)+_TradingPower > 70>>
-		<<set _SuccesfulPersuationAttempt = 1>>
-		<<set _PersuationBonus = 1.40>>
-	<<elseif ($SFNO || $SFO) >= 40 && random(0,100)+_TradingPower > 75>>
-		<<set _SuccesfulPersuationAttempt = 1>>
-		<<set _PersuationBonus = 1.30>>
-	<<elseif ($SFNO || $SFO) >= 30 && random(0,100)+_TradingPower > 80>>
-		<<set _SuccesfulPersuationAttempt = 1>>
-		<<set _PersuationBonus = 1.20>>
-	<<elseif ($SFNO || $SFO) >= 10 && random(0,100)+_TradingPower > 85>>
-		<<set _SuccesfulPersuationAttempt = 1>>
-		<<set _PersuationBonus = 1.10>>
-	<</if>>
-
-	<<if _SuccesfulPersuationAttempt == 0>>
-		<<set _PersuationBonus = 1>>
-	<</if>>
-
-	<<set _MenialSlaves = Math.ceil(random(0,_TradeShowAttendes)*_BonusProviderPercentage*_MenialSlavesPerAttendee*_PersuationBonus)>>
-	<<set _Profit = Math.ceil($cash*.010*$SFNO || $SFO*$arcologies[0].prosperity*$Env)*_PersuationBonus>>
-
-		<br>During a break, The Colonel manages to sell some generic schematics to the _TradeShowAttendes people present, some decided to also give her some menial slaves as a bonus.
-
-			<<set $helots = $helots+_MenialSlaves>>
-			<<set $TradeShowHelots += _MenialSlaves>>
-			<<set $TotalTradeShowHelots += _MenialSlaves>>
-
-			<<set $cash = $cash+_Profit>>
-			<<set $TradeShowIncome += _Profit>>
-			<<set $TotalTradeShowIncome += _Profit>>
-
-		<<if $ColonelRelationship >= 65 && $LieutenantColonel == 1 && $ColonelCore == "brazen">>
-			<br><br>
-			<<link "Have sex with The Colonel in a bathroom stall">>
-				The crowd are shocked by the loud noises coming from a bathroom stall.
-				<<set $rep -= 150, $securityForceSexedColonel += 1>>
-			<</link>>
-		<</if>>
-
-	<</replace>>
-	<</link>>
-
-	<br><<link "Request she remain on base">>
-	<<replace "#choice2">>
-		<br>The look of disappointment is barely noticeable on The Colonel's face.
-	<</replace>>
-	<</link>>
-
-	</span>
-
-<</if>>
diff --git a/src/pregmod/eliteTakeOver.tw b/src/pregmod/eliteTakeOver.tw
index 32ab19a419a..b717817e3b3 100644
--- a/src/pregmod/eliteTakeOver.tw
+++ b/src/pregmod/eliteTakeOver.tw
@@ -74,12 +74,12 @@ You look up from your desk as the locked door to your office unseals, and a doze
 			<</replace>>
 		<</link>>
 	<</if>>
-	<<if $securityForceActive == 1>>
-		<br>
-		<<link "Send a message to The Colonel">>
-			<<set $finalChoice = "colonel">>
+	<<if $securityForceActive === 1 && $SFMODToggle === 1>>
+		<br> <<set _N = SFC()>>
+		<<link "Send a message to _N">>
+			<<set $finalChoice = "SF">>
 			<<replace "#fate">>
-				send a message to The Colonel.
+				send a message to <<print SFC()>>.
 			<</replace>>
 		<</link>>
 	<</if>>
@@ -111,4 +111,4 @@ You look up from your desk as the locked door to your office unseals, and a doze
 	<<link "Confirm">>
 		<<goto "eliteTakeOverFight">>
 	<</link>>
-<</if>>
\ No newline at end of file
+<</if>>
diff --git a/src/pregmod/eliteTakeOverFight.tw b/src/pregmod/eliteTakeOverFight.tw
index 11d33b570ad..10300afcf4e 100644
--- a/src/pregmod/eliteTakeOverFight.tw
+++ b/src/pregmod/eliteTakeOverFight.tw
@@ -30,8 +30,8 @@
 <<case "mercenaries">>
 	<br>You send a quick message to the leader of your $mercenariesTitle, about your situation, then you pick up the revolver and quickly take aim.
 	<<set $MercenariesMessageSent = 1>>
-<<case "colonel">>
-	<br>You send a quick message to The Colonel about your situation, then you pick up the revolver and quickly take aim.
+<<case "SF">>
+	<br>You send a quick message to <<print SFC()>> about your situation, then you pick up the revolver and quickly take aim.
 	<<set $SpecialForcesMessageSent = 1>>
 <<case "enrage">>
 	<<if $PC.career != "wealth" && $PC.career != "engineer" && $PC.career != "medicine">>
@@ -299,4 +299,4 @@
 	<<set $ui = "start">>
 	<br><br>
 	''GAME OVER''
-<</if>>
\ No newline at end of file
+<</if>>
diff --git a/src/pregmod/eliteTakeOverResult.tw b/src/pregmod/eliteTakeOverResult.tw
index ffe9bbc2c4a..97cb308e2a7 100644
--- a/src/pregmod/eliteTakeOverResult.tw
+++ b/src/pregmod/eliteTakeOverResult.tw
@@ -85,13 +85,15 @@
 					For a second your acceptance shocks them. Once they recover they are very grateful. "Thank you <<if def $PC.customTitle>>$PC.customTitle<<elseif $PC.title != 0>>sir<<else>>ma'am<</if>>, I'll make sure to look after her. Soon the story spreads of the kind arcology owner, enhancing your reputation.
 				<</replace>>
 			<</link>>
-		</span> 
+		</span>
+		<<if $AttendanceGranted === -1>>
 		<<switch $ColonelCore>>
 			<<case "kind">>
 				The Colonel is shocked that you would allow her troops to do this but understands that it comes with the territory. <<if _SFHappyEverAfter == 1>>Thanks for being kind to one of my soldiers.<</if>>
 			<<case "warmonger" "cruel" "sociopathic" "jaded" "brazen" "psychopathic" "mischievous">>
 				The Colonel is grateful that you let her troops let off some steam. <<if _SFHappyEverAfter == 1>>Thanks for being kind to one of my soldiers.<</if>>
 		<</switch>>
+		<</if>>
 		<<set $securityForceDepravity += 0.05>>
 	<<elseif $eliteLeft <= 9 && $rep >= 10000>>
 		<<if $arcologies[0].FSDegradationist != "unset">>
diff --git a/src/uncategorized/BackwardsCompatibility.tw b/src/uncategorized/BackwardsCompatibility.tw
index 7cbc6952673..874671cd1af 100644
--- a/src/uncategorized/BackwardsCompatibility.tw
+++ b/src/uncategorized/BackwardsCompatibility.tw
@@ -1,4 +1,5 @@
 :: Backwards Compatibility [nobr]
+:: Backwards Compatibility [nobr]
 
 <<set $nextButton = "Continue", $nextLink = "Main", $returnTo = "Main">>
 
@@ -793,68 +794,44 @@
 	<<if ndef $securityForceSatellitePower>>
 		<<set $securityForceSatellitePower = 0>>
 	<</if>>
-	<<if $terrain != "oceanic" && $terrain != "marine">>
-		<<if ndef $securityForceGiantRobot>>
-			<<set $securityForceGiantRobot = 0>>
-		<</if>>
-		<<if ndef $securityForceMissileSilo>>
-			<<set $securityForceMissileSilo = 0>>
-		<</if>>
-	<</if>>
-	<<if $terrain == "oceanic" || $terrain == "marine">>
-		<<if ndef $HeavyAmphibiousTransport>>
-			<<set $HeavyAmphibiousTransport = 0>>
-		<</if>>
-		<<if ndef $securityForceAircraftCarrier>>
-			<<set $securityForceAircraftCarrier = 0>>
-		<</if>>
-		<<if ndef $securityForceSubmarine>>
-			<<set $securityForceSubmarine = 0>>
-		<</if>>
-	<</if>>
 
-	/* FacilitySupport */
-	<<if ndef $SupportFacility>>
-		<<set $SupportFacility = 0>>
-	<</if>>
-
-	/* Colonel /*
-	<<if ndef $ColonelCore>>
-		<<set $ColonelCore = "">>
-	<</if>>
-	<<if ndef $securityForceColonelToken>>
-		<<set $securityForceColonelToken = 0>>
-	<</if>>
-	<<if ndef $securityForceSexedColonelToken>>
-		<<set $securityForceSexedColonelToken = 0>>
-	<</if>>
-	<<if ndef $securityForceColonelSexed>>
-		<<set $securityForceColonelSexed = 0>>
-	<</if>>
-
-	/* TradeShow */
-	<<if ndef $TradeShowAttendanceGranted>>
-		<<set $TradeShowAttendanceGranted = 0>>
-	<</if>>
-	<<if ndef $OverallTradeShowAttendance>>
-		<<set $OverallTradeShowAttendance = 0>>
-	<</if>>
-	<<if ndef $CurrentTradeShowAttendance>>
-		<<set $CurrentTradeShowAttendance = 0>>
-	<</if>>
-	<<if ndef $TradeShowIncome>>
-		<<set $TradeShowIncome = 0>>
-	<</if>>
-	<<if ndef $TotalTradeShowIncome>>
-		<<set $TotalTradeShowIncome = 0>>
-	<</if>>
-	<<if ndef $TradeShowHelots>>
-		<<set $TradeShowHelots = 0>>
-	<</if>>
-	<<if ndef $TotalTradeShowHelots>>
-		<<set $TotalTradeShowHelots = 0>>
+	<<if $terrain != "oceanic" && $terrain != "marine">>
+		<<set $GiantRobot = $securityForceGiantRobot>>
+			<<unset $securityForceGiantRobot>>
+		<<if ndef $GiantRobot>> <<set $GiantRobot = 0>> <</if>>
+		<<set $MissileSilo = $securityForceMissileSilo>>
+			<<unset $securityForceMissileSilo>>
+		<<if ndef $MissileSilo>> <<set $MissileSilo = 0>> <</if>>
+	<<elseif $terrain == "oceanic" || $terrain == "marine">>
+		<<set $AircraftCarrier = $securityForceAircraftCarrier>>
+			<<unset $securityForceAircraftCarrier>>
+		<<if ndef $AircraftCarrier>> <<set $AircraftCarrier = 0>> <</if>>=
+		<<set $Sub = $securityForceSubmarine>>
+			<<unset $securityForceSubmarine>>
+		<<if ndef $Sub>> <<set $Sub = 0>> <</if>>
+		<<set $HAT = $securityForceHeavyAmphibiousTransport>>
+			<<unset $securityForceHeavyAmphibiousTransport>>
+		<<if ndef $HAT>> <<set $HAT = 0>> <</if>>
 	<</if>>
 
+	<<if ndef $ColonelCore>> <<set $ColonelCore = "">> <</if>>
+	<<set $ColonelDiscussion = $securityForceColonelToken>>
+		<<unset $securityForceColonelToken>>
+	<<if ndef $ColonelDiscussion>> <<set $ColonelDiscussion = 0>> <</if>>
+	<<set $ColonelSexed = $securityForceColonelSexed>>
+		<<unset $securityForceColonelSexed>>
+	<<if ndef $ColonelSexed>> <<set $ColonelSexed = 0>> <</if>>
+	<<set $ColonelFeelings = $ColonelRelationship>>
+		<<unset $ColonelRelationship>>
+
+	<<set $OverallAttendance = $OverallTradeShowAttendance>>
+		<<unset $OverallTradeShowAttendance>>
+	<<set $AttendanceGranted = $CurrentTradeShowAttendance>>
+		<<unset $CurrentTradeShowAttendance>>
+	<<if ndef $TradeShowIncome>> <<set $TradeShowIncome = 0>> <</if>>
+	<<if ndef $TotalTradeShowIncome>> <<set $TotalTradeShowIncome = 0>> <</if>>
+	<<if ndef $TradeShowHelots>> <<set $TradeShowHelots = 0>> <</if>>
+	<<if ndef $TotalTradeShowHelots>> <<set $TotalTradeShowHelots = 0>> <</if>>
 <</if>>
 
 <<if ndef $useSlaveSummaryTabs>>
@@ -914,12 +891,13 @@
 <</if>>
 
 <<if ndef $arcologyUpgrade>>
-	<<set $arcologyUpgrade = {drones: 0, hydro: 0, apron: 0, grid: 0, spire: 0}>>
+	<<set $arcologyUpgrade = {drones: 0, hydro: 0, apron: 0, grid: 0, spire: 0}, field: 0>>
 	<<set $arcologyUpgrade.drones = ($AProsperityCap > 60)  ? 1 : 0>>
 	<<set $arcologyUpgrade.hydro  = ($AProsperityCap > 80)  ? 1 : 0>>
 	<<set $arcologyUpgrade.apron  = ($AProsperityCap > 100) ? 1 : 0>>
 	<<set $arcologyUpgrade.grid   = ($AProsperityCap > 120) ? 1 : 0>>
 	<<set $arcologyUpgrade.spire  = ($AProsperityCap > 240) ? 1 : 0>>
+	<<set $arcologyUpgrade.field  = ($AProsperityCap > 500) ? 1 : 0>>
 <</if>>
 
 <<if def $AHelots>>
diff --git a/src/uncategorized/REroyalblood.tw b/src/uncategorized/REroyalblood.tw
index 894234d263a..c4fc163c8cb 100644
--- a/src/uncategorized/REroyalblood.tw
+++ b/src/uncategorized/REroyalblood.tw
@@ -187,10 +187,10 @@ Time is short, but you are well placed to acquire some choice slaves. With an ad
 	//You lack the necessary funds and reputation to enslave a princess.//
 <</if>>
 
-<<if $securityForceActive == 1>>
+<<if $securityForceActive === 1 && $SFMODToggle === 1>>
 <br><<link "Dispatch a $securityForceName on a night time raid to acquire a pretty princess.">>
 	<<replace "#result">>
-		Seizing a tablet, you quickly send a message to The Colonel. After dark, a flight of VTOLs land in the new arcology laden with troops. When they take off again they have the princess aboard clad in chains and make a direct course towards your waiting penthouse.
+		Seizing a tablet, you quickly send a message to <<print SFC()>>. After dark, a flight of VTOLs land in the new arcology laden with troops. When they take off again they have the princess aboard clad in chains and make a direct course towards your waiting penthouse.
 		<br><br>
 		Eventually she arrives in your penthouse, the perfect image of a demure yet composed princess. Her clearly practiced facade of poise and grace fades under scrutiny, however. The slightest trembling of her balled up fists, the minute tremors that mar her immaculate posture, her inability to meet your eyes with her own - all signs that she is still a scared girl despite all her royal trappings. Nonetheless, though the princess's court training is unlikely to be very beneficial to her in her new life in the penthouse, it does stand in stark contrast to her more common slave peers.
 		<br><br>
@@ -221,10 +221,10 @@ Time is short, but you are well placed to acquire some choice slaves. With an ad
 	<br>//You lack the necessary funds to enslave a crown prince.//
 <</if>>
 
-<<if $securityForceActive == 1>>
+<<if $securityForceActive === 1 && $SFMODToggle === 1>>
 <br><<link "Dispatch $securityForceName on a night time raid to acquire the crown prince.">>
 	<<replace "#result">>
-		Seizing a tablet, you quickly send a message to The Colonel. After dark, a flight of VTOLs land in the new arcology laden with troops. They take off again with the crown prince aboard and in chains, where he rails against the uncaring metal walls of the VTOL for the breadth of his journey to your penthouse.
+		Seizing a tablet, you quickly send a message to <<print SFC()>>. After dark, a flight of VTOLs land in the new arcology laden with troops. They take off again with the crown prince aboard and in chains, where he rails against the uncaring metal walls of the VTOL for the breadth of his journey to your penthouse.
 		<br><br>
 		When he arrives in your penthouse, the former prince is beside himself with rage. When he is brought to be modified in the remote surgery, he breaks free and attempts to fight his way out of your penthouse. His attempt at freedom is futile, however, and he is soon overwhelmed by your guards and dragged back to the remote surgery. It doesn't take long for the valiant prince to become a new dickgirl, though his submission to life as a slave is another question entirely.
 		<br><br>
@@ -276,10 +276,10 @@ Time is short, but you are well placed to acquire some choice slaves. With an ad
 	<br>//You lack the necessary funds and reputation to enslave both the crown prince and princess.//
 <</if>>
 
-<<if $securityForceActive == 1>>
+<<if $securityForceActive === 1 && $SFMODToggle === 1>>
 <br><<link "Dispatch $securityForceName on a night time raid to acquire both the prince and princess.">>
 	<<replace "#result">>
-		Seizing a tablet, you quickly send a message to The Colonel. After dark, a flight of VTOLs land in the new arcology laden with troops. When they take off again they have the prince and princess aboard, clad in chains and bound face to face in a forced embrace, and make a direct course towards your waiting penthouse.
+		Seizing a tablet, you quickly send a message to <<print SFC()>>. After dark, a flight of VTOLs land in the new arcology laden with troops. When they take off again they have the prince and princess aboard, clad in chains and bound face to face in a forced embrace, and make a direct course towards your waiting penthouse.
 		<br><br>
 		Eventually they arrive in your penthouse, faces flushed with embarrassment of their compromising position. The former prince is beside himself with rage, but seems to be holding himself back for his little sister's sake, while she struggles to maintain a facade of poise and grace. The slightest trembling of her balled up fists, the minute tremors that mar her immaculate posture, her inability to meet your eyes with her own - all signs that she is still a scared girl despite all her royal trappings. Nonetheless, though the princess's court training is unlikely to be very beneficial to her in her new life in the penthouse, it does stand in stark contrast to her more common slave peers. However, the prince's submission to life as a slave is another question entirely.
 		<br><br>
@@ -361,10 +361,10 @@ Time is short, but you are well placed to acquire some choice slaves. With an ad
 	<br>//You lack the necessary funds to enslave a handful of court ladies.//
 <</if>>
 
-<<if $securityForceActive == 1>>
+<<if $securityForceActive === 1 && $SFMODToggle === 1>>
 <br><<link "Dispatch $securityForceName on a night time raid to acquire a handful of court ladies.">>
 	<<replace "#result">>
-		You take a tablet and peruse the various court ladies on offer by the fledgling arcology. You single out a few interesting individuals for acquisition that might suit your tastes, but the slapdash descriptions provided for each by $securityForceName Intelligence make it likely that any similarities to your aesthetic leanings will be coincidental. Once you are satisfied with your selection, you electronically transfer the order to The Colonel and soon receive a mission success notice along with an estimated delivery schedule.
+		You take a tablet and peruse the various court ladies on offer by the fledgling arcology. You single out a few interesting individuals for acquisition that might suit your tastes, but the slapdash descriptions provided for each by $securityForceName Intelligence make it likely that any similarities to your aesthetic leanings will be coincidental. Once you are satisfied with your selection, you electronically transfer the order to <<print SFC()>> and soon receive a mission success notice along with an estimated delivery schedule.
 		<br><br>
 		When the ladies arrive at your penthouse, they seem almost relieved at the opulence of their new surroundings. Though they still retain much of their aristocratic arrogance, they each submit to biometric scanning with relative obedience. It seems likely that their obedience is borne out of a delusional rationalization that enslavement by one wealthy master is better than enslavement by the unwashed masses they once lorded over.
 		<br><br>
@@ -438,10 +438,10 @@ Time is short, but you are well placed to acquire some choice slaves. With an ad
 	<br>//You lack the necessary funds to enslave a Queen.//
 <</if>>
 
-<<if $securityForceActive == 1>>
+<<if $securityForceActive === 1 && $SFMODToggle === 1>>
 <br><<link "Dispatch $securityForceName on a night time raid to acquire the Queen herself.">>
 	<<replace "#result">>
-		Seizing a tablet, you quickly send a message to The Colonel. After dark, a flight of VTOLs land in the new arcology laden with troops. When they take off again they have the Queen aboard and make a direct course towards your waiting penthouse.
+		Seizing a tablet, you quickly send a message to <<print SFC()>>. After dark, a flight of VTOLs land in the new arcology laden with troops. When they take off again they have the Queen aboard and make a direct course towards your waiting penthouse.
 		<br><br>
 		When the Queen arrives at your penthouse, she seems almost relieved and almost basks in the opulence of her new surroundings. Yet, it seems likely that her relief has more to do with saving her from a lifetime of gang rape at the mercy of her former subjects, than it does the familiar luxury. She submits to biometric scanning obediently and without fuss<<if $seePreg != 0>>, during which you discover to her surprise that she is pregnant. Since she hasn't begun to show yet, it's unclear whether the child is the former King's or the new arcology owner's. You don't have the means to discern the father of the child, but you notice she cradles her ever so slightly rounded stomach protectively nonetheless<</if>>.
 		<br><br>
@@ -500,10 +500,10 @@ Time is short, but you are well placed to acquire some choice slaves. With an ad
 	<br>//You lack the necessary funds and reputation to enslave both the Queen and princess.//
 <</if>>
 
-<<if $securityForceActive == 1>>
+<<if $securityForceActive === 1 && $SFMODToggle === 1>>
 <br><<link "Dispatch $securityForceName on a night time raid to acquire both the Princess and Queen.">>
 	<<replace "#result">>
-	Seizing a tablet, you quickly send a message to The Colonel. After dark, a flight of VTOLs land in the new arcology laden with troops. When they take off again they have the princess and Queen aboard, making a direct course towards your waiting penthouse.
+	Seizing a tablet, you quickly send a message to <<print SFC()>>. After dark, a flight of VTOLs land in the new arcology laden with troops. When they take off again they have the princess and Queen aboard, making a direct course towards your waiting penthouse.
 		<br><br>
 		Eventually they both arrive in your penthouse. The princess is flushed with embarrassment in her compromising position, struggling to maintain a facade of poise and grace. The slightest trembling of her balled up fists, the minute tremors that mar her immaculate posture, her inability to meet your eyes with her own - all signs that she is still a scared girl despite all her royal trappings. Nonetheless, though the princess's court training is unlikely to be very beneficial to her in her new life in the penthouse, it does stand in stark contrast to her more common slave peers. The Queen, on the other hand, seems almost relieved and basks in the opulence of her new surroundings. Yet, it seems likely that her relief has more to do with saving her from a lifetime of gang rape at the mercy of her former subjects, than it does the familiar luxury. She submits to biometric scanning obediently and without fuss<<if $seePreg != 0>>, during which you discover to her surprise that she is pregnant. Since she hasn't begun to show yet, it's unclear whether the child is the former King's or the new arcology owner's. You don't have the means to discern the father of the child, but you notice she cradles her ever so slightly rounded stomach protectively nonetheless<</if>>.
 		<<set $arcologies[0].prosperity -= 13>>
@@ -587,10 +587,10 @@ Time is short, but you are well placed to acquire some choice slaves. With an ad
 		<<AddSlave _queen>> /* skip New Slave Intro */
 	<</replace>>
 <</link>> // It will cost about <<print cashFormat(500000)>> to enslave the Queen and her court ladies.//
-<<if $securityForceActive == 1>>
+<<if $securityForceActive === 1 && $SFMODToggle === 1>>
 <br><<link "Dispatch $securityForceName on a night time raid to acquire the Queen and her court ladies.">>
 	<<replace "#result">>
-		Seizing a tablet, you quickly send a message to The Colonel. After dark, a flight of VTOLs land in the new arcology laden with troops. When they take off again they have the Queen, who is resigned to her fate, and a gaggle of terrified court ladies chained together.
+		Seizing a tablet, you quickly send a message to <<print SFC()>>. After dark, a flight of VTOLs land in the new arcology laden with troops. When they take off again they have the Queen, who is resigned to her fate, and a gaggle of terrified court ladies chained together.
 		<br><br>
 		Eventually they all arrive in your penthouse. The Queen seems almost relieved and basks in the opulence of her new surroundings. Yet, it seems likely that her relief has more to do with saving her from a lifetime of gang rape at the mercy of her former subjects, than it does the familiar luxury. She submits to biometric scanning obediently and without fuss<<if $seePreg != 0>>, during which you discover to her surprise that she is pregnant. Since she hasn't begun to show yet, it's unclear whether the child is the former King's or the new arcology owner's. You don't have the means to discern the father of the child, but you notice she cradles her ever so slightly rounded stomach protectively nonetheless<</if>>. Meanwhile, the ladies seem comforted by the opulence of their new surroundings. Though they still retain much of their aristocratic arrogance, they each submit to biometric scanning with relative obedience. It seems likely that their obedience is borne out of a delusional rationalization that enslavement by one wealthy master is better than enslavement by the unwashed masses they once lorded over.
 		<<set $arcologies[0].prosperity -= 13>>
@@ -713,11 +713,11 @@ Time is short, but you are well placed to acquire some choice slaves. With an ad
 	<br>//You lack the necessary funds to enslave the entire court.//
 <</if>>
 
-<<if $securityForceActive == 1 && $familyTesting == 1>>
+<<if $securityForceActive === 1 && $SFMODToggle === 1 && $familyTesting === 1>>
 <br><<link "Dispatch $securityForceName on a night time raid to take everything of value.">>
 	<<replace "#result">>
 		<<set _loot = random(10,300)*100>>
-		Seizing a tablet, you quickly send a message to The Colonel. After dark, a flight of VTOLs land in the new arcology laden with troops. When they take off again they have the prince and princess, clad in chains and bound face to face in a forced embrace, the Queen, who is resigned to her fate, a gaggle of terrified court ladies and as much loot as they could carry.
+		Seizing a tablet, you quickly send a message to <<print SFC()>>. After dark, a flight of VTOLs land in the new arcology laden with troops. When they take off again they have the prince and princess, clad in chains and bound face to face in a forced embrace, the Queen, who is resigned to her fate, a gaggle of terrified court ladies and as much loot as they could carry.
 		<br><br>
 		Eventually they all arrive in your penthouse. The prince and princess are flushed with embarrassment in their compromising position. The former prince is beside himself with rage, but seems to be holding himself back for his little sister's sake, while she struggles to maintain a facade of poise and grace. The slightest trembling of her balled up fists, the minute tremors that mar her immaculate posture, her inability to meet your eyes with her own - all signs that she is still a scared girl despite all her royal trappings. Nonetheless, though the princess's court training is unlikely to be very beneficial to her in her new life in the penthouse, it does stand in stark contrast to her more common slave peers. However, the prince's submission to life as a slave is another question entirely. The Queen, on the other hand, seems almost relieved and basks in the opulence of her new surroundings. Yet, it seems likely that her relief has more to do with saving her from a lifetime of gang rape at the mercy of her former subjects, than it does the familiar luxury. She submits to biometric scanning obediently and without fuss<<if $seePreg != 0>>, during which you discover to her surprise that she is pregnant. Since she hasn't begun to show yet, it's unclear whether the child is the former King's or the new arcology owner's. You don't have the means to discern the father of the child, but you notice she cradles her ever so slightly rounded stomach protectively nonetheless<</if>>. Lastly, the ladies seem comforted by the opulence of their new surroundings. Though they still retain much of their aristocratic arrogance, they each submit to biometric scanning with relative obedience. It seems likely that their obedience is borne out of a delusional rationalization that enslavement by one wealthy master is better than enslavement by the unwashed masses they once lorded over. You also scored @@.yellowgreen;<<print cashFormat(_loot)>>@@ in valuables from the raid.
 		<<set $arcologies[0].prosperity = 2>>
@@ -782,4 +782,4 @@ Time is short, but you are well placed to acquire some choice slaves. With an ad
 	<</replace>>
 <</link>> //You will be loathed for this action and trade will be crippled.//
 <</if>>
-</span>
\ No newline at end of file
+</span>
diff --git a/src/uncategorized/SFMBarracks.tw b/src/uncategorized/SFMBarracks.tw
deleted file mode 100644
index 58d4f58f55a..00000000000
--- a/src/uncategorized/SFMBarracks.tw
+++ /dev/null
@@ -1,168 +0,0 @@
-:: SFM Barracks [nobr]
-
-<<set _Name = "<<if $CurrentTradeShowAttendance == 1 && $LieutenantColonel == 2>>Lieutenant Colonel <<= SlaveFullName($LieutenantColonel)>> <<elseif $CurrentTradeShowAttendance == 1 && $LieutenantColonel != 2>> a soldier <<elseif $CurrentTradeShowAttendance == 0>> The Colonel<</if>>">>
-
-<<if ndef $ColonelRelationship>>
-	<<set $ColonelRelationship = 0>> /* 0 - Employee and boss, 10 - Friend, 25 - Close friend, 45 - Girlfriend, 65 - Lover */
-<</if>>
-<<if $ColonelRelationship == 0>>
-	<<set _RelationshipTitle = "boss">>
-<<elseif $ColonelRelationship >= 10>>
-	<<set _RelationshipTitle = "friend">>
-<<elseif $ColonelRelationship >= 25>>
-	<<set _RelationshipTitle = "close friend">>
-<<elseif $ColonelRelationship >= 45>>
-	<<if $PC.title == 1>>
-		<<set _RelationshipTitle = "boyfriend">>
-	<<else>>
-		<<set _RelationshipTitle = "girlfriend">>
-	<</if>>
-<<elseif $ColonelRelationship >= 65>>
-	<<set _RelationshipTitle = "lover">>
-<</if>>
-<<set $Env = simpleWorldEconomyCheck()>>
-<<switch $Env>>
-	<<case 4>>
-		<<set $EnvCash2 = 450, $EnvCash3 = 200, $EnvCash4 = 100, $EnvProsp = 3, _BaseDiscount = _BaseDiscount-.005>>
-	<<case 3>>
-		<<set $EnvCash2 = 500, $EnvCash3 = 250, $EnvCash4 = 150, $EnvProsp = 5, _BaseDiscount = _BaseDiscount>>
-	<<case 2>>
-		<<set $EnvCash2 = 550, $EnvCash3 = 300, $EnvCash4 = 200, $EnvProsp = 7, _BaseDiscount = _BaseDiscount+.005>>
-<</switch>>
-
-<<if ndef $TierTwoUnlock>> <<set $TierTwoUnlock = 0>> <</if>>
-<<include "SpecialForceUpgradeTree">>
-
-<<if $SFNO > 0>>
-	<<set $SFAO = $SFNO>>
-<<elseif $SFO > 0>>
-	<<set $SFAO = $SFO>>
-<<else>>
-	<<set $SFAO = 0>>
-<</if>>
-
-<<if ndef $FacilitySupport>>
-	<<set $FacilitySupport = 0>>
-<</if>>
-
-<<if ndef $securityForceUpgradeTokenReset || $SFAO == 0>>
-	<<set $securityForceUpgradeTokenReset = 0>>
-<</if>>
-
-<<set $nextButton = "Back to Main", $nextLink = "Main", $returnTo = "Barracks">>
-
-<<if $cheatMode == 1>>
-	<<link "Cheat edit vars">>
-		<<goto "SpecialForceBarracksCheatEdit">>
-	<</link>>
-	<br>
-<</if>>
-
-//The barracks of <<textbox "$securityForceName" $securityForceName "SFM Barracks">> is located in the lower levels of $arcologies[0].name, occupying unneeded warehouse space. It is not accessible to the general citizenry, but your personal elevator has express service to it. As you step off, two soldiers in combat armour manning the entry checkpoint tense and raise their weapons, before nodding respectfully and stepping aside, allowing their patron entry. The barracks is cavernous, containing areas for the soldiers to sleep and keep their belongings, areas for the storage and maintenance of their weapons and equipment, and common areas for them to amuse themselves, since they rarely mix with your citizens on the upper levels. You survey the facilities.//
-
-<br><br>
-<<include "SpecialForceUpgradeDec">>
-<br><br>
-
-<<include "SpecialForceBarracksFlavourText">>
-
-<<if $securityForceGiftToken == 0>>
-<br>
-	<span id="result">
-		<<link "Ask _Name for some extra cash">>
-		<<replace "#result">>
-		/*<<set $CashGift = ((Math.ceil((Math.abs($cash)*0.05)*(Math.max(0.99,$SFAO))))*($arcologies[0].prosperity/100))*$Env>> OLD*/
-		<<set $CashGift = 25000*(Math.max(0.99,$SFAO/10))*$Env>>
-			<<if random(1,100) > 50>>
-				<<if random(1,100) > 50>>
-					_Name nods. "Sure boss," she says, "we had a bit of a haul this week. One of my sergeants convinced a woman to tell us where she had hidden her shit. Cut her up pretty bad, but she told us. Bunch of nice jewelry, I kept a nice piece for myself." She picks up a tablet on the table, tapping a few commands on it. "@@.yellowgreen;There's your cut,@@ <<print cashFormat(Math.ceil($CashGift))>>."
-				<<else>>
-					_Name smiles widely. "Sure boss," she says, "we pulled in some good shit this week. One of the boys found a real nice family hiding in a basement. 18-year old triplets. Brought in a good bit of cash." She picks up a tablet on the table, tapping a few commands on it. "@@.yellowgreen;There's your cut,@@ <<print cashFormat(Math.ceil($CashGift))>>."
-				<</if>>
-			<<else>>
-				_Name picks up a tablet. "Sure boss," she says, "we had a nice score this week. Looters fucked up and left a bunch of nice shit behind." She taps a few commands on the tablet. "@@.yellowgreen;There's your cut,@@ <<print cashFormat(Math.ceil($CashGift))>>."
-			<</if>>
-			<<set $securityForceGiftToken = 1>>
-			<<set $cash += $CashGift>>
-			<br>
-		<</replace>>
-		<</link>>
-		<<if $rep < 20000 && $CurrentTradeShowAttendance == 0>>
-			<br><<link "Ask The Colonel to put in a good word for you with her contacts">>
-			<<replace "#result">>
-			<<set $GoodWords1 += 250+(Math.ceil(Math.max(0.99,$SFAO))*$Env)>>
-			<<set $GoodWords1 = (Number($GoodWords1) ? $GoodWords1 : 500)>>
-				<<if random(1,100) > 50>>
-					<<if random(1,100) > 50>>
-						The Colonel nods. "Sure boss," she says, "I still know a lot of people out there and they know my word means something. I'll tell them that yours does as well." She picks up a tablet on the table, tapping a few commands on it. "I just put the word out, boss. Your @@.green;reputation should be a bit better@@ now."
-					<<else>>
-						The Colonel smiles widely. "Sure boss," she says, "I can put in a good word for you with some of my contacts out there. A lot of them know other big shots in the Cities." She picks up a tablet on the table, tapping a few commands on it. "I just put the word out, boss. Your @@.green;reputation should be a bit better@@ now."
-					<</if>>
-				<<else>>
-					The Colonel picks up a tablet. "Sure boss," she says, "I can talk you up a bit. This new gig has impressed a lot of people; they'll definitely listen when I speak." She taps a few commands on the tablet. "I just put the word out, boss. Your @@.green;reputation should be a bit better@@ now."
-				<</if>>
-				<<set $securityForceGiftToken = 1>>
-				<<set $rep += $GoodWords1>>
-				<br>
-			<</replace>>
-			<</link>>
-		<</if>>
-		<<if $arcologies[0].prosperity < $AProsperityCap && $CurrentTradeShowAttendance == 0>>
-			<br><<link "Ask The Colonel to use her contacts to help the arcology's business community">>
-			<<replace "#result">>
-			<<set $GoodWords2 = $EnvProsp+(Math.max(0.99,$SFAO)/100)*$Env>>
-				<<if random(1,100) > 50>>
-					<<if random(1,100) > 50>>
-						The Colonel nods. "Sure boss," she says, "I can convince some of my contacts to run their business through the markets here rather than another City." She picks up a tablet on the table, tapping a few commands on it. "@@.green;There should be a small increase in prosperity,@@ boss."
-					<<else>>
-						The Colonel smiles widely. "Sure boss," she says, "I can make sure that our suppliers only run their goods through the markets here, rather than one of the markets out there." She picks up a tablet on the table, tapping a few commands on it. "@@.green;There should be a small increase in prosperity,@@ boss."
-					<</if>>
-				<<else>>
-					The Colonel picks up a tablet. "Sure boss," she says, "I can ensure that the soldiers only use the escrow services here for their business." She taps a few commands on the tablet. "@@.green;There should be a small increase in prosperity,@@ boss."
-				<</if>>
-				<<set $securityForceGiftToken = 1>>
-				<<set $arcologies[0].prosperity += $GoodWords2>>
-				<br>
-				<<if $arcologies[0].prosperity + $GoodWords2 > $AProsperityCap>>
-					<<set $arcologies[0].prosperity = $AProsperityCap>>
-				<</if>>
-			<</replace>>
-			<</link>>
-		<</if>>
-	</span>
-<</if>>
-
-<<if $securityForceUpgradeToken == 1 && ($SFAO < _max)>>
-	<br>//_Name is working to improve $securityForceName this week.//
-<<elseif $TierTwoUnlock == 1 && $TradeShowAttendanceGranted == 0>>
-	<br>//You receive a message from The Colonel "There is a trade show coming up soon with exotic upgrades but I'll get laughed out unless we bring the best gear we can get now."//
-<<elseif $SFAO >= _max>>
-	<br>//$securityForceName is fully equipped and upgraded - nothing else can be done.//
-<</if>>
-
-<<if $TierTwoUnlock == 0>>
-	<br>You have <<print (30-$SFAO)>> upgrades left before you can move unlock the next tier. ''StimulantLab:'' _StimulantLab/5 ''Barracks:'' _Barracks/5 ''Garage:'' $securityForceVehiclePower/5 ''Armoury:'' _Armoury/5 ''DroneBay:'' _DroneBay/5 ''Airforce:'' $securityForceAircraftPower/5
-	<<if $securityForceVehiclePower == 5>> <<set _T1FullUpgradesGarage = "True">> <</if>> <<if $securityForceAircraftPower == 5>> <<set _T1FullUpgradesAirforce = "True">> <</if>> <<if 30-$SFAO == 0>> <<set $TierTwoUnlock = 1>> <</if>>
-<</if>>
-<<if $securityForceGiftToken == 1>>
-	<br>//_Name has already provided you with extra tribute this week.//
-<</if>>
-<<if $CurrentTradeShowAttendance == 0 && ($securityForceColonelToken == 1 || $securityForceSexedColonelToken == 1)>>
-	<br>//The Colonel has already spent time with you this week or is unable able to find time in her busy week to <<if $securityForceSexedColonelToken == 1>>'relax'<<elseif $securityForceColonelToken == 1>>relax<</if>> with you.//
-<</if>>
-
-<<set _securityForceUpgradeResetTokenCurrentCost = Math.abs($cash)*.05>>
-<<if $securityForceUpgradeToken == 1 && $securityForceUpgradeTokenReset >= 0 && $SFAO > 0>>
-	<br><br>_Name "says certainly <<if def $PC.customTitle>>$PC.customTitle<<elseif $PC.title != 0>>sir<<else>>ma'am<</if>>, it is possible to upgrade $securityForceName more than once per week, however, it will cost you."
-	<br>
-	<<link "Would you like to discus upgrading $securityForceName again?">>
-		<<set $securityForceUpgradeToken = 0, $securityForceUpgradeTokenReset += 1, $cash -= _securityForceUpgradeResetTokenCurrentCost>>
-		<<goto "SFM Barracks">>
-	<</link>> <br>It will cost 5% of your currently displayed cash, which is <<print cashFormat(Math.trunc(_securityForceUpgradeResetTokenCurrentCost))>>.
-<</if>>
-<<if $securityForceUpgradeTokenReset >= 1>>
-	<br>Total multi week $securityForceName upgrades: $securityForceUpgradeTokenReset <br>
-<</if>>
-
-<<include "SpecialForceUpgradeOptions">>
-<<include "SpecialForceBarracksAdditionalColonelInteractions">>
diff --git a/src/uncategorized/buildingWidgets.tw b/src/uncategorized/buildingWidgets.tw
index 2cf2b6f5dd9..98359a92568 100644
--- a/src/uncategorized/buildingWidgets.tw
+++ b/src/uncategorized/buildingWidgets.tw
@@ -218,8 +218,10 @@ Selling this sector would relinquish a 4% interest in $arcologies[0].name. Such
 	<<set $AProsperityCap = 60>>
 <<elseif $arcologyUpgrade.spire != 1>>
 	<<set $AProsperityCap = 100>>
-<<else>>
+<<elseif $arcologyUpgrade.field != 1>>
 	<<set $AProsperityCap = 150>>
+<<else>>
+	<<set $AProsperityCap = 260>>
 <</if>>
 <<set $ACitizenLimit = 0, $ASlaveLimit = 0, $Sweatshops = 0>>
 <<if $arcologyUpgrade.spire == 1>>
diff --git a/src/uncategorized/costsReport.tw b/src/uncategorized/costsReport.tw
index 419e855bb7f..24b81eb8c64 100644
--- a/src/uncategorized/costsReport.tw
+++ b/src/uncategorized/costsReport.tw
@@ -47,6 +47,9 @@
 	<</if>>
 <</if>>
 
+<<if $SFMODToggle === 1 && $SubsidyActive === 1>>
+	<<print cashFormat(((100000*(V.SFTroops/10))*1+(V.arcologies[0].prosperity/100)*1+(V.SFU/100)))>> to support $securityForceName untill it becomes self-sufficient.
+<</if>>
 <<if $mercenaries > 0>>
 	<<set _mercCosts = $mercenaries*2000>>
 	<<if $barracks>><<set _mercCosts *= 0.5>><</if>>
@@ -559,3 +562,6 @@ trainer fees: <<print cashFormat(_cost)>>
 		<</if>>
 	<</if>>
 <</if>>
+<<if $arcologyUpgrade.field === 1>>
+	<br>The additional solar power generation provided by $securityForceName's arcology wide electromagnetic force field reduces upkeep by 25%.
+<</if>>
diff --git a/src/uncategorized/manageArcology.tw b/src/uncategorized/manageArcology.tw
index af5496b00ba..254c9724c85 100644
--- a/src/uncategorized/manageArcology.tw
+++ b/src/uncategorized/manageArcology.tw
@@ -54,10 +54,16 @@ __Construction__
 	//The next major upgrade needed is an improvement of the arcology's electrical transmission lines to make efficient use of the additional power from the solar apron. This upgrade will cost <<print cashFormat(Math.trunc(50000*$upgradeMultiplierArcology))>>.// [[Upgrade transmission lines|Manage Arcology][$cash -= Math.trunc(50000*$upgradeMultiplierArcology), $arcologyUpgrade.grid = 1, $PC.engineering += 1]]
 <<elseif $arcologyUpgrade.spire != 1>>
 	//The next major upgrade needed is the addition of a spire at the top of the arcology to increase the space available for the wealthiest citizens to own whole floors. This huge project will cost <<print cashFormat(Math.trunc(250000*$upgradeMultiplierArcology))>>.// [[Add spire|Manage Arcology][$cash -= Math.trunc(250000*$upgradeMultiplierArcology), $arcologyUpgrade.spire = 1, $sectors[1].type = "Apartments", $sectors[2].type = "Apartments", $sectors[3].type = "Apartments", $sectors[4].type = "Apartments", $sectors[1].ownership = 1, $sectors[2].ownership = 1, $sectors[3].ownership = 1, $sectors[4].ownership = 1, $PC.engineering += 1]]
+<<elseif $arcologyUpgrade.field != 1 && $Firebase >= 8 && $SFMODToggle === 1>>
+	//The next major upgrade needed is the upgrading of the arcology wide electromagnetic force field to cloak and provide additional solar power generation.
+	<<if ndef $cost>> <<set $cost = 50>> <</if>>
+	You are commiting <<textbox "$cost" $cost "Manage Arcology">>% (@@.yellowgreen;<<print cashFormat(Math.ceil($cash*$cost/100))>>@@) of your cash resreves to this project.
+	[[Apply|Manage Arcology][$cash -= $cash*$cost/100, $arcologyUpgrade.field = 1]]
 <<else>>
 	//The arcology's public areas are fully upgraded.//
 <</if>>
 
+<<if $arcologyUpgrade.field === 1>> <<unset $cost>> <</if>>
 <br>
 
 <<if $weatherCladding == 0>>
@@ -280,8 +286,8 @@ Your slaves have participated in approximately <<print commaNum($oralTotal+$vagi
 <br><br>
 <<if $securityForceCreate == 0>>
 	Your army counts <<print commaNum($militiaEmployedManpower + $slavesEmployedManpower + $mercEmployedManpower)>> total soldiers.
-<<else>>
-	Your army counts <<print commaNum($militiaEmployedManpower + $slavesEmployedManpower + $mercEmployedManpower + $securityForcePersonnel)>> total soldiers of which <<print commaNum($securityForcePersonnel)>> under the security force command and the rest under your direct control.
+<<elseif $securityForceCreate === 1 && $SFMODToggle === 1>>
+	Your army counts <<print commaNum($militiaEmployedManpower + $slavesEmployedManpower + $mercEmployedManpower + $SFTroops)>> total soldiers of which <<print commaNum($SFTroops)>> under the security force command and the rest under your direct control.
 <</if>>
 <<if $hasFoughtOnce == 1>>
 	Your troops were involved in <<print commaNum($battlesCount)>> battles of which <<print commaNum($majorBattlesCount)>> were major engagements. You won
diff --git a/src/uncategorized/nextWeek.tw b/src/uncategorized/nextWeek.tw
index db9ea93914e..67376048f9e 100644
--- a/src/uncategorized/nextWeek.tw
+++ b/src/uncategorized/nextWeek.tw
@@ -325,5 +325,6 @@
 <<if $autosave != 0>>
 	<<script>>Save.autosave.save("Week Start Autosave")<</script>>
 <</if>>
+<<if $AttendanceGranted !== -1>> <<set $AttendanceGranted = -1>> <</if>>
 
 <<goto "Main">>
diff --git a/src/uncategorized/nonRandomEvent.tw b/src/uncategorized/nonRandomEvent.tw
index f30564ceca0..b6b5a6b2bca 100644
--- a/src/uncategorized/nonRandomEvent.tw
+++ b/src/uncategorized/nonRandomEvent.tw
@@ -2,6 +2,7 @@
 
 <<set $showEncyclopedia = 0, $activeSlave = 0, $eventSlave = 0>>
 
+<<if $SFMODToggle === 1 && ndef $securityForceEventSeen>> <<set $securityForceEventSeen = 0>> <</if>>
 <<if $plot>>
 
 <<set _effectiveWeek = $week-$nationHate>>
@@ -126,7 +127,7 @@
 	<<goto "P peacekeepers independence">>
 <<elseif def $peacekeepers && $peacekeepers.strength >= 50 && $peacekeepers.influenceAnnounced == 0>>
 	<<goto "P peacekeepers influence">>
-<<elseif (_effectiveWeek > 80) && (random(1,100) > 66) && ($securityForceCreate != 1) && ($securityForceEventSeen != 1) && ($SFMODToggle == 1)>>
+<<elseif (_effectiveWeek >= 80) && ($securityForceCreate != 1) && ($securityForceEventSeen != 1) && ($SFMODToggle === 1)>>
 	<<goto "Security Force Proposal">>
 <<elseif ($securityForceCreate == 1) && ($securityForceActive == 0)>>
 	<<goto "Security Force Naming-Colonel">>
@@ -166,8 +167,6 @@
 	<<goto "secExpSmilingMan">>
 <<elseif $rivalOwner == 0 && $smilingManProgress == 3 && $secExp == 1>>
 	<<goto "secExpSmilingMan">>
-<<elseif $TierTwoUnlock == 1 && ($securityForceCreate == 1) && ($SFMODToggle == 1) && $OverallTradeShowAttendance == 0>>
-	<<goto "securityForceTradeShow">>
 <<else>>
 	<<if random(1,100) > _effectiveWeek+25>>
 		<<goto "RIE Eligibility Check">>
diff --git a/src/uncategorized/options.tw b/src/uncategorized/options.tw
index 7b08c4b6fbe..9569632eaa5 100644
--- a/src/uncategorized/options.tw
+++ b/src/uncategorized/options.tw
@@ -400,11 +400,11 @@ Curative side effects are @@.red;DISABLED@@. [[Enable|Options][$curativeSideEffe
 
 <br><br>
 ''MODS''
-<br>
-<<if ($SFMODToggle == 0)>>
-	The Special Force Mod is @@.red;DISABLED@@. [[Enable|Options][$SFMODToggle = 1]]
+<br>The Special Force Mod is currently
+<<if ($SFMODToggle === 0)>>
+	@@.red;DISABLED@@. [[Enable|Options][$SFMODToggle = 1]]
 <<else>>
-	The Special Force Mod is currently @@.cyan;ENABLED@@. [[Disable|Options][$SFMODToggle = 0]]
+	@@.cyan;ENABLED@@. [[Disable|Options][$SFMODToggle = 0]]
 <</if>> //Will not affect mod content that has already been encountered.//
 
 <br>
diff --git a/src/uncategorized/persBusiness.tw b/src/uncategorized/persBusiness.tw
index 09380818993..710f5d39c2b 100644
--- a/src/uncategorized/persBusiness.tw
+++ b/src/uncategorized/persBusiness.tw
@@ -900,6 +900,6 @@ Routine upkeep of your demesne costs @@.yellow;<<print cashFormat($costs)>>.@@
 	<<set $menialDemandFactor += random(-250, 250)>>
 <</if>>
 
-<<if $securityForceActive == 1>>
+<<if $securityForceActive === 1 && $SFMODToggle === 1>>
 	<<include "Security Force EOW Report">>
 <</if>>
diff --git a/src/uncategorized/randomNonindividualEvent.tw b/src/uncategorized/randomNonindividualEvent.tw
index a5ae95cd4c8..9e29d550835 100644
--- a/src/uncategorized/randomNonindividualEvent.tw
+++ b/src/uncategorized/randomNonindividualEvent.tw
@@ -1277,6 +1277,9 @@
 			<<set $milfSlaveID = $milfSlaveID.ID>>
 		<</if>>
 	<</if>>
+<<if $securityForceCreate === 1 && $SFMODToggle === 1>>
+	<<set $events.push("Trick Shot Night")>> 
+<</if>>
 
 	<<if $RegularParties == 1>>
 		<<if ($PC.vagina == 1 && $PC.title == 0) && (random(0,99) < $seeDicks)>>
diff --git a/src/uncategorized/reAWOL.tw b/src/uncategorized/reAWOL.tw
index a568f0e82fd..7d300b65a38 100644
--- a/src/uncategorized/reAWOL.tw
+++ b/src/uncategorized/reAWOL.tw
@@ -42,10 +42,10 @@ Your window of opportunity to act is closing. If you have plans for punishing th
 
 <br>
 
-<<if $securityForceActive == 1>>
+<<if $securityForceActive === 1 && $SFMODToggle === 1>>
 	<<link "Let your $securityForceName handle her">>
 		<<replace "#result">>
-				You take a tablet and send The Colonel a notice about the mutinous mercenary. When you have the majority of the pertinent details committed to text, all that remains is to decide the fate of your quarry.
+				You take a tablet and send <<print SFC()>> a notice about the mutinous mercenary. When you have the majority of the pertinent details committed to text, all that remains is to decide the fate of your quarry.
 				<br><br>
 				<span id="SFresult">
 
diff --git a/src/uncategorized/scheduledEvent.tw b/src/uncategorized/scheduledEvent.tw
index ec69cf2e4cd..f10ad7d2d24 100644
--- a/src/uncategorized/scheduledEvent.tw
+++ b/src/uncategorized/scheduledEvent.tw
@@ -209,8 +209,6 @@
 	<<set $nicaeaAchievement = either("devotion", "trust", "slaves")>>
 	<<goto "SE nicaea council">>
 
-<<elseif (Math.trunc($week/24) == ($week/24)) && ($securityForceCreate == 1) && ($SFMODToggle == 1) && $OverallTradeShowAttendance >= 1>>
-	<<goto "securityForceTradeShow">>
 <<else>>
 	<<goto "Nonrandom Event">>
 <</if>>
diff --git a/src/uncategorized/seIndependenceDay.tw b/src/uncategorized/seIndependenceDay.tw
index 1825758a436..ec7689cbe01 100644
--- a/src/uncategorized/seIndependenceDay.tw
+++ b/src/uncategorized/seIndependenceDay.tw
@@ -375,88 +375,83 @@ In the Free Cities, Independence Day falls on the day when the Free City achieve
 <span id="result2">
 <br><<link "Pay for a lavish fireworks display">>
 	<<replace "#result2">>
-	Once darkness falls outside the arcology, a traditional fireworks display erupts from mortars mounted on your penthouse balconies. The noise and light @@.green;delights@@ your citizens, terrifies the arcology's stupider slaves, and serves a useful ancillary purpose in defense preparedness. The arcology's radar and laser sensors track the display, using it as an opportunity to calibrate the point defense systems on real targets. There is general agreement that this sort of thing should be a yearly tradition here, just like it was in some parts of the old world: old ideas aren't all bad.
+	<br><br>Once darkness falls outside the arcology, a traditional fireworks display erupts from mortars mounted on your penthouse balconies. The noise and light @@.green;delights@@ your citizens, terrifies the arcology's stupider slaves, and serves a useful ancillary purpose in defense preparedness. The arcology's radar and laser sensors track the display, using it as an opportunity to calibrate the point defense systems on real targets. There is general agreement that this sort of thing should be a yearly tradition here, just like it was in some parts of the old world: old ideas aren't all bad.
 	<<set $rep += 1000, $cash -= 10000>>
 	<</replace>>
-<</link>> //Costs <<print cashFormat(10000)>>//
+<</link>> //Costs @@.yellowgreen;<<print cashFormat(10000)>>@@// </span>
 
-<<if $securityForceActive == 1>>
+<<if $securityForceActive === 1 && $SFMODToggle === 1>> <span id="result3">
 <br><<link "Host a parade">>
-	<<replace "#result2">>
-	<<if $securityForcePersonnel < 100>>
+	<<replace "#result3">><br><br>
+	<<if $SFTroops < 100>>
 		The tiny size of $securityForceName does not inspire confidence in your citizens.
 		<<set $rep -= 200>>
-	<<elseif $securityForcePersonnel < 1500>>
+	<<elseif $SFTroops < 2000>>
 		The almost full size of $securityForceName inspires confidence in your citizens.
-		<<set $rep += 100>>
+		<<set $rep += 250>>
 	<</if>>
-	<<if $securityForceInfantryPower == 0>>
+	<<if $Armoury === 0>>
 		Seeing the soldiers of $securityForceName with high-quality personal weapons and light armor, but little in the way of exceptional armament, provides little confidence in $securityForceName.
 		<<set $rep -= 200>>
-	<<elseif $securityForceInfantryPower == 11>>
+	<<elseif $Armoury === 11>>
 		The citizens of $arcologies[0].name are relieved to see that $securityForceName's troops are out fitted the absolutely latest in gear.
-		<<set $rep += 100>>
+		<<set $rep += 250>>
 	<</if>>
-	<<if $securityForceStimulantPower == 0>>
-		Seeing $securityForceName being relaxed inspires confidence that they are unlikely to get a face full of lead.
-		<<set $rep += 100>>
-	<<elseif $securityForceStimulantPower == 7>>
-		The slight twitchiness and high-end alertness of $securityForceName's troops makes your citizens afraid that they may get a face full of lead.
+	<<if $SFDrugs === 0>>
+		Seeing $securityForceName being relaxed inspires confidence that they are unlikely to
+		<<set $rep += 250>>
+	<<else>>
+		The slight twitchiness and high-end alertness of $securityForceName's troops makes your citizens afraid that they may
 		<<set $rep -= 200>>
-	<</if>>
-	<<if $securityForceVehiclePower == 0>>
-		The use of basic, unarmored mainly high-end civilian vehicles with jury-rigged crew-served weapons by $securityForceName does not inspire confidence in your citizens.
+	<</if>> get a face full of lead.
+	<<if $SFVehicles === 0>>
+		The use of basic, unarmored mainly high-end civilian vehicles with jury-rigged crew-served weapons by $securityForceName does not
 		<<set $rep -= 200>>
-	<<elseif $securityForceVehiclePower == 7>>
-		$securityForceName's use of the most advanced heavy armored and support vehicles possible inspires confidence in your citizens.
-		<<set $rep += 100>>
-	<</if>>
-	<<if $securityForceAircraftPower == 0>>
+	<<else>>
+		$securityForceName's use of the most advanced heavy armored and support vehicles possible
+		<<set $rep += 250>>
+	<</if>> inspires confidence in your citizens.
+	<<if $SFAirForce === 0>>
 		Seeing $securityForceName's air force primarily consist of light transport VTOLs equipped with non-lethal weaponry, does not assure your citizens.
 		<<set $rep -= 200>>
-	<<elseif $securityForceAircraftPower == 7>>
+	<<else>>
 		Seeing $securityForceName's air force using latest equipment assures your citizens that they are safe from the air.
-		<<set $rep += 100>>
+		<<set $rep += 250>>
 	<</if>>
-	<<if $securityForceDronePower == 0>>
+	<<if $SFDrones === 0>>
 		Seeing "re-purposed" non-military drones from the arcology's original contingent flying around, does not inspire confidence in your citizens.
 		<<set $rep -= 200>>
-	<<elseif $securityForceDronePower == 5>>
+	<<else>>
 		Seeing the latest and greatest drones buzzing over head assures your citizens that they are unmatched.
-		<<set $rep += 100>>
+		<<set $rep += 250>>
 	<</if>>
-	<<if $securityForceGiantRobot == 1>>
+	<<if $GiantRobot === 1>>
 		Seeing a basic old world rusted looking Giant Robot, doesn't provide your citizens with much assurance that they are protected.
 		<<set $rep -= 200>>
-	<<elseif $securityForceGiantRobot == 7>>
+	<<else>>
 		Seeing that the Giant Robot has been fully upgraded provides your citizens with a feeling of safety.
-		<<set $rep += 100>>
+		<<set $rep += 250>>
 	<</if>>
-	<<if ($securityForceRulesOfEngagement == "hold") && ($securityForceDepravity >= 1.5)>>
+	<<if ($SFROE === "hold") && ($securityForceDepravity >= 1.5)>>
 		The sight of $securityForceName's forcing their captured slaves to suck them off while swinging their swords and other none lethal tools around trigger fingers twitch inspires terror in your citizens.
 		<<set $rep -= 200>>
-	<<elseif ($securityForceRulesOfEngagement == "limited") && ($securityForceDepravity >= 1.5)>>
+	<<elseif ($SFROE === "limited") && ($securityForceDepravity >= 1.5)>>
 		The sight of $securityForceName's forcing their captured slaves to suck them off with itchy trigger fingers inspires terror in your citizens.
 		<<set $rep -= 200>>
-	<<elseif ($securityForceRulesOfEngagement == "free") && ($securityForceDepravity >= 1.5)>>
+	<<elseif ($SFROE === "free") && ($securityForceDepravity >= 1.5)>>
 		The sight of $securityForceName's forcing their captured slaves to suck them off while frequently firing without any care into the air, inspiring terror in your citizens.
 		<<set $rep -= 200>>
 	<</if>>
-	<<if ($securityForceRulesOfEngagement == "hold") && ($securityForceDepravity <= 0.3)>>
+	<<if ($SFROE === "hold") && ($securityForceDepravity <= 0.3)>>
 		The sight of $securityForceName's professionally holstering their weapons provides your citizens with a sense of safety.
-		<<set $rep += 100>>
-	<<elseif ($securityForceRulesOfEngagement == "limited") && ($securityForceDepravity <= 0.3)>>
+		<<set $rep += 250>>
+	<<elseif ($SFROE === "limited") && ($securityForceDepravity <= 0.3)>>
 		The sight of $securityForceName's professionally keeping their finger on the trigger provides your citizens with a sense of safety.
-		<<set $rep += 100>>
-	<<elseif ($securityForceRulesOfEngagement == "free") && ($securityForceDepravity <= 0.3)>>
+		<<set $rep += 250>>
+	<<elseif ($SFROE === "free") && ($securityForceDepravity <= 0.3)>>
 		The sight of $securityForceName's professionally being alert and to ready to act at a moment's notice provides your citizens with a sense of safety.
-		<<set $rep += 100>>
+		<<set $rep += 250>>
 	<</if>>
-	
 	/*Maybe a random chance attack by the Daughter's of Liberty if they haven't been already defeated or if they have by a cell that managed to survive. The size of the attack could depend the time since their last encounter. The amount of damage inflicted would depend primarily on if the hacker's support was acquired, $bodyguard's combat skill, the player's combat skill, SF upgrades and finally some RNG. If a low amount of damage is inflicted then there will be a low hit to rep and some criminals can be acquired or dealt with in the usual manner. Higher amounts of damage leads to higher hits to rep and a chance that fewer attackers will survive. Without a bodyguard there is a chance that PC may die or be held hostage with a chance of being killed if the rescue attempt is botched. */
-	
-	/* I was thinking providing a option (potentially #result3) of giving a speech with it being a duplicate of the above speech just for completeness sake however it would be redundant except for a line or two about the outcome of attack if it fired (i.e listing the number of dead/captured attackers (potentially #result4) and dead soldiers with a couple of potential options (potentially #result5) ;to erect a statute or such acknowledge them and if one is already present to add them on to it, to provide support for their families. Also the amount of monetary damage, did $bodyguard die or just get wounded and if so how severely. Finally a closing message with how the PC wishes to react to it (potentially #result6); e.g. be vigilant, it's a one off, act of war, we will not give into terrorist attacks, etc. */	
-	<</replace>>
-<</link>>
-<</if>>
-</span>
\ No newline at end of file
+	/* I was thinking providing a option (potentially #result3) of giving a speech with it being a duplicate of the above speech just for completeness sake however it would be redundant except for a line or two about the outcome of attack if it fired (i.e listing the number of dead/captured attackers (potentially #result4) and dead soldiers with a couple of potential options (potentially #result5) ;to erect a statute or such acknowledge them and if one is already present to add them on to it, to provide support for their families. Also the amount of monetary damage, did $bodyguard die or just get wounded and if so how severely. Finally a closing message with how the PC wishes to react to it (potentially #result6); e.g. be vigilant, it's a one off, act of war, we will not give into terrorist attacks, etc. */
+	<</replace>> <</link>> </span> <</if>>
diff --git a/src/uncategorized/seRaiding.tw b/src/uncategorized/seRaiding.tw
index e4976f0459e..937c5fcc7d8 100644
--- a/src/uncategorized/seRaiding.tw
+++ b/src/uncategorized/seRaiding.tw
@@ -3,7 +3,7 @@
 <<set $nextLink = "Scheduled Event", $returnTo = "Scheduled Event", $nextButton = "Continue", $raided = $week>>
 
 The leader of your $mercenariesTitle has contacted you from the world outside your arcology. It seems that your $mercenariesTitle have enjoyed a profitable series of raids in their time outside the arcology and have decided to push their luck by plundering one last location on their way back to the arcology. As their nominal leader, they ask your opinion of a small number of potential targets. Given the distance from the arcology and the time sensitivity of conducting such a mission, you have little to base your decision on besides a brief description.
-<<if $securityForceSatellitePower >= 1>>
+<<if $Satellite >= 1 && $SFMODToggle === 1>> 
 	By having access to the use of $securityForceName's Satellite it is less likely that the target will escape.
 <</if>>
 
diff --git a/src/uncategorized/seRaidingAssault.tw b/src/uncategorized/seRaidingAssault.tw
index 508d522b404..55ac281388d 100644
--- a/src/uncategorized/seRaidingAssault.tw
+++ b/src/uncategorized/seRaidingAssault.tw
@@ -2,7 +2,7 @@
 
 You make your selection and direct your $mercenariesTitle to attack the target.
 
-<<if $securityForceSatellitePower >= 1>>
+<<if $Satellite >= 1 && $SFMODToggle === 1>>
 	<<set _MercCapture = random(-3,5)>>
 	<<set _raidescape = random(1,2)>>
 <<else>>
@@ -205,4 +205,4 @@ You make your selection and direct your $mercenariesTitle to attack the target.
 <<if ($targetEscape >= _MercCapture) || (_raidescape == 1)>>
 	Your $mercenariesTitle return without their final prize, but remain in high spirits given their other successes out in the field.
 <</if>>
-<<unset $targetEscape, $origin>>
\ No newline at end of file
+<<unset $targetEscape, $origin>>
diff --git a/src/uncategorized/securityForceEOWReport.tw b/src/uncategorized/securityForceEOWReport.tw
deleted file mode 100644
index bd757372e21..00000000000
--- a/src/uncategorized/securityForceEOWReport.tw
+++ /dev/null
@@ -1,425 +0,0 @@
-:: Security Force EOW Report
-
-<<silently>>
-
-<<include "SpecialForceUpgradeTree">>
-<<set _SFNOPercentage = _maxNO*_RaidingEfficiency>>
-<<set _SFOPercentage = _maxO*_RaidingEfficiency>>
-
-/* Manpower Fluctuation Calculations - loss from attrition, random casualties, etc. Baseline is ~3%/week. Heavier for raiding/slaving, reduced for securing trade. Maxes out between 1000-1500, though never exactly that. If over 1500 for some reason, set to 1455-1495. If under 100, cannot fluctuate further negatively. */
-
-	/* Check for too many troopers, set to mid 1400s if so */
-	<<if $securityForcePersonnel > 1500>>
-		<<set $securityForcePersonnel = random(1455,1495)>>
-	<</if>>
-
-	/* Force attrition, scales with size of force, increases when raiding and decreases when training. Securing trade is the 'neutral state', though attrition still of course happens */
-	<<if $securityForcePersonnel < 100>>
-		<<if $securityForceFocus == "recruit">> <<set $securityForcePersonnel += random(2,5)>> <<elseif $securityForceFocus == "raiding">> <<set $securityForcePersonnel += random(2,5)>> <<else>> <<set $securityForcePersonnel += random(2,5)>>
-		<</if>>
-	<<elseif $securityForcePersonnel < 200>>
-		<<if $securityForceFocus == "recruit">> <<set $securityForcePersonnel += random(-4,0)>> <<elseif $securityForceFocus == "raiding">> <<set $securityForcePersonnel += random(-8,-4)>> <<else>> <<set $securityForcePersonnel += random(-6,-2)>>
-		<</if>>
-	<<elseif $securityForcePersonnel < 300>>
-		<<if $securityForceFocus == "recruit">> <<set $securityForcePersonnel += random(-6,-2)>> <<elseif $securityForceFocus == "raiding">> <<set $securityForcePersonnel += random(-10,-6)>> <<else>> <<set $securityForcePersonnel += random(-8,-4)>>
-		<</if>>
-	<<elseif $securityForcePersonnel < 400>>
-		<<if $securityForceFocus == "recruit">> <<set $securityForcePersonnel += random(-8,-4)>> <<elseif $securityForceFocus == "raiding">> <<set $securityForcePersonnel += random(-12,-8)>> <<else>> <<set $securityForcePersonnel += random(-10,-6)>>
-		<</if>>
-	<<elseif $securityForcePersonnel < 500>>
-		<<if $securityForceFocus == "recruit">> <<set $securityForcePersonnel += random(-12,-8)>> <<elseif $securityForceFocus == "raiding">> <<set $securityForcePersonnel += random(-16,-12)>> <<else>> <<set $securityForcePersonnel += random(-14,-10)>>
-		<</if>>
-	<<elseif $securityForcePersonnel < 600>>
-		<<if $securityForceFocus == "recruit">> <<set $securityForcePersonnel += random(-14,-12)>> <<elseif $securityForceFocus == "raiding">> <<set $securityForcePersonnel += random(-18,-16)>> <<else>> <<set $securityForcePersonnel += random(-16,-14)>>
-		<</if>>
-	<<elseif $securityForcePersonnel < 700>>
-		<<if $securityForceFocus == "recruit">> <<set $securityForcePersonnel += random(-16,-14)>> <<elseif $securityForceFocus == "raiding">> <<set $securityForcePersonnel += random(-20,-18)>> <<else>> <<set $securityForcePersonnel += random(-18,-16)>>
-		<</if>>
-	<<elseif $securityForcePersonnel < 800>>
-		<<if $securityForceFocus == "recruit">> <<set $securityForcePersonnel += random(-20,-16)>> <<elseif $securityForceFocus == "raiding">> <<set $securityForcePersonnel += random(-24,-20)>> <<else>> <<set $securityForcePersonnel += random(-22,-18)>>
-		<</if>>
-	<<elseif $securityForcePersonnel < 900>>
-		<<if $securityForceFocus == "recruit">> <<set $securityForcePersonnel += random(-24,-20)>> <<elseif $securityForceFocus == "raiding">> <<set $securityForcePersonnel += random(-28,-24)>> <<else>> <<set $securityForcePersonnel += random(-26,-22)>>
-		<</if>>
-	<<elseif $securityForcePersonnel < 1000>>
-		<<if $securityForceFocus == "recruit">> <<set $securityForcePersonnel += random(-28,-24)>> <<elseif $securityForceFocus == "raiding">> <<set $securityForcePersonnel += random(-30,-28)>> <<else>> <<set $securityForcePersonnel += random(-30,-26)>>
-		<</if>>
-	<<elseif $securityForcePersonnel < 1100>>
-		<<if $securityForceFocus == "recruit">> <<set $securityForcePersonnel += random(-30,-28)>> <<elseif $securityForceFocus == "raiding">> <<set $securityForcePersonnel += random(-32,-32)>> <<else>> <<set $securityForcePersonnel += random(-34,-28)>>
-		<</if>>
-	<<elseif $securityForcePersonnel < 1200>>
-		<<if $securityForceFocus == "recruit">> <<set $securityForcePersonnel += random(-32,-34)>> <<elseif $securityForceFocus == "raiding">> <<set $securityForcePersonnel += random(-34,-36)>> <<else>> <<set $securityForcePersonnel += random(-38,-30)>>
-		<</if>>
-	<<elseif $securityForcePersonnel < 1300>>
-		<<if $securityForceFocus == "recruit">> <<set $securityForcePersonnel += random(-34,-38)>> <<elseif $securityForceFocus == "raiding">> <<set $securityForcePersonnel += random(-36,-40)>> <<else>> <<set $securityForcePersonnel += random(-42,-32)>>
-		<</if>>
-	<<elseif $securityForcePersonnel < 1400>>
-		<<if $securityForceFocus == "recruit">> <<set $securityForcePersonnel += random(-36,-42)>> <<elseif $securityForceFocus == "raiding">> <<set $securityForcePersonnel += random(-38,-44)>> <<else>> <<set $securityForcePersonnel += random(-46,-34)>>
-		<</if>>
-	<<elseif $securityForcePersonnel < 1500>>
-		<<if $securityForceFocus == "recruit">> <<set $securityForcePersonnel += random(-48,-46)>> <<elseif $securityForceFocus == "raiding">> <<set $securityForcePersonnel += random(-40,-48)>> <<else>> <<set $securityForcePersonnel += random(-50,-36)>>
-		<</if>>
-	<<else>>
-		<<set $securityForcePersonnel += random(-1,1)>>
-	<</if>>
-
-/* Recruitment Calculations. Base of 10/week, so can get to about 250 personnel without upgrades/rep changes. Increases with reputation, either positive (I get to work for a solid private force!) or negative (I get to shoot people and take their shit with nobody caring!). Increases with cumulative upgrade sum (a better equipped force is more attractive for recruits). Infantry upgrades are worth twice as much (I get crazy combat armor, for free?). */
-
-	/* Universal recruitment base */
-	<<set $securityForceRecruit = 10>>
-
-	/* Extra recruitment from upgrades, up to an extra 5 per upgrade track (10 for infantry), to a sum of an extra 35/week at full upgrades. */
-		<<if $securityForceArcologyUpgrades > 0>>
-			<<set $securityForceRecruit += ($securityForceArcologyUpgrades)>> <</if>>
-		<<if $securityForceInfantryPower > 0>>
-			<<set $securityForceRecruit += ($securityForceInfantryPower*2)>> <</if>>
-		<<if $securityForceStimulantPower > 0>>
-			<<set $securityForceRecruit += ($securityForceStimulantPower)>> <</if>>
-
-	<<if $securityForceArcologyUpgrades >= 1>>
-		<<if $securityForceVehiclePower > 0>>
-			<<set $securityForceRecruit += ($securityForceVehiclePower)>> <</if>>
-	<</if>>
-
-	<<if $securityForceArcologyUpgrades >= 4>>
-		<<if $securityForceAircraftPower > 0>>
-			<<set $securityForceRecruit += ($securityForceAircraftPower)>> <</if>>
-		<<if $securityForceSpacePlanePower > 0>>
-			<<set $securityForceRecruit += ($securityForceSpacePlanePower)>> <</if>>
-		<<if $securityForceFortressZeppelin > 0>>
-			<<set $securityForceRecruit += ($securityForceFortressZeppelin)>> <</if>>
-		<<if $securityForceAC130 > 0>>
-			<<set $securityForceRecruit += ($securityForceAC130)>> <</if>>
-	<</if>>
-
-	<<if $securityForceArcologyUpgrades >= 2>>
-		<<if $securityForceDronePower > 0>>
-			<<set $securityForceRecruit += ($securityForceDronePower)>> <</if>>
-	<</if>>
-
-	<<if $securityForceArcologyUpgrades >= 4>>
-		<<if $securityForceSatellitePower > 0>>
-			<<set $securityForceRecruit += ($securityForceSatellitePower)>> <</if>>
-		<<if $securityForceGiantRobot > 0 && ($terrain != "oceanic" && $terrain != "marine")>>
-			<<set $securityForceRecruit += ($securityForceGiantRobot)>> <</if>>
-	<</if>>
-
-	<<if $terrain == "oceanic" || $terrain == "marine">>
-		<<if $securityForceAircraftCarrier > 0>>
-			<<set $securityForceRecruit += ($securityForceAircraftCarrier)>> <</if>>
-		<<if $securityForceSubmarine > 0>>
-			<<set $securityForceRecruit += ($securityForceSubmarine)>> <</if>>
-	<</if>>
-	
-	<<switch $ColonelCore>>
-		<<case "kind" "collected">>
-			<<set $securityForceRecruit += 2>>
-	<</switch>>	
-
-	/* If focus is recruit/train, 95% of the above is added to the personnel total of the SF. Else, 25% (which will, at medium/high personnel levels, not wholly counteract attrition, needing some recruitment every so often to keep the total high). */
-	<<if $securityForceFocus == "recruit">>
-		<<set $securityForceRecruit += (Math.trunc($securityForceRecruit*0.95))>>
-	<<elseif $securityForceFocus == "secure">>
-		<<set $securityForceRecruit += (Math.trunc($securityForceRecruit*0.25))>>
-	<<elseif $securityForceFocus == "raiding">>
-		<<set $securityForceRecruit += (Math.trunc($securityForceRecruit*0.25))>>
-	<</if>>
-
-	/* Final addition of recruits to force personnel pool */
-	<<set $securityForcePersonnel += ($securityForceRecruit)>>
-
-	/* Final Check to ensure not over 1500 members. If so, set it to the mid/high 1400s. Recruitment will be wasteful at this point. */
-	<<if $securityForcePersonnel > 1500>>
-		<<set $securityForcePersonnel = random(1455,1495)>>
-	<</if>>
-
-/* Trade Protection Calculations. Protecting trade is a reputation/prosperity builder and provides a few event triggers. Base rep build of 2.5%/week. Each upgrade adds 0.25%, drones and barracks are twice as powerful (swarms to patrol smaller routes while the troops secure the major ones and improved coordination, etc.), to reach a theoretical max of 5% rep boost per week from that (before subsequent modifiers and calculations at EOW). Personnel gates apply a further 0.5% modifier per gate. Prosperity builds at the same rate (adds an extra 5% prosperity per week along the same guidelines as rep using the same logic), and is then applied to the prosperity if the result would be less than/equal to the current prosperity cap. Positive reputation applies a significant positive multiplier (lets go trade with the nice people!), negative reputation applies a significant negative multiplier (trade routes are safe, yeah, but you know, they, uh, murder people for their jewelry and then enslave their children). */
-
-	/* Base rep/prosperity gain */
-	<<set $securityForceTrade = 0.025>>
-
-	/* Extra rep/prosperity from upgrades, an extra 0.25% per upgrade. ArcologyUpgrades and drones are worth double. */
-		<<if $securityForceArcologyUpgrades > 0>>
-			<<set $securityForceTrade += (0.5*($securityForceArcologyUpgrades))>> <</if>>
-		<<if $securityForceInfantryPower > 0>>
-			<<set $securityForceTrade += (0.25*($securityForceInfantryPower))>> <</if>>
-		<<if $securityForceStimulantPower > 0>>
-			<<set $securityForceTrade += (0.25*($securityForceStimulantPower))>> <</if>>
-
-	<<if $securityForceArcologyUpgrades >= 1>>
-		<<if $securityForceVehiclePower > 0>>
-			<<set $securityForceTrade += (0.25*($securityForceVehiclePower))>> <</if>>
-		<<if $securityForceHeavyBattleTank > 0>>
-			<<set $securityForceTrade += (0.25*($securityForceHeavyBattleTank))>> <</if>>
-	<</if>>
-
-	<<if $securityForceArcologyUpgrades >= 4>>
-		<<if $securityForceAircraftPower > 0>>
-			<<set $securityForceTrade += (0.25*($securityForceAircraftPower))>> <</if>>
-		<<if $securityForceSpacePlanePower > 0>>
-			<<set $securityForceTrade += (0.25*($securityForceSpacePlanePower))>> <</if>>
-		<<if $securityForceFortressZeppelin > 0>>
-			<<set $securityForceTrade += (0.25*($securityForceFortressZeppelin))>> <</if>>
-		<<if $securityForceAC130 > 0>>
-			<<set $securityForceTrade += (0.25*($securityForceAC130))>> <</if>>
-		<<if $securityForceHeavyTransport > 0>>
-			<<set $securityForceTrade += (0.25*($securityForceHeavyTransport))>> <</if>>
-	<</if>>
-
-	<<if $securityForceArcologyUpgrades >= 2>>
-		<<if $securityForceDronePower > 0>>
-			<<set $securityForceTrade += (0.5*($securityForceDronePower))>> <</if>>
-	<</if>>
-
-	<<if $securityForceArcologyUpgrades >= 4>>
-		<<if $securityForceSatellitePower > 0>>
-			<<set $securityForceTrade += (0.25*($securityForceSatellitePower))>> <</if>>
-		<<if $securityForceGiantRobot > 0 && $terrain != "oceanic" &&  $terrain != "marine">>
-			<<set $securityForceTrade += (0.25*($securityForceGiantRobot))>> <</if>>
-		<<if $securityForceMissileSilo > 0 && $terrain != "oceanic" &&  $terrain != "marine">>
-			<<set $securityForceTrade += (0.25*($securityForceMissileSilo))>> <</if>>
-	<</if>>
-
-	<<if $terrain == "oceanic" || $terrain == "marine">>
-		<<if $securityForceAircraftCarrier > 0>>
-			<<set $securityForceTrade += (0.25*($securityForceAircraftCarrier))>> <</if>>
-		<<if $securityForceSubmarine > 0>>
-			<<set $securityForceTrade += (0.25*($securityForceSubmarine))>> <</if>>
-		<<if $securityForceHeavyAmphibiousTransport > 0>>
-			<<set $securityForceTrade += (0.25*($securityForceHeavyAmphibiousTransport))>> <</if>>
-	<</if>>
-	
-	<<switch $ColonelCore>>
-		<<case "kind" "collected">>
-			<<set $securityForceTrade += 0.15>>
-	<</switch>>	
-
-	/* Manpower effects - extra 0.5% per 100-gate in terms of manpower. Kicks in at over 200, since some of the SF is on overhead, logistics, repairs, rest, etc. */
-	<<if $securityForcePersonnel > 200>>
-		<<set $securityForceTrade += (0.005*Math.trunc($securityForcePersonnel/100))>>
-	<</if>>
-
-	/* If focus is secure trade, 95% of the above is added to the players rep/prosperity. Else, 25%. */
-	<<if $securityForceFocus == "secure">>
-		<<set $rep += (Math.trunc($rep*($securityForceTrade*0.95)))>>
-		<<set $arcologies[0].prosperity = (Math.trunc($arcologies[0].prosperity+($securityForceTrade*0.95)))>>
-	<<elseif $securityForceFocus == "recruit">>
-		<<set $rep += (Math.trunc($rep*($securityForceTrade*0.25)))>>
-		<<set $arcologies[0].prosperity = (Math.trunc($arcologies[0].prosperity+($securityForceTrade*0.25)))>>
-	<<elseif $securityForceFocus == "raiding">>
-		<<set $rep += (Math.trunc($rep*($securityForceTrade*0.25)))>>
-		<<set $arcologies[0].prosperity = (Math.trunc($arcologies[0].prosperity+($securityForceTrade*0.25)))>>
-	<</if>>
-
-	/* If the rep or prosperity is now above the cap, set it to the cap. */
-	<<if $rep > 20000>>
-		<<set $rep = 20000>>
-	<</if>>
-	<<if $arcologies[0].prosperity > $AProsperityCap>>
-		<<set $arcologies[0].prosperity = $AProsperityCap>>
-	<</if>>
-
-/* Raiding/Slaving Calculations. This brings in cash and activates event triggers. Base raiding brings in 75000/week, but this scales significantly with personnel and upgrades.   */
-
-	/* Base raiding take, zero the summative variables */
-	<<set $securityForceBooty = 75000>>
-	<<set $securityForceIncome = 0>>
-	<<set $securityForceMissionEfficiency = 1>>
-
-	/* Impact of manpower on raiding. An extra 3500/100-gate, kicking in at over 200 personnel */
-	<<if $securityForcePersonnel > 200>>
-		<<set $securityForceBooty += 3500*Math.trunc($securityForcePersonnel/100)>>
-	<</if>>
-
-	<<set _RaidingEfficiency = .1>>
-
-	/* Raiding Efficiency Modifier Calculations
-	/* Drugs make them better at everything, but especially much better at raiding - much easier to murder and pillage when you're fucked out of your mind on a mix of meth, pcp, and lsd. Having an effective; CIC (Combat Information Center) at the barracks, air force, Satellite, AC-130, major and more efficient facility support massively improves raiding efficiency. If we are dealing with an oceanic arcology the sub and carrier massively improve efficiency. */
-
-	/* Facilities */
-
-		<<if $securityForceArcologyUpgrades > 0>>
-			<<set $securityForceMissionEfficiency *= 1+($securityForceArcologyUpgrades*_RaidingEfficiency)>> <</if>>
-		<<if $securityForceInfantryPower > 0>>
-			<<set $securityForceMissionEfficiency *= 1+($securityForceInfantryPower*_RaidingEfficiency)>> <</if>>
-		<<if $securityForceStimulantPower > 0>>
-			<<set $securityForceMissionEfficiency *= 1+($securityForceStimulantPower*_RaidingEfficiency)>> <</if>>
-
-	<<if $securityForceArcologyUpgrades >= 1>>
-		<<if $securityForceVehiclePower > 0>>
-			<<set $securityForceMissionEfficiency *= 1+($securityForceVehiclePower*_RaidingEfficiency)>> <</if>>
-		<<if $securityForceHeavyBattleTank > 0>>
-			<<set $securityForceMissionEfficiency *= 1+($securityForceHeavyBattleTank*_RaidingEfficiency)>> <</if>>
-	<</if>>
-
-	<<if $securityForceArcologyUpgrades >= 4>>
-		<<if $securityForceAircraftPower > 0>>
-			<<set $securityForceMissionEfficiency *= 1+($securityForceAircraftPower*_RaidingEfficiency)>> <</if>>
-		<<if $securityForceSpacePlanePower > 0>>
-			<<set $securityForceMissionEfficiency *= 1+($securityForceSpacePlanePower*_RaidingEfficiency)>> <</if>>
-		<<if $securityForceFortressZeppelin > 0>>
-			<<set $securityForceMissionEfficiency *= 1+($securityForceFortressZeppelin*_RaidingEfficiency)>> <</if>>
-		<<if $securityForceAC130 > 0>>
-			<<set $securityForceMissionEfficiency *= 1+($securityForceAC130*_RaidingEfficiency)>> <</if>>
-	<</if>>
-
-	<<if $securityForceArcologyUpgrades >= 2>>
-		<<if $securityForceDronePower > 0>>
-			<<set $securityForceMissionEfficiency *= 1+($securityForceDronePower*_RaidingEfficiency)>> <</if>>
-	<</if>>
-
-	<<if $securityForceArcologyUpgrades >= 4>>
-		<<if $securityForceSatellitePower > 0>>
-			<<set $securityForceMissionEfficiency *= 1+($securityForceSatellitePower*_RaidingEfficiency)>> <</if>>
-		<<if $securityForceGiantRobot > 0 && ($terrain != "oceanic" && $terrain != "marine")>>
-			<<set $securityForceMissionEfficiency *= 1+($securityForceGiantRobot*_RaidingEfficiency)>> <</if>>
-		<<if $securityForceMissileSilo > 0 && ($terrain != "oceanic" && $terrain != "marine")>>
-			<<set $securityForceMissionEfficiency *= 1+($securityForceMissileSilo*_RaidingEfficiency)>> <</if>>
-	<</if>>
-
-	<<if $terrain == "oceanic" || $terrain == "marine">>
-		<<if $securityForceAircraftCarrier > 0>>
-			<<set $securityForceMissionEfficiency *= 1+($securityForceAircraftCarrier*_RaidingEfficiency)>> <</if>>
-		<<if $securityForceSubmarine > 0>>
-			<<set $securityForceMissionEfficiency *= 1+($securityForceSubmarine*_RaidingEfficiency)>> <</if>>
-		<<if $securityForceHeavyAmphibiousTransport > 0>>
-			<<set $securityForceMissionEfficiency *= 1+($securityForceHeavyAmphibiousTransport*_RaidingEfficiency)>> <</if>>
-	<</if>>
-
-	/* Colonel */
-	<<switch $ColonelCore>>
-	<<case "warmonger" "cruel" "psychopathic">>
-		<<set $securityForceMissionEfficiency *= 1+(_RaidingEfficiency)>>
-	<</switch>>
-	<<if $securityForceSexedColonel > 0>>
-		<<set $securityForceMissionEfficiency *= 1+($securityForceSexedColonel*_RaidingEfficiency)>>
-	<</if>>
-	<<if $OverallTradeShowAttendance > 0>>
-		<<set $securityForceMissionEfficiency *= 1+($OverallTradeShowAttendance*_RaidingEfficiency)>>
-	<</if>>
-
-	LieutenantColonel and Facility Support
-	<<if $LieutenantColonel == 2>>
-		<<set $securityForceMissionEfficiency *= 1+($LieutenantColonel*_RaidingEfficiency)>>
-	<</if>>
-	<<if $FacilitySupportEfficiency > 1>>
-		<<set $securityForceMissionEfficiency *= 1+($FacilitySupportEfficiency*_RaidingEfficiency)>>
-	<</if>>
-
-	/* Apply the efficiency boost to the booty. Let's hope that meth made them better at ripping out some poor bastard's gold teeth */
-	<<set $securityForceBooty = ($securityForceBooty*$securityForceMissionEfficiency)>>
-
-	/* Check to see if total booty is over 15k. This is the 'profitability point' of the SF. It has no upkeep, but unless you get over 15k, The Colonel uses the entire take to keep the force together. Still very profitable at higher levels though (Who thought having a 1000-man private military dedicated to slamming meth and pillaging the world would be profitable? It's quite crazy tbh). Technically the booty calcs should be affected if the force is recruiting/securing (less income from raids), but that would be frustrating for the player at high levels of development - we still want them to feel like they're getting the cash. Uses a flag for the eventual description. */
-	<<if $securityForceBooty > 15000>>
-		<<set $securityForceProfitable = 1>>
-
-		/* Finally, add dat cash to the bank. C.R.E.A.M. */
-		<<if $securityForceFocus == "raiding">>
-			<<set $securityForceIncome = Math.trunc(($securityForceBooty*0.95))>>
-			<<set $cash = ($cash+$securityForceIncome)>>
-		<<elseif $securityForceFocus == "recruit">>
-			<<set $securityForceIncome = Math.trunc(($securityForceBooty*0.25))>>
-			<<set $cash = ($cash+$securityForceIncome)>>
-		<<elseif $securityForceFocus == "secure">>
-			<<set $securityForceIncome = Math.trunc(($securityForceBooty*0.25))>>
-			<<set $cash = ($cash+$securityForceIncome)>>
-		<</if>>
-	<<else>>
-		<<set $securityForceProfitable = 0>>
-	<</if>>
-
-/* Depravity calculations - hidden stat representing how violent/hedonistic/etc the SF is. Rises with raiding/free fire/low accountability, The Colonel personality choice and lowers with reduced settings (though much slower since it's easier to go criminal then it is to go straight afterward, etc. Middle options have no effect. Each setting is independent of the others. */
-
-	<<if $securityForceFocus == "raiding">>
-		<<set $securityForceDepravity += 0.05>>
-	<<elseif $securityForceFocus == "secure">>
-		<<set $securityForceDepravity -= 0.02>>
-	<</if>>
-
-	<<if $securityForceRulesOfEngagement == "free">>
-		<<set $securityForceDepravity += 0.05>>
-	<<elseif $securityForceRulesOfEngagement == "hold">>
-		<<set $securityForceDepravity -= 0.02>>
-	<</if>>
-
-	<<if $securityForceAccountability == "none">>
-		<<set $securityForceDepravity += 0.05>>
-	<<elseif $securityForceAccountability == "strict">>
-		<<set $securityForceDepravity -= 0.02>>
-	<</if>>
-
-	<<switch $ColonelCore>>
-	<<case "kind">>
-		<<set $securityForceDepravity -= 0.02>>
-	<<case "collected">>
-		<<set $securityForceDepravity -= 0.015>>
-		<<set $securityForceDepravity += 0.015>>
-
-	<<case "cruel">>
-		<<set $securityForceDepravity += 0.05>>
-	<<case "psychopathic">>
-		<<set $securityForceDepravity += 0.10>>
-	<<case "sociopathic">>
-		<<set $securityForceDepravity += 0.15>>
-
-	<<case "brazen">>
-		<<set $securityForceDepravity += 1.05>>
-		<<set $securityForceDepravity -= 1.05>>
-	<</switch>>
-
-/* Reset the token counters for speaking or such to The Colonel in the barracks */
-	<<set $securityForceUpgradeToken = 0>>
-	<<set $securityForceGiftToken = 0>>
-	<<set $securityForceColonelToken = 0>>
-	<<set $securityForceSexedColonelToken = 0>>
-
-/* securityForceTradeShow */
-<<if $CurrentTradeShowAttendance == 1>>
-	<<set $CurrentTradeShowAttendance = 0>>
-	<<set $TradeShowIncome = 0>>
-	<<set $TradeShowHelots = 0>>
-<</if>>
-
-<<if $securityForceStimulantPower == 8 || $securityForceStimulantPower == 10>>
-	<<set _OverdoseSurvivalChance = 5, _OverdoseDeaths = 0>>
-	<<if _Env == _N1>>
-		<<set _OverdoseSurvivalChance = _OverdoseSurvivalChance-.5>>
-	<<elseif _Env == _N2>>
-		<<set _OverdoseSurvivalChance = _OverdoseSurvivalChance>>
-	<<elseif _Env == _N3>>
-		<<set _OverdoseSurvivalChance = _OverdoseSurvivalChance+.5>>
-	<</if>>
-
-	<<if $securityForceStimulantPower == 8 && random(0,100) > _OverdoseSurvivalChance>>
-		<<set _OverdoseDeaths = random(0,10)>>
-	<<elseif $securityForceStimulantPower == 10 && random(0,100) > _OverdoseSurvivalChance>>
-		<<set _OverdoseDeaths = random(0,20)>>
-	<</if>>
-
-	<<if _OverdoseDeaths > 0>>
-		<<set $securityForcePersonnel -= _OverdoseDeaths>>
-	<</if>>
-
-<</if>>
-
-/* Take all the above and display the EOW text and control panel. */
-<</silently>>
-<<nobr>>
-	__Status and Activities of the $securityForceName __:
-	<br>This week, $securityForceName, <<print commaNum($securityForcePersonnel)>> strong, focused on <<if $securityForceFocus == "recruit">>recruiting and training more personnel. Smaller parties ventured out to protect the arcology's trade routes and strike targets of opportunity.<<elseif $securityForceFocus == "secure">>securing the trade routes between the arcology and the surrounding area. Smaller parties ventured out to strike targets of opportunity and process new recruits.
-	<<elseif $securityForceFocus == "raiding">>locating and striking targets of opportunity, capturing both material loot and new slaves. Smaller parties secured the most important of the arcology's trade routes and processed new recruits.<</if>> <<if $securityForceStimulantPower == 8 || $securityForceStimulantPower == 10 && _OverdoseDeaths > 0>> <<print (_OverdoseDeaths)>> soldiers fatally overdosed on the drug cocktail, The Colonel's much heavier than average drug use saves her from this side effect.<</if>> These activities have, overall, @@.green;improved@@ your arcology's prosperity. <<if $securityForceProfitable == 1>>The goods procured by the $securityForceName this week, after accounting for the spoils retained by individual soldiers, were @@.green;more than sufficient@@ to cover expenses. Excess material and human assets totaling @@.yellowgreen;<<print cashFormat($securityForceIncome)>>@@ (after liquidation) were transferred to your accounts. <<elseif $securityForceProfitable == 0>>The goods procured by the special force were, after accounting for the spoils retained by individual soldiers, @@.red;barely enough@@ to cover expenses. More growth will be needed to ensure profitability.<</if>> $securityForceName managed to recruit $securityForceRecruit new soldiers this week, and your reputation has @@.green;improved@@ through the improvement of trade security.
-
-<</nobr>>
-	<br>&nbsp;&nbsp;&nbsp;&nbsp;//Your instructions to <<if $CurrentTradeShowAttendance == 1>>Lieutenant Colonel <<= SlaveFullName($LieutenantColonel)>><<else>>The Colonel<</if>>://
-		&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Deployment focus: <span id="focus"><<if $securityForceFocus == "recruit">>''Recruiting and Training''<<elseif $securityForceFocus == "secure">>''Securing Trade Routes''<<else>>''Raiding and Slaving''<</if>></span>.&nbsp;&nbsp; <<link "Recruit and Train">><<set $securityForceFocus = "recruit">><<replace "#focus">>''Recruiting and Training''<</replace>><</link>> | <<link "Secure Trade Routes">><<set $securityForceFocus = "secure">><<replace "#focus">>''Securing Trade Routes''<</replace>><</link>> | <<link "Raiding and Slaving">><<set $securityForceFocus = "raiding">><<replace "#focus">>''Raiding and Slaving''<</replace>><</link>>
-		&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Rules of Engagement: <span id="roe"><<if $securityForceRulesOfEngagement == "hold">>''Hold Fire''<<elseif $securityForceRulesOfEngagement == "limited">>''Limited Fire''<<else>>''Free Fire''<</if>></span>.&nbsp;&nbsp; <<link "Hold Fire">><<set $securityForceRulesOfEngagement = "hold">><<replace "#roe">>''Hold Fire''<</replace>><</link>> | <<link "Limited Fire">><<set $securityForceRulesOfEngagement = "limited">><<replace "#roe">>''Limited Fire''<</replace>><</link>> | <<link "Free Fire">><<set $securityForceRulesOfEngagement = "free">><<replace "#roe">>''Free Fire''<</replace>><</link>>
-		&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Accountability: <span id="accountability"><<if $securityForceAccountability == "strict">>''Strict Accountability''<<elseif $securityForceAccountability == "some">>''Some Accountability''<<else>>''No Accountability''<</if>></span>.&nbsp;&nbsp; <<link "Strict Accountability">><<set $securityForceAccountability = "strict">><<replace "#accountability">>''Strict Accountability''<</replace>><</link>> | <<link "Some Accountability">><<set $securityForceAccountability = "some">><<replace "#accountability">>''Some Accountability''<</replace>><</link>> | <<link "No Accountability">><<set $securityForceAccountability = "none">><<replace "#accountability">>''No Accountability''<</replace>><</link>>
-	<<if $OverallTradeShowAttendance == 1>>
-		<br>Thank you <<if def $PC.customTitle>>$PC.customTitle<<elseif $PC.title != 0>>sir<<else>>ma'am<</if>> for letting me to go back to it, hopefully <<if $LieutenantColonel == 2>>Lieutenant Colonel <<= SlaveFullName($LieutenantColonel)>> has been doing her job <<else>> that nothing serious happened while I was away.<</if>> There was some interest in our developments, I could probably sell generic schematics next time I go if you want?
-	<<elseif $OverallTradeShowAttendance >= 2>>
-		<br>Thank you <<if def $PC.customTitle>>$PC.customTitle<<elseif $PC.title != 0>>sir<<else>>ma'am<</if>> for letting me to go back to it, hopefully <<if $LieutenantColonel == 2>>Lieutenant Colonel <<= SlaveFullName($LieutenantColonel)>> has been doing her job <<else>> that nothing serious happened while I was away.<</if>>
-		<br>While at the recent TradeShow, <<print cashFormat($TradeShowIncome)>> was made selling generic schematics and $TradeShowHelots menial slaves were sent as a bonus.
-		Overall <<print cashFormat($TotalTradeShowIncome)>> has been made and <<print commaNum($TotalTradeShowHelots)>> menial slaves have been acquired during the $OverallTradeShowAttendance TradeShow's I have attended.
-	<</if>>
-	&nbsp;&nbsp;&nbsp;&nbsp;//Current facilities status://
-<<include "SpecialForceUpgradeDec">>
diff --git a/src/uncategorized/securityForceNamingColonel.tw b/src/uncategorized/securityForceNamingColonel.tw
deleted file mode 100644
index 69dbbe34b58..00000000000
--- a/src/uncategorized/securityForceNamingColonel.tw
+++ /dev/null
@@ -1,169 +0,0 @@
-:: Security Force Naming-Colonel [nobr]
-
-<<set $nextLink = "Random Nonindividual Event", $nextButton = " ">>
-
-<span id="address">
-It's been a short while since you told your citizens that you were going to talk to them about their security, and by all accounts, they've turned out in force to watch your address over the arcology's internal communications system. You wake up early, relieve your frustrations on a few slaves woken out of deep sleep, and take position behind your desk. You also call over a slave and push her under your desk. The unspoken instruction is clear, and she begins <<if $PC.dick == 1>> enthusiastically (but silently) sucking your cock, taking it as deep as she can without gagging. <<else>> enthusiastically eating you out, pressing her face into your pussy and forcing her tongue deep inside you. <</if>>
-
-<br><br>
-
-A blinking light tells you that the channel is open. You take a deep breath, and begin. You greet your citizens and explain that while you believe deeply in the underlying principles of the Free Cities, that of contract law, minimal to no governmental oversight, and slaveholding, recent events have forced you to modify some of your views. The Old World attack, and especially the assault by the Daughters of Liberty who, as you remind them, were aided by a distressingly large number of now-dead traitors, has proven that some form of permanent, organized standing force is needed to ensure the personal safety of the citizen body.
-
-<br><br>
-
-You tell them that the Old World continues to deteriorate (it does). You tell them that it is only a matter of time before the poor, diseased, starving, and unwashed masses try their hand at invading the arcology again (it is). You tell them that such a force would be good for business, securing trade routes and conducting slaving raids far greater in scale than those performed by private slaving corporations (it would). And finally, to quell their greatest fear, you tell them that you would personally support the force financially.
-
-<br><br>
-
-As you speak, you carefully monitor the citizens' opinions as indicated on their communication devices. It is uniformly positive - they know whom they have to thank for their continued survival and dominance. You also monitor your arousal given the ministrations of your slave. A few small movements on your part communicate to your citizens what is happening without being too obvious. Free Cities business etiquette respects business conducted while being subtly serviced (and your doing so during such a public and important broadcast signals how seriously you are taking it), but a climax would be seen as a serious lack of discipline.
-
-<br><br>
-
-You finally wrap up your speech, announcing to your citizens the immediate formation, with yourself as Marshal, of the: <<textbox "$securityForceName" $securityForceName>>
-
-<br><br>
-
-You close the link to the communication system and read a message from your assistant that appeared during the last moments of your address. In consultation with major figures in the mercenary community, a suitable candidate for day-to-day command of the new unit has been found. Your instructions were to keep you in the dark about them so avoid pre-judgment. They are waiting outside your office.
-<br>--------------------
-<br><<link "Invite them inside">>
-	<<replace "#address">>
-	The figure that enters is not what you were expecting, given your previous experiences with the mercenary groups that work with the arcology owners of the Free Cities. Most mercenaries you've worked with have been grizzled stout men, veterans of the Old World militaries that finally had too much and went private. This one's different, <<if $ColonelCore != "">> likely to be ''$ColonelCore'' <</if>>
-		<span id="result0">
-		<<if $ColonelCore == "">> you can guess from her face that at her core she is likely to be:
-		<<link "Kind" "Security Force Naming-Colonel">>
-			<<replace "#result0">>
-			she strikes you as a kind person.
-			<<set $ColonelCore = "kind">>
-			<</replace>>
-		<</link>> | <<link "Mischievous" "Security Force Naming-Colonel">>
-			<<replace "#result0">>
-			she strikes you as someone who enjoys playfully causing trouble.
-			<<set $ColonelCore = "mischievous">>
-			<</replace>>
-		<</link>> | <<link "Cruel" "Security Force Naming-Colonel">>
-			<<replace "#result0">>
-			she strikes you as terribly cruel.
-			<<set $ColonelCore = "cruel">>
-			<</replace>>
-		<</link>> | <<link "Psychopathic" "Security Force Naming-Colonel">>
-			<<replace "#result0">>
-			she strikes you as a complete psychopath.
-			<<set $ColonelCore = "psychopathic">>
-			<</replace>>
-		<</link>> | <<link "Sociopathic" "Security Force Naming-Colonel">>
-			<<replace "#result0">>
-			she strikes you as a complete sociopath.
-			<<set $ColonelCore = "sociopathic">>
-			<</replace>>
-		<</link>> | <<link "A warmonger" "Security Force Naming-Colonel">>
-			<<replace "#result0">>
-			she strikes you as someone who just loves war.
-			<<set $ColonelCore = "warmonger">>
-			<</replace>>
-		<</link>> | <<link "Jaded" "Security Force Naming-Colonel">>
-			she strikes you as someone who's seen too much to really care anymore.
-			<<replace "#result0">>
-			<<set $ColonelCore = "jaded">>
-			<</replace>>
-		<</link>> | <<link "Shell shocked" "Security Force Naming-Colonel">>
-			<<replace "#result0">>
-			she strikes you as someone who's been through hell.
-			<<set $ColonelCore = "shell shocked">>
-			<</replace>>
-		<</link>> | <<link "Brazen" "Security Force Naming-Colonel">>
-			<<replace "#result0">>
-			she strikes you as someone who doesn't know shame.
-			<<set $ColonelCore = "brazen">>
-			<</replace>>
-		<</link>> | <<link "Collected" "Security Force Naming-Colonel">>
-			<<replace "#result0">>
-			she seems calm and collected.
-			<<set $ColonelCore = "collected">>
-			<</replace>>
-		<</link>>
-		<</if>>
-		</span>	
-
-<<if $ColonelCore != "">>
-	<br><br>
-	
-	She strides in, stopping in front of your desk, not bothering to put on even the semi-military air (complete with salute) that most mercenaries tend to adopt when meeting new clients. She's very tall and wearing the pants, boots, gloves, and tank top of a female combat armor under-suit. Her bare arms and upper body are corded with muscle, and through the tank top's thin fabric you can see both the shape of her muscled abdomen and the curves of her small but perky breasts, complete with what your experience tells you are barbell nipple piercings. Her eyes are alive with intelligence, and you can see her scanning your office, clearly impressed by its opulence. Her hair is shaved close to the scalp, and her ears and nose are heavily pierced. You can make out three long, ugly scars running over top of the mottled tissue of a previous, severe burn along one side of her face, as well as numerous smaller scars and burns on her bare arms. She's been disarmed prior to meeting you, and you see, in addition to an empty pistol holster on her hip, at least three empty knife holsters.
-
-	<br><br>
-
-	Returning your gaze to her face, she crosses her arms underneath her chest, pressing her breasts up and forward. You have her measure. Given the generally patriarchal nature of both the mercenary community, and the same nature combined with the heavily sexualized lifestyle of the Free Cities, she's decided to embrace her position rather than fight it.
-
-	<br><br>
-
-	"So," she begins, "you're the boss." You invite her to sit down. "No thanks, boss. Besides," she indicates the slave under your desk, "you look a little occupied." She nods at the desk. "Saw the speech. Very nice. I'd heard you crazy bastards do business while getting <<if $PC.dick == 1>>sucked off, <<else>>eaten out, <</if>>but I've never seen anyone actually do it. Hell, most of you people don't want to have to have too much to do with me. I usually get my instructions remotely." A short, harsh laugh escapes her. "But I guess it keeps you focused. Can't have the entire arcology seeing you cum."
-
-	<br><br>
-
-	She moves a step closer. "Your computer told me you wanted me to be a surprise, so I guess I'll tell you why you want me to run the $securityForceName for you. I'm a killer, pure and simple, and you need that. I looked into those attacks you've suffered. Nasty business. I'll make sure that an attack like that never happens again. I was a soldier out there, in charge of about a thousand men, when the Free Cities first started going up, and I knew they were the future. Eventually I deserted, found the first refugee convoy I could, killed the moron protecting it, sold the girls off to the slavers, and bought enough gear to start killing for people like you. Ran my own merc crew, did well till we tried to take on a bigger one and everyone died. Joined with another big outfit, became the number two, then shit went bad and I had to run. Been a solo fighter and slaver ever since. I know my work, and I know I can make this work."
-
-	<br><br>
-
-	You feel your climax approaching and hold up a finger. The merc pauses while you <<if $PC.dick == 1>>grab the slave's head, forcing your cock roughly down her throat while you cum. She swallows as much as she can before pulling away, coughing. <<else>>grip the slave's head tightly with your thighs, pressing her face tightly against your pussy as you cum. When you release her, she pulls away, coughing.<</if>>
-
-	<br><br>
-
-	The merc laughs again. "I could get used to a place like this." She waves her hand around the office. "I bet you want to know why I'd be trustworthy for something like this." You don't correct her. "Thought so." Her demeanor softens, and you can detect a hit of nervousness. "I would say that I've never turned on a client and leave it at that, but this is different. It's getting worse out there. I'm sure you know that." You give her a slight nod. "Four times now I've woken up in the middle of the night and had to kill someone. Two of them were the people I'd taken to bed. You can't even trust your drunken fucks anymore." 
-	<<switch $ColonelCore>>
-		<<case "kind">>
-			What a shame but that is the world today.
-		<<case "cruel" "sociopathic">>
-			Who doesn't like a good hard fuck and stab?
-		<<case "jaded">>
-			Meh, what else is new?
-	<</switch>>
-
-	<br><br>
-
-	"I like fighting, but I want to live somewhere where I can relax from life out there. You give me the job and a place to live, let me hang up the uncertainty of being a merc, and I'll die for you if it comes to that. I promise the people I recruit will feel the same. Besides, I could get used to 
-	<<switch $ColonelCore>>
-	<<case "warmonger">> 
-		fighting vastly out matched foes.
-	<<case "cruel">> 
-		having my own stable to abuse as I see fit. 
-	<<case "mischievous">> 
-		causing a little chaos.
-	<</switch>> 
-	Spending my R&R time with a cold beer in one hand, a few lines of coke or a stack of pills in front of me, 
-	<<if $ColonelCore == "cruel">> 
-		and a terrified little slavegirl locked between my legs, struggling to breathe,
-	<</if>> 
-	sounds pretty fucking good to me."
-
-	<br><br>
-
-	You decide quickly. She'll do. You tap a few commands on your desk's console, assigning her personal quarters on the arcology's higher levels and transferring her first stipend to her new account. You also ask her what title she wants.
-
-	<br><br>
-
-	"Title?" Another short laugh. "I guess I do need one, given that I'm all official and shit now." She thinks for a moment. "I was a major before I went freelance, and I think I'd like a promotion. Colonel sounds good." You make a note of this in her file. "You people don't seal contracts with a fuck do you?" You shake your head, and she laughs again. "Good. I make it a point never to fuck the boss. It's bad for business." She turns around. "Well, I guess I'd better get to it. Your computer thing assigned me space on the lower levels for the barracks. I brought a few squads of guys I know from the old days to start, but we'll grow fast once I put the word out, I guarantee it."
-
-	<br><br>
-
-	<<link "Let her leave">>
-	<<replace "#address">>
-	She turns and leaves, and you chase the slave out after her. A few minutes later, a soft chime announces the arrival of a message. It's from The Colonel.
-
-	<br><br>
-
-	//Hey boss, just wanted to mention something else. In your speech you said that you were going to be paying for the $securityForceName. In my mind that means it's yours, no matter what anyone else here might think. I do what you tell me to do. I make sure the troops behave as you want them to behave. I've worked for some 'nice guys' in the past, and I can do that job if you want. It's boring, but sustainable, and I'll have the $securityForceName turning a profit and supporting the arcology in good order. But if you let me off the leash, and throw any Old World complaints in the trash where they belong, I promise you'll have money pouring in your office, even accounting for the good amounts me and my boys will pocket along the way. You'll have an empire in short order. <<if $mercenaries > 1>>Either way, I'll keep my hands off those mercs you've already installed. I figure that you've reasons for having two different death squads under contract.<</if>>
-
-	<br><br>
-
-	Oh, one last thing. I know you've got some kind of grand social experiment going on up there like all the other owners, and that's your own deal, but I'd appreciate it if you could keep that stuff out of the new barracks. I'll have a hard time approaching potential recruits and telling them they should come live in a Roman apartment, an Egyptian temple, a goddamn Japanese teahouse, or some of the other crazy shit I've seen in the past. They're hard, nasty people, and trust me, I can tell you from experience that changing that is just not going to happen. Like I said, though, I can hold them back a bit if you like.
-
-	<br><br>
-
-	Talk to you later, boss.//
-	<<set $nextButton = "Continue">><<UpdateNextButton>> /* unlock Continue button */
-	<<set $securityForceActive = 1, $securityForceSubsidyActive = 1>>
-	<</replace>>
-	<</link>>
-<</if>>
-	<</replace>>
-<</link>>
-</span>
\ No newline at end of file
diff --git a/src/uncategorized/securityForceProposal.tw b/src/uncategorized/securityForceProposal.tw
deleted file mode 100644
index 2e79b89018d..00000000000
--- a/src/uncategorized/securityForceProposal.tw
+++ /dev/null
@@ -1,40 +0,0 @@
-:: Security Force Proposal [nobr]
-
-<<set $nextLink = "Next Week">>
-<<set $nextButton = "Continue">>
-
-The Free Cities were founded on the principles of unrestrained anarcho-capitalism. To those with such beliefs, the very idea of possessing an armed force, a key tool of government control, or weapons at all, was anathema.
-
-In the period since, however, your citizens have seen the value in weaponry. They watched on their news-feed as some Free Cities were sacked by the armies and mobs of the Old World, driven by their hatred of the citizens' luxurious lifestyles. They've seen other Cities toppled from within, by slave conspiracies or infighting among citizen groupings with differing beliefs. They've witnessed the distressingly rapid rise of fanatical anti-slavery organizations, who would like nothing more than to see them slowly bled by their own chattel. They are learned people, and they know what happens to slaveowners who lose their power.
-
-They've also seen the results of your policies. Your actions towards the arming of both yourself and the arcology proved critical, and ensured their safety when the Old World came for them. And your victory over the Daughters of Liberty, who the citizens know would have executed every single one of them, has created an opportunity. If you insisted upon the creation of a standing 'special' force for the arcology, many would support you and, more importantly, nobody of note would object.
-
-Such a force would solve many problems. More soldiers would mean more control, which is very good for you. More soldiers would mean more security for the arcology and the approaches to it, which is very good for business. More soldiers would mean more obedience from rebellious slaves who can see how powerless they truly are, which is very good for everybody. The force would be tiny compared to the Old World militaries that still exist, but money and technology can, of course, overcome massive numerical inferiority. This being the Free Cities, they would have other uses besides security. Perhaps, in time, you could exert some manner of influence on the Old World itself.
-
-''This is a unique and very important opportunity'', and is possible only because of your recent victory over the Daughters. If you do not seize it, the memories and fears of your citizens will fade, and you will not be able to raise the matter again.
---------------------
-<<set $securityForceEventSeen = 1>>
-<<if ($PC.warfare >= 100)>>
-	<<set _price = 10000>>
-<<elseif ($PC.warfare >= 50) || ($PC.career == "arcology owner")>>
-	<<set _price = 15000>>
-<<else>>
-	<<set _price = 20000>>
-<</if>>
-
-<span id="result">
-<<link "Prepare for an announcement">>
-	<<replace "#result">>
-	You instruct $assistantName to announce to the arcology's citizenry that you will be making an important announcement in the near future regarding the security situation. Given the damage still present from the Daughters' attack, everyone will be turning in. You also instruct your assistant to begin quietly investigating potential leadership figures for the force itself.
-	<<set $securityForceCreate = 1>>
-	<<set $cash -= _price>>
-	<<set $nextButton = "Continue">>
-	<</replace>>
-<</link>> //Initial costs are <<print cashFormat(_price)>>, and upon establishment the force will have significant support costs until it is self-sufficient.//
-<br><<link "The mercenaries are enough">>
-	<<replace "#result">>
-	On second thought, such a force is not needed. Your methods have served well so far - why should there be any change going forward?
-	<<set $nextButton = "Continue">>
-	<</replace>>
-<</link>>
-</span>
diff --git a/src/uncategorized/storyCaption.tw b/src/uncategorized/storyCaption.tw
index bd8e53d38bf..d8288649cfa 100644
--- a/src/uncategorized/storyCaption.tw
+++ b/src/uncategorized/storyCaption.tw
@@ -499,8 +499,8 @@
 			<</if>>
 		<</if>>
 		<br>
-		<<if ($securityForceActive)>>
-			<br><span id="SFMButton"> <<link "$securityForceName's Barracks""SFM Barracks">><</link>> </span> @@.cyan;[Z]@@
+		<<if ($securityForceActive) && $SFMODToggle === 1>>
+			<br><span id="SFMButton"> <<link "$SFNameCaps's firebase""Firebase">><</link>> </span> @@.cyan;[Z]@@
 		<</if>>
 		<br><span id="optionsButton"><<link "Game Options">><<set $nextButton = "Back", $nextLink = _Pass>><<goto "Options">><</link>></span> @@.cyan;[O]@@
 	<<else>>
@@ -524,8 +524,8 @@
 		<<if $cyberMod != 0 && $researchLab.built == "true">>
 			<br>[[Manage Research Lab|Research Lab][$temp = 0]]
 		<</if>>
-		<<if ($securityForceActive)>>
-			<br><span id="SFMButton"> <<link "$securityForceName's Barracks""SFM Barracks">><</link>> </span> @@.cyan;[Z]@@
+		<<if ($securityForceActive) && $SFMODToggle === 1>>
+			<br><span id="SFMButton"> <<link "$SFNameCaps's firebase""Firebase">><</link>> </span> @@.cyan;[Z]@@
 		<</if>>
 
 		<br>
@@ -565,8 +565,8 @@
 	<<if $cyberMod != 0 && $researchLab.built == "true">>
 	<br>[[Manage Research Lab|Research Lab][$temp = 0]]
 	<</if>>
-	<<if ($securityForceActive)>>
-	<br><span id="SFMButton"> <<link "$securityForceName's Barracks""SFM Barracks">><</link>> </span> @@.cyan;[Z]@@
+	<<if ($securityForceActive) && $SFMODToggle === 1>>
+	<br><span id="SFMButton"> <<link "$SFNameCaps's firebase""Firebase">><</link>> </span> @@.cyan;[Z]@@
 	<</if>>
 
 	<br>
-- 
GitLab