diff --git a/src/SecExp/attackHandler.tw b/src/SecExp/attackHandler.tw index 407029b3257cf50608c1d518ca54ac9f8ef55ded..7922455f728f939ff2a98d39bbc462e841b6c19a 100644 --- a/src/SecExp/attackHandler.tw +++ b/src/SecExp/attackHandler.tw @@ -92,8 +92,8 @@ <<if $securityForceFortressZeppelin >= 1>> <<set _defMod += $securityForceFortressZeppelin * 0.05>> <</if>> - <<if $securityForceSatalitePower >= 11>> - <<set _atkMod += ($securityForceSatalitePower - 10) * 0.05>> + <<if $securityForceSatellitePower >= 11>> + <<set _atkMod += ($securityForceSatellitePower - 10) * 0.05>> <</if>> <<if $securityForceGiantRobot >= 6>> <<set _defMod += ($securityForceGiantRobot - 5) * 0.05>> @@ -190,7 +190,7 @@ <</if>> <<if $PC.ballsImplant >= 2>> <<set _woundChance += 1>> - <</if>> + <</if>> <<if random(1,100) <= _woundChance>> <<set $leaderWounded = 1>> <<set _militiaMod -= 0.2>> @@ -430,7 +430,7 @@ <</if>> <<if $HeadGirl.intelligence <= -3>> <<set _woundChance += 1>> - <</if>> + <</if>> <<if random(1,100) <= _woundChance>> <<set $leaderWounded = 1>> <<set _militiaMod -= 0.2>> @@ -988,7 +988,7 @@ <<set _morale = _morale + _morale * $secBarracksUpgrades.luxury * 0.05>> /* barracks bonus */ <<set _morale *= _moraleTroopMod>> <<set _baseHp = ($secBotsBaseHp * $deployingBots + $militiaBaseHp * $deployingMilitia + $slaveBaseHp * $deployingSlaves + $mercBaseHp * $deployingMercs + $SFBaseHp * $SFIntervention) / ($deployingBots + $deployingMilitia +$deployingSlaves + $deployingMercs + $SFIntervention)>> - + /* calculates enemy army stats */ <<if $week <= 30>> <<set _armyMod = $attackTroops / 80>> @@ -1164,7 +1164,7 @@ __Enemy__: <<set $battleTurns = _i>> <<break>> <</if>> - + /* attacker army attacks */ <<set _damage = _enemyAttack - _defense>> <<if _damage < _enemyAttack * 0.1>> @@ -1175,7 +1175,7 @@ __Enemy__: <<set _hp -= _damage>> <br> <<if $showBattleStatistics == 1>> remaining hp: <<print Math.round(_hp)>><</if>> - <<set $losses += _damage / _baseHp>> + <<set $losses += _damage / _baseHp>> <<set _moraleDamage = Math.clamp(_damage / 2 + _damage / _baseHp,0,_damage*1.5)>> <<set _morale -= _moraleDamage>> <br> diff --git a/src/SecExp/attackReport.tw b/src/SecExp/attackReport.tw index 1a5e404c596166af901a26dc099b3626e5c48819..d5823c55ea7c320c9eee29dbd2cb47aa23f12671 100644 --- a/src/SecExp/attackReport.tw +++ b/src/SecExp/attackReport.tw @@ -132,7 +132,7 @@ <<if $attackType == "raiders">> Today, the _day of _month _year, our arcology was attacked by a band of wild raiders, $attackTroops men strong. <<if $battleResult != 1 || $battleResult != 0 || $battleResult != -1>> - Our defense forces, $troopCount strong, clashed with them + Our defense forces, $troopCount strong, clashed with them <<if $battleTerrain == "urban">> in the streets of <<if $terrain == "urban">>the old world city surrounding the arcology<<else>>of the free city<</if>>, <<elseif $battleTerrain == "rural">> @@ -185,7 +185,7 @@ . <</if>> <<elseif $battleResult == 2>> - The fight was long and hard, but in the end our men managed to repel the raiders, though not without difficulty. + The fight was long and hard, but in the end our men managed to repel the raiders, though not without difficulty. <<elseif $battleResult == -2>> The fight was long and hard. Our men in the end had to yield to the horde raiders, which was fortunately unable to capitalized on their victory. <<elseif $battleResult == -1>> @@ -198,7 +198,7 @@ <<elseif $attackType == "free city">> Today, the _day of _month _year, our arcology was attacked by a contingent of mercenaries hired by a competing free city, $attackTroops men strong. <<if $battleResult != 1 || $battleResult != 0 || $battleResult != -1>> - Our defense forces, $troopCount strong, clashed with them + Our defense forces, $troopCount strong, clashed with them <<if $battleTerrain == "urban">> in the streets of <<if $terrain == "urban">>the old world city surrounding the arcology<<else>>of the free city<</if>>, <<elseif $battleTerrain == "rural">> @@ -264,7 +264,7 @@ <<elseif $attackType == "freedom fighters">> Today, the _day of _month _year, our arcology was attacked by a group of freedom fighters bent on the destruction of the institution of slavery, $attackTroops men strong. <<if $battleResult != 1 || $battleResult != 0 || $battleResult != -1>> - Our defense forces, $troopCount strong, clashed with them + Our defense forces, $troopCount strong, clashed with them <<if $battleTerrain == "urban">> in the streets of <<if $terrain == "urban">>the old world city surrounding the arcology<<else>>of the free city<</if>>, <<elseif $battleTerrain == "rural">> @@ -330,7 +330,7 @@ <<elseif $attackType == "old world">> Today, the _day of _month _year, our arcology was attacked by an old world nation boasting a misplaced sense of superiority, $attackTroops men strong. <<if $battleResult != 1 || $battleResult != 0 || $battleResult != -1>> - Our defense forces, $troopCount strong, clashed with them + Our defense forces, $troopCount strong, clashed with them <<if $battleTerrain == "urban">> in the streets of <<if $terrain == "urban">>the old world city surrounding the arcology<<else>>of the free city<</if>>, <<elseif $battleTerrain == "rural">> @@ -501,7 +501,7 @@ <<set $arcologies[0].prosperity -= 5 * _majorBattleMod>> <</if>> <<elseif $battleResult == 2>> - Thanks to your victory, your @@.green;reputation@@ and @@.darkviolet;authority@@ slightly increased. Our men were not able to capture any attacker, however some equipment was seized during the enemy hasty retreat, + Thanks to your victory, your @@.green;reputation@@ and @@.darkviolet;authority@@ slightly increased. Our men were not able to capture any attacker, however some equipment was seized during the enemy hasty retreat, <<if $attackType == "raiders">> <<set $rep += 200 * _majorBattleMod>> <<set $authority += 200 * _majorBattleMod>> @@ -583,7 +583,7 @@ <<set $arcologies[0].prosperity -= random(12) * _majorBattleMod>> <</if>> <<elseif $battleResult == -1>> - Rather than waste the lives of your men you decided to surrender, hoping your enemy will cause less damage if you indulge them, this is however a big hit to your status. Your @@.red;reputation@@ and @@.red;authority@@ are significantly impacted. + Rather than waste the lives of your men you decided to surrender, hoping your enemy will cause less damage if you indulge them, this is however a big hit to your status. Your @@.red;reputation@@ and @@.red;authority@@ are significantly impacted. <<if $attackType == "raiders">> <<set $rep -= 600 * _majorBattleMod>> <<set $authority -= 600 * _majorBattleMod>> @@ -598,7 +598,7 @@ <<set $authority -= 800 * _majorBattleMod>> <</if>> <br> - The surrender allows the arcology to survive @@.red;mostly intact@@, however reports of @@.red;mass looting and killing of citizens@@ flood your office for a few days. + The surrender allows the arcology to survive @@.red;mostly intact@@, however reports of @@.red;mass looting and killing of citizens@@ flood your office for a few days. <<set $cash -= 1000 * _majorBattleMod>> <<if $week <= 30>> <<set $ACitizens -= random(80) * _majorBattleMod>> @@ -638,7 +638,7 @@ <<set $authority -= 600 * _majorBattleMod>> <</if>> <br> - Fortunately the arcology survives @@.yellow;mostly intact@@, however reports of @@.red;mass looting and killing of citizens@@ flood your office for a few days. + Fortunately the arcology survives @@.yellow;mostly intact@@, however reports of @@.red;mass looting and killing of citizens@@ flood your office for a few days. <<set $cash -= 1000>> <<if $week <= 30>> <<set $ACitizens -= random(80) * _majorBattleMod>> @@ -707,7 +707,7 @@ <<if _oldRep >= 5000 && _oldRep < 15000>> Your citizens are honored that their arcology owner is willing to put <<if $PC.title == 0>>her<<else>>his<</if>> life in danger <<elseif _oldRep >= 15000>> - Many among the volunteers are awed by your presence, never would they have thought they would fight shoulder to shoulder with their famous arcology owner + Many among the volunteers are awed by your presence, never would they have thought they would fight shoulder to shoulder with their famous arcology owner <</if>> <<if $PC.career == "celebrity">> , not to mention the priceless opportunity of fighting together with someone with such a renowned past as yours. Your celebrity still does carry its weight. @@ -723,7 +723,7 @@ <<if _oldAuth <= 2500 &&_oldAuth > 1000>> Your slave soldiers do not feel bound to you as much as they should, as your authority is far from absolute <<elseif _oldAuth <= 1000>> - Your slave soldiers are often openly rebellious. Only the threat of execution hold them in line + Your slave soldiers are often openly rebellious. Only the threat of execution hold them in line <</if>> <<if $PC.career == "escort">> , fortunately many feel some level of kinship with you, thanks to your past as an escort. @@ -749,7 +749,7 @@ <<if $mercLoyalty <= 25>> Your presence does little to spur your mercenaries into action, their loyalty is straining and their performance suffers <<elseif $mercLoyalty <= 10>> - Your mercenaries barely bother to pretend being loyal, their battle performance is obviously barely passable + Your mercenaries barely bother to pretend being loyal, their battle performance is obviously barely passable <</if>> <<if $PC.career == "mercenary">> , thankfully they hold in high regard someone who made their fortune as a mercenary themselves. @@ -847,7 +847,7 @@ <</if>> <<elseif $Bodyguard.prestige >= 2>> <<if $deployingMilitia == 1>> - Your volunteers + Your volunteers <<if $deployingMercs == 1>> and your mercenaries are delighted to have such a prestigious individual as their commander, almost forgetting she is a slave. <<else>> @@ -921,7 +921,7 @@ <<if $woundType != 0>> Unfortunately @@.red;she reported injuries@@. <<if $woundType == 1>> - A stray bullet hit her neck. While she fortunately avoided fatal hemorrhages, her vocal cords were irreparably damaged. + A stray bullet hit her neck. While she fortunately avoided fatal hemorrhages, her vocal cords were irreparably damaged. <<elseif $woundType == 2>> A few shrapnels found her eyes as final target, blinding her permanently. <<elseif $woundType == 3>> @@ -995,7 +995,7 @@ <</if>> <<elseif $HeadGirl.prestige >= 2>> <<if $deployingMilitia == 1>> - Your volunteers + Your volunteers <<if $deployingMercs == 1>> and your mercenaries are delighted to have such a prestigious individual as their commander, almost forgetting she is a slave. <<else>> @@ -1069,7 +1069,7 @@ <<if $woundType != 0>> Unfortunately @@.red;she reported injuries@@. <<if $woundType == 1>> - A stray bullet hit her neck. While she fortunately avoided fatal hemorrhages, her vocal cords were irreparably damaged. + A stray bullet hit her neck. While she fortunately avoided fatal hemorrhages, her vocal cords were irreparably damaged. <<elseif $woundType == 2>> A few shrapnels found her eyes as final target, blinding her permanently. <<elseif $woundType == 3>> @@ -1127,7 +1127,7 @@ Your volunteers are honored and pleased that one of their own is leading the defense force of the city. <</if>> <<if $deployingSlaves == 1>> - Thanks to your paternalistic society, your slave soldiers trust your chosen citizen to treat them as more than cannon fodder. + Thanks to your paternalistic society, your slave soldiers trust your chosen citizen to treat them as more than cannon fodder. <</if>> <<elseif $arcologies[0].FSDegradationist != "unset">> <<if $deployingMilitia == 1>> @@ -1207,15 +1207,15 @@ <<elseif $chosenTactic == "Defense In Depth">> chose to employ "defense in depth" tactics or relying on mobility to disengage and exploit overextended enemy troops by attacking their freshly exposed flanks. <<elseif $chosenTactic == "Blitzkrieg">> - chose to employ "blitzkrieg" tactics or shattering the enemy's frontline with a violent, concentrated armored assault. + chose to employ "blitzkrieg" tactics or shattering the enemy's frontline with a violent, concentrated armored assault. <<elseif $chosenTactic == "Human Wave">> - chose to employ "human wave" tactics or overwhelming the enemy's army with a massive infantry assault. + chose to employ "human wave" tactics or overwhelming the enemy's army with a massive infantry assault. <</if>> <<if $battleTerrain == "urban">> <<if $chosenTactic == "Bait and Bleed">> - The urban terrain synergized well with bait and bleed tactics, slowly chipping away at the enemy's forces from the safety of the narrow streets and empty buildings. + The urban terrain synergized well with bait and bleed tactics, slowly chipping away at the enemy's forces from the safety of the narrow streets and empty buildings. <<elseif $chosenTactic == "Guerrilla">> - The urban terrain synergized well with guerrilla tactics, eroding your enemy's determination from the safety of the narrow streets and empty buildings. + The urban terrain synergized well with guerrilla tactics, eroding your enemy's determination from the safety of the narrow streets and empty buildings. <<elseif $chosenTactic == "Choke Points">> The urban environment offers many opportunities to hunker down and stop the momentum of the enemy's assault while keeping your soldiers in relative safety. <<elseif $chosenTactic == "Interior Lines">> @@ -1227,13 +1227,13 @@ <<elseif $chosenTactic == "Blitzkrieg">> The urban terrain is difficult to traverse, making your troops attempt at a lightning strike unsuccessful. <<elseif $chosenTactic == "Human Wave">> - The urban terrain offers great advantages to the defender, your men find themselves in great disadvantage while mass assaulting the enemy's position. + The urban terrain offers great advantages to the defender, your men find themselves in great disadvantage while mass assaulting the enemy's position. <</if>> <<elseif $battleTerrain == "rural">> <<if $chosenTactic == "Bait and Bleed">> The open terrain of rural lands does not lend itself well to bait and bleed tactics, making it harder for your men to achieve tactical superiority. <<elseif $chosenTactic == "Guerrilla">> - The open terrain of rural lands does not offer many hiding spots, making it harder for your men to perform guerrilla actions effectively. + The open terrain of rural lands does not offer many hiding spots, making it harder for your men to perform guerrilla actions effectively. <<elseif $chosenTactic == "Choke Points">> The open terrain of rural lands does not offer many natural choke points, making it hard for your troops to funnel the enemy towards highly defended positions. <<elseif $chosenTactic == "Interior Lines">> @@ -1255,7 +1255,7 @@ <<elseif $chosenTactic == "Choke Points">> While not as defensible as mountains, hills offer numerous opportunities to funnel the enemy towards highly defensible choke points. <<elseif $chosenTactic == "Interior Lines">> - The limited mobility on hills hampers the capability of your troops to exploit the defender's greater mobility afforded by interior lines. + The limited mobility on hills hampers the capability of your troops to exploit the defender's greater mobility afforded by interior lines. <<elseif $chosenTactic == "Pincer Manouver">> Limited mobility due to the hills is a double edged sword, affording your men a decent shot at encirclement. <<elseif $chosenTactic == "Defense In Depth">> @@ -1273,7 +1273,7 @@ <<elseif $chosenTactic == "Choke Points">> Amphibious attacks are difficult in the best of situations, the defender has a very easy time funneling the enemy towards their key defensive positions. <<elseif $chosenTactic == "Interior Lines">> - While in an amphibious landing mobility is not the defender best weapon, exploiting interior lines still affords your troops some advantages. + While in an amphibious landing mobility is not the defender best weapon, exploiting interior lines still affords your troops some advantages. <<elseif $chosenTactic == "Pincer Manouver">> Attempting to encircle a landing party is not the best course of action, but not the worst either. <<elseif $chosenTactic == "Defense In Depth">> @@ -1335,7 +1335,7 @@ <<elseif $chosenTactic == "Blitzkrieg">> The wastelands, while rough, are mostly open terrain, where your men are able to mount effective lightning strikes. <<elseif $chosenTactic == "Human Wave">> - The wastelands, while rough, are mostly open terrain, where your men are able to mount effective mass assaults. + The wastelands, while rough, are mostly open terrain, where your men are able to mount effective mass assaults. <</if>> <</if>> @@ -1385,7 +1385,7 @@ <<elseif $attackType == "free city">> While decently mobile, the low number of free cities expedition forces make them good candidates for encirclements. <<elseif $attackType == "old world">> - The discipline and numbers of old world armies make them quite difficult to encircle. + The discipline and numbers of old world armies make them quite difficult to encircle. <<elseif $attackType == "freedom fighters">> While not particularly mobile, freedom fighters are used to fight against overwhelming odds, diminishing the effectiveness of the encirclement. <</if>> @@ -1429,7 +1429,7 @@ <br> <<include "unitsBattleReport">> - <<if $securityForceArcologyUpgrades >= 7 || $securityForceFortressZeppelin >= 1 || $securityForceSatalitePower >= 11 || $securityForceGiantRobot >= 6 || $securityForceMissileSilo >= 1>> + <<if $securityForceArcologyUpgrades >= 7 || $securityForceFortressZeppelin >= 1 || $securityForceSatellitePower >= 11 || $securityForceGiantRobot >= 6 || $securityForceMissileSilo >= 1>> /* SF upgrades effects */ <br> <br> @@ -1439,8 +1439,8 @@ <<if $securityForceFortressZeppelin >= 1>> The fortress zeppelin gave our troops an undeniable advantage in recon capabilities, air superiority and fire support. <</if>> - <<if $securityForceSatalitePower >= 11>> - The $securityForceName satellite devastating power was employed with great efficacy against the enemy. + <<if $securityForceSatellitePower >= 11>> + The $securityForceName Satellite devastating power was employed with great efficacy against the enemy. <</if>> <<if $securityForceGiantRobot >= 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. @@ -1449,7 +1449,7 @@ The missile silo exterminated many enemy soldiers even before the battle would begin. <</if>> <</if>> - + <</if>> /* closes check for surrender and bribery */ <br><br> @@ -1466,7 +1466,7 @@ <<if _roll <= 33>> Three of them have the potential to be sex slaves. <<set _candidates = 3>> - + <<elseif _roll <= 66>> Two of them have the potential to be sex slaves. <<set _candidates = 2>> @@ -1489,7 +1489,7 @@ <</link>> </span> <</if>> - + /* resets variables */ <<set $leaderWounded = 0>> <<set $gainedWarfare = 0>> @@ -1519,10 +1519,10 @@ <<set $secBots.isDeployed = 0>> <<for _i = 0; _i < $militiaUnits.length; _i++>> <<set $militiaUnits[_i].isDeployed = 0>> -<</for>> +<</for>> <<for _i = 0; _i < $slaveUnits.length; _i++>> <<set $slaveUnits[_i].isDeployed = 0>> -<</for>> +<</for>> <<for _i = 0; _i < $mercUnits.length; _i++>> <<set $mercUnits[_i].isDeployed = 0>> <</for>> \ No newline at end of file diff --git a/src/init/storyInit.tw b/src/init/storyInit.tw index 305c32242d6cd299ed2ff647509e96c948513c98..c8c8485662de827ac86024e8a1102b4e1cf715e8 100644 --- a/src/init/storyInit.tw +++ b/src/init/storyInit.tw @@ -27,6 +27,7 @@ You should have received a copy of the GNU General Public License along with thi <<set $slaves[_i].assignmentVisible = 1>> <<set $slaves[_i].weekAcquired = 1>> <<set $slaves[_i].newGamePlus = 1>> + <<set $slaves[$i].HasBeenAssignedToFacilitySupport = 0>> <<PMODinit $slaves[_i]>> <<if $slaves[_i].mother > 0>> <<set $slaves[_i].mother += 1200000>> @@ -729,8 +730,8 @@ DairyRestraintsSetting($dairyRestraintsSetting) <<set $TGA = {schoolUpgrade: 0, schoolPresent: 0, schoolProsperity: 0, subsidize: 0, schoolAnnexed: 0, studentsBought: 0, schoolSale: 0}>> <<set $TCR = {schoolUpgrade: 0, schoolPresent: 0, schoolProsperity: 0, subsidize: 0, schoolAnnexed: 0, studentsBought: 0, schoolSale: 0}>> <<set $TFS = {farmUpgrade: 0, schoolUpgrade: 0, schoolPresent: 0, schoolProsperity: 0, subsidize: 0, schoolAnnexed: 0, studentsBought: 0, schoolSale: 0}>> -<<set $HA = {schoolUpgrade: 0, schoolPresent: 0, schoolProsperity: 0, subsidize: 0, schoolAnnexed: 0, studentsBought: 0, schoolSale: 0}>> <<set $futaAddiction = 0>> +<<set $HA = {schoolUpgrade: 0, schoolPresent: 0, schoolProsperity: 0, subsidize: 0, schoolAnnexed: 0, studentsBought: 0, schoolSale: 0}>> <<set $IDNumber = 1>> @@ -1197,7 +1198,7 @@ FertilityAge($fertilityAge) <<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 $securityForceSatalitePower = 0>> /* Has the SF commendeered a satellite relay? */ +<<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? */ diff --git a/src/uncategorized/BackwardsCompatibility.tw b/src/uncategorized/BackwardsCompatibility.tw index fec6c2477f02b24b9d5376c6652ce09d7066a089..9915643472ac942e40642c725a5f9050491b7aa7 100644 --- a/src/uncategorized/BackwardsCompatibility.tw +++ b/src/uncategorized/BackwardsCompatibility.tw @@ -618,15 +618,15 @@ <<if ndef $securityForceHeavyTransport>> <<set $securityForceHeavyTransport = 0>> <</if>> -<<if ndef $securityForceSatalitePower>> - <<set $securityForceSatalitePower = 0>> +<<if ndef $securityForceSatellitePower>> + <<set $securityForceSatellitePower = 0>> <</if>> <<if ndef $securityForceGiantRobot>> <<set $securityForceGiantRobot = 0>> <</if>> <<if ndef $securityForceMissileSilo>> <<set $securityForceMissileSilo = 0>> -<</if>> +<</if>> <<if ndef $SSLevelNavalYard && $terrain == "oceanic">> <<set $SSLevelNavalYard = 0>> <</if>> @@ -682,9 +682,9 @@ <<set $securityForceColonelSexed = 0>> <</if>> -/* TradeShow */ +/* TradeShow */ <<if ndef $TradeShowAttendanceGranted>> - <<set $TradeShowAttendanceGranted = 0>> + <<set $TradeShowAttendanceGranted = 0>> <</if>> <<if ndef $OverallTradeShowAttendance>> <<set $OverallTradeShowAttendance = 0>> diff --git a/src/uncategorized/SFMBarracks.tw b/src/uncategorized/SFMBarracks.tw index e3847d70f46fa69ad9466dade8f7ed6790329eaa..c9b328416c0d9528a8f7e305686a2c5205cab49a 100644 --- a/src/uncategorized/SFMBarracks.tw +++ b/src/uncategorized/SFMBarracks.tw @@ -13,16 +13,17 @@ <<set _Name = "<<if $CurrentTradeShowAttendance == 1>>Lieutenant Colonel <<SlaveFullName $LieutenantColonel>><<else>>The Colonel<</if>>">> <<if $economy == .5>> - <<set _Env = _N1, _EnvCash1 = 15000, _EnvCash2 = 450, _EnvCash3 = 200, _EnvCash4 = 100, _EnvProsp = 3, _BaseDiscount = _BaseDiscount-.005>> + <<set $Env = _N1, $EnvCash1 = 15000, $EnvCash2 = 450, $EnvCash3 = 200, $EnvCash4 = 100, $EnvProsp = 3, _BaseDiscount = _BaseDiscount-.005>> <<elseif $economy == 1>> - <<set _Env = _N2, _EnvCash1 = 25000, _EnvCash2 = 500, _EnvCash3 = 250, _EnvCash4 = 150, _EnvProsp = 5, _BaseDiscount = _BaseDiscount>> + <<set $Env = _N2, $EnvCash1 = 25000, $EnvCash2 = 500, $EnvCash3 = 250, $EnvCash4 = 150, $EnvProsp = 5, _BaseDiscount = _BaseDiscount>> <<elseif $economy == 1.5>> - <<set _Env = _N3, _EnvCash1 = 35000, _EnvCash2 = 550, _EnvCash3 = 300, _EnvCash4 = 200, _EnvProsp = 7, _BaseDiscount = _BaseDiscount+.005>> + <<set $Env = _N3, $EnvCash1 = 35000, $EnvCash2 = 550, $EnvCash3 = 300, $EnvCash4 = 200, $EnvProsp = 7, _BaseDiscount = _BaseDiscount+.005>> <</if>> /* The upgrades are currently ordered as: Barracks(16) securityForceArcologyUpgrades(16) + FacilitySupport(1) Armory(11) securityForceInfantryPower(11) Stimulant Lab(9) @@ -42,7 +43,7 @@ securityForceDronePower(6) <</if>> <<if $securityForceArcologyUpgrades >= 4>>Launch Bay(29) - securityForceSatalitePower(17) + securityForceSatellitePower(17) securityForceGiantRobot(9) securityForceMissileSilo(3) <</if>> @@ -50,7 +51,7 @@ <<if $terrain == "oceanic" || $terrain == "marine">> <<if $securityForceArcologyUpgrades >= 4>>Launch Bay(17) - securityForceSatalitePower(17) + securityForceSatellitePower(17) <</if>> <</if>> Naval Yard (12) @@ -77,23 +78,26 @@ securityForceX */ <<set _DroneBay = $securityForceDronePower>> <<set _DroneBayMax = 6>> -<<set _LaunchBayNO = $securityForceSatalitePower+$securityForceGiantRobot+$securityForceMissileSilo>> +<<set _LaunchBayNO = $securityForceSatellitePower+$securityForceGiantRobot+$securityForceMissileSilo>> <<set _LaunchBayNOMax = 29>> -<<set _LaunchBayO = $securityForceSatalitePower>> +<<set _LaunchBayO = $securityForceSatellitePower>> <<set _LaunchBayOMax = 17>> +<<set _FacilitySupport = $FacilitySupport>> +<<set _FacilitySupportMax = 1>> + <<if $terrain != "oceanic" && $terrain != "marine">> - <<set _SFNO = _Barracks+_Armoury+_StimulantLab+_Garage+_Hangar+_DroneBay+_LaunchBayNO>> - <<set _max = _BarracksMax+_ArmouryMax+_StimulantLabMax+_GarageMax+_HangarMax+_DroneBayMax+_LaunchBayNOMax>> - <<set _SFO = 0>> + <<set $SFNO = _Barracks+_Armoury+_StimulantLab+_Garage+_Hangar+_DroneBay+_LaunchBayNO+_FacilitySupport>> + <<set _max = _BarracksMax+_ArmouryMax+_StimulantLabMax+_GarageMax+_HangarMax+_DroneBayMax+_LaunchBayNOMax+_FacilitySupportMax>> + <<set $SFO = 0>> <<set _NavalYard = 0>> <<set _NavalYardMax = 0>> <<elseif $terrain == "oceanic" || $terrain == "marine">> <<set _NavalYard = $securityForceAircraftCarrier+$securityForceSubmarine+$securityForceHeavyAmphibiousTransport>> <<set _NavalYardMax = 12>> - <<set _SFO = _Barracks+_Armoury+_StimulantLab+_Garage+_Hangar+_DroneBay+_LaunchBayO+_NavalYard>> - <<set _max = _BarracksMax+_ArmouryMax+_StimulantLabMax+_GarageMax+_HangarMax+_DroneBayMax+_LaunchBayOMax>> - <<set _SFNO = 0>> + <<set $SFO = _Barracks+_Armoury+_StimulantLab+_Garage+_Hangar+_DroneBay+_LaunchBayO+_NavalYard+_FacilitySupport>> + <<set _max = _BarracksMax+_ArmouryMax+_StimulantLabMax+_GarageMax+_HangarMax+_DroneBayMax+_LaunchBayOMax+_FacilitySupportMax>> + <<set $SFNO = 0>> <</if>> <<set $nextButton = "Back to Main", $nextLink = "Main", $returnTo = "Barracks">> @@ -124,24 +128,24 @@ securityForceX */ <<elseif $securityForceArcologyUpgrades == 8>> The barracks 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 forcefield has been installed, giving $securityForceName an immense superiority in local firepower. <<elseif $securityForceArcologyUpgrades == 9>> - The barracks 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 140 inch pieces have been installed in fortified EMP/jammer resistant casemates along the aerial launch pads and a powerful arcology wide electromagnetic forcefield has been installed, giving $securityForceName an immense superiority in local firepower. + The barracks 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 forcefield has been installed, giving $securityForceName an immense superiority in local firepower. <<elseif $securityForceArcologyUpgrades == 10>> - The barracks 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 160 inch pieces have been installed in fortified EMP/jammer resistant casemates along the aerial launch pads and a powerful arcology wide electromagnetic forcefield has been installed, giving $securityForceName an immense superiority in local firepower. + The barracks 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 forcefield has been installed, giving $securityForceName an immense superiority in local firepower. <<elseif $securityForceArcologyUpgrades == 11>> - The barracks 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, dual barreled electromagnetic railgun artillery 160 inch pieces have been installed in fortified EMP/jammer resistant casemates along the aerial launch pads and a powerful arcology wide electromagnetic forcefield has been installed, giving $securityForceName an immense superiority in local firepower. + The barracks 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, dual 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 forcefield has been installed, giving $securityForceName an immense superiority in local firepower. <<elseif $securityForceArcologyUpgrades == 12>> - The barracks 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 160 inch pieces have been installed in fortified EMP/jammer resistant casemates along the aerial launch pads and a powerful arcology wide electromagnetic forcefield has been installed, giving $securityForceName an immense superiority in local firepower. + The barracks 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 forcefield has been installed, giving $securityForceName an immense superiority in local firepower. <<elseif $securityForceArcologyUpgrades == 13>> - The barracks 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 160 inch pieces have been installed in fortified EMP/jammer resistant casemates along the aerial launch pads and a powerful arcology wide electromagnetic forcefield has been installed, giving $securityForceName an immense superiority in local firepower. + The barracks 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 forcefield 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. <<elseif $securityForceArcologyUpgrades == 14>> - The barracks 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 160 inch pieces have been installed in fortified EMP/jammer resistant casemates along the aerial launch pads and a powerful arcology wide electromagnetic forcefield 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>'Borowwed' the old world plan for a kill house. + The barracks 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 forcefield 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>'Borowed' old world designs for a kill house. <<elseif $securityForceArcologyUpgrades == 15>> - The barracks 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 160 inch pieces have been installed in fortified EMP/jammer resistant casemates along the aerial launch pads and a powerful arcology wide electromagnetic forcefield has been installed, giving $securityForceName an immense superiority in local firepower. + The barracks 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 forcefield 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. <<elseif $securityForceArcologyUpgrades == 16>> - The barracks 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 160 inch pieces have been installed in fortified EMP/jammer resistant casemates along the aerial launch pads and a powerful arcology wide electromagnetic forcefield has been installed, giving $securityForceName an immense superiority in local firepower. + The barracks 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 forcefield 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. <</if>> @@ -161,6 +165,16 @@ securityForceX */ <</if>> </div> +<<if $FacilitySupport == 1>> +<br><br> + ''$facilitysupportName:'' +<br> +<<if $LieutenantColonel != 0>><<SlaveFullName $LieutenantColonel>> is the Lieutenant Colonel of $securityForceName, primarly in charge of $FacilitySupportName.<</if>> <<if $FacilitySupportSlaves > 0>>There are $FacilitySupportSlaves slaves serving in $FacilitySupportName.<</if>> The <<if $FacilitySupportUpgrade == 3>>quantum teleportation system greatly improves efficency>><<elseif $FacilitySupportUpgrade == 2>>rapid tube system somewhat improves efficency<<elseif $FacilitySupportUpgrade == 1>>specialized pathways slightly improves efficency<<else>>general pathways does nothing to improve efficency<</if>> +<br><<link "Enter the building then send a slave to serve in the HQ and facilities of $securityForceName">> + <<goto "FacilitySupport">> +<</link>> +<</if>> + <br> ''Armory:'' @@ -248,7 +262,7 @@ securityForceX */ <<elseif $securityForceHeavyBattleTank == 2>> Modernised the heavy battle tank's armor. <<elseif $securityForceHeavyBattleTank == 3>> - Modernised the heavy battle tank's armor and upgradeded the main gun to a 140 inch barrel. + Modernised the heavy battle tank's armor and upgradeded the main gun to a 356 cm barrel. <</if>> <</if>> @@ -367,43 +381,43 @@ securityForceX */ <<if (_LaunchBayNO > 0 || _LaunchBayO > 0) && $securityForceArcologyUpgrades >= 4>> <br><br> ''Launch Bay:'' -<<if $securityForceSatalitePower > 0>> +<<if $securityForceSatellitePower > 0>> <br> /* 16 upgrades */ - <<if $securityForceSatalitePower == 1>> - A basic satalite 'borrowed' from the old world. - <<elseif $securityForceSatalitePower == 2>> - Modernized the satalite's electronics. - <<elseif $securityForceSatalitePower == 3>> - Modernized the satalite's electronics, wiring and circuitry. - <<elseif $securityForceSatalitePower == 4>> - Modernized the satalite's electronics, wiring and circuitry.Installed a basic localized communications jammer to the satalite (excludes your own frequencies with little to no leeway) that will "slightly" anger locals until it is deactivated. - <<elseif $securityForceSatalitePower == 5>> - Modernized the satalite's electronics, wiring and circuitry.An advanced communications jammer is installed in the satalite, increasing the AO localization, reducing the number of effected equipment. - <<elseif $securityForceSatalitePower == 6>> - Modernized the satalite's electronics, wiring and circuitry.Boosted the satalite's advanced comms jammer power by 25% (now can damage effected equipment). - <<elseif $securityForceSatalitePower == 7>> - Modernized the satalite's electronics, wiring and circuitry.Boosted the satalite's advanced comms jammer's power by 50% (now can destroy effected equipment). - <<elseif $securityForceSatalitePower == 8>> - Modernized the satalite's electronics, wiring and circuitry.Boosted the satalite's advanced comms jammer's power by 50% (now can destroy effected equipment).The satalite is now equipped with a basic EMP generator (advanced EMP hardening was applied before the insulation and activation) will "slightly" anger locals until it is deactivated. - <<elseif $securityForceSatalitePower == 9>> - Modernized the satalite's electronics, wiring and circuitry.Boosted the satalite's advanced comms jammer's power by 50% (now can destroy effected equipment).The satalite is now equipped with an advanced EMP generator, increasing the AO localization which reduces the quantity of effected equipment. - <<elseif $securityForceSatalitePower == 10>> - Modernized the satalite's electronics, wiring and circuitry.Boosted the satalite's advanced comms jammer's power by 50% (now can destroy effected equipment).Boosted the output of the satalite's advanced EMP generator by 25% (now can damage effected equipment). - <<elseif $securityForceSatalitePower == 11>> - Modernized the satalite's electronics, wiring and circuitry.Boosted the satalite's advanced comms jammer's power by 50% (now can destroy effected equipment).Boosted the output of the satalite's advanced EMP generator 50% (now can destroy effected equipment). - <<elseif $securityForceSatalitePower == 12>> - Modernized the satalite's electronics, wiring and circuitry.Boosted the satalite's advanced comms jammer's power by 50% (now can destroy effected equipment).Boosted the output of the satalite's advanced EMP generator 50% (now can destroy effected 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 satalite's battery system and shielding. - <<elseif $securityForceSatalitePower == 13>> - Modernized the satalite's electronics, wiring and circuitry.Boosted the satalite's advanced comms jammer's power by 50% (now can destroy effected equipment).Boosted the output of the satalite's advanced EMP generator 50% (now can destroy effected equipment).Provided R&D funds to focus the bean enough to level a suburb. - <<elseif $securityForceSatalitePower == 14>> - Modernized the satalite's electronics, wiring and circuitry.Boosted the satalite's advanced comms jammer's power by 50% (now can destroy effected equipment).Boosted the output of the satalite's advanced EMP generator 50% (now can destroy effected equipment).Provided R&D funds to focus the beam enough to level a box of houses. - <<elseif $securityForceSatalitePower == 15>> - Modernized the satalite's electronics, wiring and circuitry.Boosted the satalite's advanced comms jammer's power by 50% (now can destroy effected equipment).Boosted the output of the satalite's advanced EMP generator 50% (now can destroy effected equipment).Provided R&D funds to focus the beam enough to level a single house. - <<elseif $securityForceSatalitePower == 16>> - Modernized the satalite's electronics, wiring and circuitry.Boosted the satalite's advanced comms jammer's power by 50% (now can destroy effected equipment).Boosted the output of the satalite's advanced EMP generator 50% (now can destroy effected equipment).Provided R&D funds to focus the beam enough to level twelve feet. - <<elseif $securityForceSatalitePower == 17>> - Modernized the satalite's electronics, wiring and circuitry.Boosted the satalite's advanced comms jammer's power by 50% (now can destroy effected equipment).Boosted the output of the satalite's advanced EMP generator 50% (now can destroy effected equipment).Provided R&D funds to focus the beam enough to level one foot. + <<if $securityForceSatellitePower == 1>> + A basic Satellite 'borrowed' from the old world. + <<elseif $securityForceSatellitePower == 2>> + Modernized the Satellite's electronics. + <<elseif $securityForceSatellitePower == 3>> + Modernized the Satellite's electronics, wiring and circuitry. + <<elseif $securityForceSatellitePower == 4>> + Modernized the Satellite's 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. + <<elseif $securityForceSatellitePower == 5>> + Modernized the Satellite's electronics, wiring and circuitry.An advanced communications jammer is installed in the Satellite, increasing the AO localization, reducing the number of effected equipment. + <<elseif $securityForceSatellitePower == 6>> + Modernized the Satellite's electronics, wiring and circuitry.Boosted the Satellite's advanced comms jammer power by 25% (now can damage effected equipment). + <<elseif $securityForceSatellitePower == 7>> + Modernized the Satellite's electronics, wiring and circuitry.Boosted the Satellite's advanced comms jammer's power by 50% (now can destroy effected equipment). + <<elseif $securityForceSatellitePower == 8>> + Modernized the Satellite's electronics, wiring and circuitry.Boosted the Satellite's advanced comms jammer's power by 50% (now can destroy effected equipment).The Satellite is now equipped with a basic EMP generator (advanced EMP hardening was applied before the insulation and activation) will "slightly" anger locals until it is deactivated. + <<elseif $securityForceSatellitePower == 9>> + Modernized the Satellite's electronics, wiring and circuitry.Boosted the Satellite's advanced comms jammer's power by 50% (now can destroy effected equipment).The Satellite is now equipped with an advanced EMP generator, increasing the AO localization which reduces the quantity of effected equipment. + <<elseif $securityForceSatellitePower == 10>> + Modernized the Satellite's electronics, wiring and circuitry.Boosted the Satellite's advanced comms jammer's power by 50% (now can destroy effected equipment) and the output of the Satellite's advanced EMP generator by 25% (now can damage effected equipment). + <<elseif $securityForceSatellitePower == 11>> + Modernized the Satellite's electronics, wiring and circuitry.Boosted the Satellite's advanced comms jammer's power by 50% (now can destroy effected equipment) and the output of the Satellite's advanced EMP generator 50% (now can destroy effected equipment). + <<elseif $securityForceSatellitePower == 12>> + Modernized the Satellite's electronics, wiring and circuitry.Boosted the Satellite's advanced comms jammer's power by 50% (now can destroy effected equipment) and the output of the Satellite's advanced EMP generator 50% (now can destroy effected 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 Satellite's battery system and shielding. + <<elseif $securityForceSatellitePower == 13>> + Modernized the Satellite's electronics, wiring and circuitry.Boosted the Satellite's advanced comms jammer's power by 50% (now can destroy effected equipment) and the output of the Satellite's advanced EMP generator 50% (now can destroy effected equipment).Provided R&D funds to focus the bean enough to level a suburb. + <<elseif $securityForceSatellitePower == 14>> + Modernized the Satellite's electronics, wiring and circuitry.Boosted the Satellite's advanced comms jammer's power by 50% (now can destroy effected equipment) and the output of the Satellite's advanced EMP generator 50% (now can destroy effected equipment).Provided R&D funds to focus the beam enough to level a box of houses. + <<elseif $securityForceSatellitePower == 15>> + Modernized the Satellite's electronics, wiring and circuitry.Boosted the Satellite's advanced comms jammer's power by 50% (now can destroy effected equipment) and the output of the Satellite's advanced EMP generator 50% (now can destroy effected equipment).Provided R&D funds to focus the beam enough to level a single house. + <<elseif $securityForceSatellitePower == 16>> + Modernized the Satellite's electronics, wiring and circuitry.Boosted the Satellite's advanced comms jammer's power by 50% (now can destroy effected equipment) and the output of the Satellite's advanced EMP generator 50% (now can destroy effected equipment).Provided R&D funds to focus the beam enough to level twelve feet. + <<elseif $securityForceSatellitePower == 17>> + Modernized the Satellite's electronics, wiring and circuitry.Boosted the Satellite's advanced comms jammer's power by 50% (now can destroy effected equipment) and the output of the Satellite's advanced EMP generator 50% (now can destroy effected equipment).Provided R&D funds to focus the beam enough to level one foot. <</if>> <</if>> <<if $securityForceGiantRobot > 0>> @@ -422,13 +436,13 @@ securityForceX */ <<elseif $securityForceGiantRobot == 6>> Upgraded the giant robot's wiring, circuitry, power efficiency,battery capacity and armour.Reduced the giant robot's weight. <<elseif $securityForceGiantRobot == 7>> - Upgraded the giant robot's wiring, circuitry, power efficiency,battery capacity,armour and weapons to include heat seeking missiles plus a massive long sword in addition to quad 140 inch back mounted electromagnetic cannons. + Upgraded the giant robot's wiring, circuitry, power efficiency, battery capacity, armour and weapons to include heat seeking missiles plus a massive long sword in addition to quad 356 cm back mounted electromagnetic cannons. <<elseif $securityForceGiantRobot == 8>> - Upgraded the giant robot's wiring, circuitry, power efficiency,battery capacity,armour,weapons to include heat seeking missiles plus a massive long sword in addition to quad 140 inch back mounted electromagnetic cannons and the amount of pilot's to two via a synced neural link. + Upgraded the giant robot's wiring, circuitry, power efficiency, battery capacity, armour 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. <<elseif $securityForceGiantRobot == 9>> - Upgraded the giant robot's wiring, circuitry, power efficiency,battery capacity,armour,weapons to include heat seeking missiles plus a massive long sword in addition to quad 140 inch back mounted electromagnetic cannons and the amount of pilot's to two via a synced neural link.Improved the life support systems, allowing for longer operational time. + Upgraded the giant robot's wiring, circuitry, power efficiency, battery capacity, armour 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.Improved the life support systems, allowing for longer operational time. <<elseif $securityForceGiantRobot == 10>> - Upgraded the giant robot's wiring, circuitry, power efficiency,battery capacity,armour,weapons to include heat seeking missiles plus a massive long sword in addition to quad 140 inch back mounted electromagnetic cannons and the amount of pilot's 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. + Upgraded the giant robot's wiring, circuitry, power efficiency, battery capacity, armour 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.Improved the life support systems, allowing for longer operational time.Replaced the skin of $securityForceName's giant robot with an advanced optical illusion kit. <</if>> <</if>> <<if $securityForceMissileSilo > 0>> @@ -572,27 +586,35 @@ securityForceX */ <</if>> </div> +<<if $SFNO > 0>> + <<set $SFAO = $SFNO>> +<<elseif $SFO > 0>> + <<set $SFAO = $SFO>> +<</if>> + <br> <<if $securityForceGiftToken == 0>> <span id="result"> <<link "Ask _Name for some extra cash">><br> <<replace "#result">> + <<set _CashGift = $EnvCash1*Math.trunc($SFAO)*$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. "@@.green;There's your cut,@@ ¤_EnvCash1" + _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. "@@.green;There's your cut,@@ <<print ¤_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. "@@.green;There's your cut,@@ ¤_EnvCash1" + _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. "@@.green;There's your cut,@@ <<print ¤_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. "@@.green;There's your cut,@@¤_EnvCash1" + _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. "@@.green;There's your cut,@@ <<print ¤_CashGift>>." <</if>> <<set $securityForceGiftToken = 1>> - <<set $cash += _EnvCash1*(_SFNO/10 || _SFO/10)>> + <<set $cash += _CashGift>> <</replace>> <</link>> <<if $rep < 15000 && $CurrentTradeShowAttendance == 0>> <<link "Ask The Colonel to put in a good word for you with her contacts">><br> <<replace "#result">> + <<set _GoodWords1 += 250+((Math.trunc($SFAO))*$Env)>> <<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." @@ -603,13 +625,14 @@ securityForceX */ 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 += 250>> + <<set $rep += _GoodWords1>> <</replace>> <</link>> <</if>> <<if $arcologies[0].prosperity < 30 && $CurrentTradeShowAttendance == 0>> <<link "Ask The Colonel to use her contacts to help the arcology's business community">><br> <<replace "#result">> + <<set _GoodWords2 = $EnvProsp+((Math.trunc($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." @@ -620,16 +643,16 @@ securityForceX */ 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 += _EnvProsp>> + <<set $arcologies[0].prosperity += _GoodWords2>> <</replace>> <</link>> <</if>> </span> <</if>> -<<if $securityForceUpgradeToken == 1 && (_SFNO < _max || _SFO < _max)>> +<<if $securityForceUpgradeToken == 1 && ( $SFAO < _max)>> //_Name is working to improve $securityForceName this week.// -<<elseif _SFNO >= _max || _SFO >= _max>> +<<elseif $SFAO >= _max>> //$securityForceName is fully equipped and upgraded - nothing else can be done.// <</if>> @@ -649,13 +672,13 @@ securityForceX */ <<set $securityForceUpgradeTokenReset += 1>> <<set $cash -= _securityForceUpgradeResetTokenCurrentCost>> <<goto "SFM Barracks">> - <</link>> <br>It will cost 0.05 of your currently displayed cash, which is ¤<<print _securityForceUpgradeResetTokenCurrentCost>>. + <</link>> <br>It will cost 0.05 of your currently displayed cash, which is ¤<<print Math.trunc(_securityForceUpgradeResetTokenCurrentCost)>>. <</if>> <<if $securityForceUpgradeTokenReset >= 1>> <br><br>So far, you have currently discussed increasing the frequency of upgrading $securityForceName per week _Name <<if $securityForceUpgradeTokenReset == 1>>once<<else>>$securityForceUpgradeTokenReset times<</if>>. <</if>> -<<if (_SFNO < _max || _SFO < _max) && $securityForceUpgradeToken == 0>> +<<if ( $SFAO < _max) && $securityForceUpgradeToken == 0>> <span id="resultX"> <br><br>Which facility or equipment do you wish _Name to upgrade this week? @@ -663,9 +686,9 @@ securityForceX */ <br><<link "Barracks">> <<replace "#resultX">><br><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>> + <<set $securityForceUpgradeToken = 1, $securityForceArcologyUpgrades++, $cash -= 100000*$Env>> <</replace>> - <</link>> // Costs ¤<<print 100000*_Env>> // + <</link>> // Costs ¤<<print 100000*$Env>> // <<elseif $securityForceUpgradeToken == 0 && $securityForceArcologyUpgrades < 16 && $securityForceVehiclePower >= 5 && _Armoury >= 5 && _DroneBay >= 5 && $securityForceAircraftPower >= 5 && _StimulantLab >= 5>> <<if $securityForceArcologyUpgrades == 5>> <<set _arcCost = 15000000>> @@ -693,53 +716,51 @@ securityForceX */ <br><<link "Barracks">> <<replace "#resultX">><br><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>> + <<set $securityForceUpgradeToken = 1, $securityForceArcologyUpgrades++, $cash -= _arcCost*$Env>> <</replace>> - <</link>> // Costs ¤<<print _arcCost*_Env>> // - <<elseif $securityForceUpgradeToken == 0 && $securityForceArcologyUpgrades == 12 && _Armoury >= 11 && _StimulantLab >= 7 && $securityForceVehiclePower >= 7 && $securityForceAircraftPower >= 8 && $securityForceSpacePlanePower >= 11 && $securityForceFortressZeppelin >= 3 && $securityForceAC130 >= 5 && _DroneBay >= 6 && $securityForceSatalitePower >= 16>> + <</link>> // Costs ¤<<print _arcCost*$Env>> // + <<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><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>> + <<set $securityForceUpgradeToken = 1, $securityForceArcologyUpgrades++, $cash -= _arcCost*$Env>> <</replace>> - <</link>> // Costs ¤<<print _arcCost*_Env>> // + <</link>> // Costs ¤<<print _arcCost*$Env>> // <<elseif $securityForceUpgradeToken == 0 && $securityForceArcologyUpgrades == 13>> <br><<link "Barracks">> <<replace "#resultX">><br><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>> + <<set $securityForceUpgradeToken = 1, $securityForceArcologyUpgrades++, $cash -= _arcCost*$Env>> <</replace>> - <</link>> // Costs ¤<<print _arcCost*_Env>> // + <</link>> // Costs ¤<<print _arcCost*$Env>> // <</if>> <<if _Barracks == 5 || _Barracks == 16>> <br>//$securityForceName has fully upgraded the barracks to support it's activities// <</if>> - /* <<if $securityForceUpgradeToken == 0 && _Barracks >= 1 && $FacilitySupport == 0>> <br><<link "Facility Support">> <<replace "#resultX">><br><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, _Armoury++, $cash -= 150000000*_Env*(_SFNO/100 || _SFO/100)>> + <<set $securityForceUpgradeToken = 1, _Armoury++, $cash -= 150000000*((Math.trunc($SFAO/10))*$Env)>> <</replace>> - <</link>> // Costs ¤<<print 150000000*_Env*(_SFNO/100 || _SFO/100)>> // + <</link>> // Costs ¤<<print 150000000*($SFAO/100)*$Env>> // <</if>> - */ <<if $securityForceUpgradeToken == 0 && _Armoury < 5>> <br><<link "Armoury">> <<replace "#resultX">><br><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>> + <<set $securityForceUpgradeToken = 1, $securityForceInfantryPower++, $cash -= 40000*$Env>> <</replace>> - <</link>> // Costs ¤<<print 40000*_Env>> // + <</link>> // Costs ¤<<print 40000*$Env>> // <<elseif $securityForceUpgradeToken == 0 && _Armoury > 5 && _Armoury < 11 && $securityForceVehiclePower >= 5 && _DroneBay >= 5 && $securityForceAircraftPower >= 5 && _StimulantLab >= 5 && _Barracks >= 5>> <br><<link "Armoury">> <<replace "#resultX">><br><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 -= 4500000*_Env>> + <<set $securityForceUpgradeToken = 1, $securityForceInfantryPower++, $cash -= 4500000*$Env>> <</replace>> - <</link>> // Costs ¤<<print 4500000*_Env>> // + <</link>> // Costs ¤<<print 4500000*$Env>> // <</if>> <<if _Armoury == 5 || _Armoury == 11>> <br>//$securityForceName has fully upgraded the armoury to support it's activities.// @@ -749,9 +770,9 @@ securityForceX */ <br><<link "Stimulant Lab">> <<replace "#resultX">><br><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>> + <<set $securityForceUpgradeToken = 1, $securityForceStimulantPower++, $cash -= 40000*$Env>> <</replace>> - <</link>> // Costs ¤<<print 40000*_Env>> // + <</link>> // Costs ¤<<print 40000*$Env>> // <<elseif $securityForceUpgradeToken == 0 && _StimulantLab > 5 && _StimulantLab < 9 && _Barracks >= 5 && $securityForceVehiclePower >= 5 && _Armoury >= 5 && _DroneBay >= 5 && $securityForceAircraftPower >= 5>> <<if _StimulantLab == 6>> <<set _drugCost = 2265000>> @@ -763,16 +784,16 @@ securityForceX */ <br><<link "Stimulant Lab">> <<replace "#resultX">><br><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>> + <<set $securityForceUpgradeToken = 1, $securityForceStimulantPower++, $cash -= _drugCost*$Env>> <</replace>> - <</link>> // Costs ¤<<print _drugCost*_Env>> // - <<elseif $securityForceUpgradeToken == 0 && _StimulantLab == 7 && _Armoury >= 11 && $securityForceVehiclePower >= 7 && $securityForceAircraftPower >= 8 && $securityForceSpacePlanePower >= 11 && $securityForceFortressZeppelin >= 3 && $securityForceAC130 >= 5 && _DroneBay >= 6 && $securityForceSatalitePower >= 16 && _Barracks >= 13>> + <</link>> // Costs ¤<<print _drugCost*$Env>> // + <<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><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>> + <<set $securityForceUpgradeToken = 1, $securityForceStimulantPower++, $cash -= _drugCost*$Env>> <</replace>> - <</link>> // Costs ¤<<print _drugCost*_Env>> // + <</link>> // Costs ¤<<print _drugCost*$Env>> // <</if>> <<if _StimulantLab == 5 || _StimulantLab == 9>> <br>//$securityForceName has fully upgraded the stimulant lab to support it's activities.// @@ -791,9 +812,9 @@ securityForceX */ <br><<link "Light and medium vehicles">> <<replace "#resultB">><br><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>> + <<set $securityForceUpgradeToken = 1, $securityForceVehiclePower++, $cash -= 60000*$Env>> <</replace>> - <</link>>// Costs ¤<<print 60000*_Env>> // + <</link>>// Costs ¤<<print 60000*$Env>> // <<elseif $securityForceUpgradeToken == 0 && $securityForceVehiclePower < 7 && _Barracks >= 5 && $securityForceAircraftPower >= 5 && _DroneBay >= 5 && _StimulantLab >= 5 && _Armoury >= 5>> <<if $securityForceVehiclePower < 6>> <<set _vehCost = 2500000>> @@ -803,9 +824,9 @@ securityForceX */ <br><<link "Light and medium vehicles">> <<replace "#resultB">><br><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>> + <<set $securityForceUpgradeToken = 1, $securityForceVehiclePower++, $cash -= _vehCost*$Env>> <</replace>> - <</link>> // Costs ¤<<print _vehCost*_Env>> // + <</link>> // Costs ¤<<print _vehCost*$Env>> // <</if>> <<if $securityForceVehiclePower == 5 || $securityForceVehiclePower == 7>> <br>//$securityForceName has fully upgraded the vehicle fleet to support it's activities.// @@ -817,9 +838,9 @@ securityForceX */ <br><<link "A heavy battle tank">> <<replace "#resultB">><br><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 -= 60000000*_Env>> + <<set $securityForceUpgradeToken = 1, $securityForceHeavyBattleTank++, $cash -= 60000000*$Env>> <</replace>> - <</link>>// Costs ¤<<print 60000000*_Env>> // + <</link>>// Costs ¤<<print 60000000*$Env>> // <<elseif $securityForceUpgradeToken == 0 && $securityForceHeavyBattleTank >= 1 && $securityForceHeavyBattleTank < 3>> <<if $securityForceHeavyBattleTank < 2>> <<set _hbtCost = 75000000>> @@ -829,9 +850,9 @@ securityForceX */ <br><<link "heavy battle tank">> <<replace "#resultB">><br><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>> + <<set $securityForceUpgradeToken = 1, $securityForceHeavyBattleTank++, $cash -= _hbtCost*$Env>> <</replace>> - <</link>> // Costs ¤<<print _hbtCost*_Env>> // + <</link>> // Costs ¤<<print _hbtCost*$Env>> // <</if>> <<if $securityForceHeavyBattleTank == 3>> <br>//$securityForceName has fully upgraded the heavy battle tank to support it's activities.// @@ -856,9 +877,9 @@ securityForceX */ <br><<link "Light and medium aircraft">> <<replace "#resultY">><br><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>> + <<set $securityForceUpgradeToken = 1, $securityForceAircraftPower++, $cash -= 70000*$Env>> <</replace>> - <</link>> // Costs ¤<<print 70000*_Env>> // + <</link>> // Costs ¤<<print 70000*$Env>> // <<elseif $securityForceUpgradeToken == 0 && $securityForceAircraftPower < 8 && _StimulantLab >= 5 && _Barracks >= 5 && $securityForceVehiclePower >= 5 && _Armoury >= 5 && _DroneBay >= 5>> <<if $securityForceAircraftPower == 5>> <<set _airCost = 2750000>> @@ -870,9 +891,9 @@ securityForceX */ <br><<link "Light and medium aircraft">> <<replace "#resultY">><br><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>> + <<set $securityForceUpgradeToken = 1, $securityForceAircraftPower++, $cash -= _airCost*$Env>> <</replace>> - <</link>> // Costs ¤<<print _airCost*_Env>> // + <</link>> // Costs ¤<<print _airCost*$Env>> // <</if>> <<if $securityForceAircraftPower == 5 || $securityForceAircraftPower == 8>> <br>//$securityForceName has fully upgraded the air fleet to support it's activities.// @@ -884,9 +905,9 @@ securityForceX */ <br><<link "A space plane">> <<replace "#resultY">><br><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 -= 4750000*_Env>> + <<set $securityForceUpgradeToken = 1, $securityForceSpacePlanePower++, $cash -= 4750000*$Env>> <</replace>> - <</link>> // Costs ¤<<print 4750000*_Env>> // + <</link>> // Costs ¤<<print 4750000*$Env>> // <<elseif $securityForceUpgradeToken == 0 && $securityForceSpacePlanePower >= 1 && $securityForceSpacePlanePower < 11>> <<if $securityForceSpacePlanePower < 4>> <<set _spCost = 50000000>> @@ -908,9 +929,9 @@ securityForceX */ <br><<link "Space plane">> <<replace "#resultY">><br><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>> + <<set $securityForceUpgradeToken = 1, $securityForceSpacePlanePower++, $cash -= _spCost*$Env>> <</replace>> - <</link>> // Costs ¤<<print _spCost*_Env>> // + <</link>> // Costs ¤<<print _spCost*$Env>> // <</if>> <<if $securityForceSpacePlanePower == 11>> <br>//$securityForceName has fully upgraded the space plane to support it's activities.// @@ -920,15 +941,15 @@ securityForceX */ <br><<link "A fortress zeppelin">> <<replace "#resultY">><br><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 -= 30000000*_Env>> - <</replace>><</link>> // Costs ¤<<print 30000000*_Env>> // + <<set $securityForceUpgradeToken = 1, $securityForceFortressZeppelin++, $cash -= 30000000*$Env>> + <</replace>><</link>> // Costs ¤<<print 30000000*$Env>> // <<elseif $securityForceUpgradeToken == 0 && $securityForceFortressZeppelin >= 1 && $securityForceFortressZeppelin < 3>> <<link "Fortress zeppelin">> <<replace "#resultY">><br><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 -= 20000000*_Env>> + <<set $securityForceUpgradeToken = 1, $securityForceFortressZeppelin++, $cash -= 20000000*$Env>> <</replace>> - <</link>> // Costs ¤<<print 20000000*_Env>> // + <</link>> // Costs ¤<<print 20000000*$Env>> // <</if>> <<if $securityForceFortressZeppelin == 3>> <br>//$securityForceName has fully upgraded the fortress zeppelin to support it's activities.// @@ -938,16 +959,16 @@ securityForceX */ <br><<link "An AC-130">> <<replace "#resultY">><br><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 -= 35000000*_Env>> + <<set $securityForceUpgradeToken = 1, $securityForceAC130++, $cash -= 35000000*$Env>> <</replace>> - <</link>> // Costs ¤<<print 35000000*_Env>> // + <</link>> // Costs ¤<<print 35000000*$Env>> // <<elseif $securityForceAC130 > 1 && $securityForceAC130 < 5>> <br><<link "AC-130">> <<replace "#resultY">><br><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 -= 25000000*_Env>> + <<set $securityForceUpgradeToken = 1, $securityForceAC130++, $cash -= 25000000*$Env>> <</replace>> - <</link>> // Costs ¤<<print 25000000*_Env>> // + <</link>> // Costs ¤<<print 25000000*$Env>> // <</if>> <<if $securityForceAC130 == 5>> <br>//$securityForceName has fully upgraded the AC-130 to support it's activities.// @@ -957,15 +978,15 @@ securityForceX */ <br><<link "A heavy transport">> <<replace "#resultY">><br><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 -= 40000000*_Env>> - <</replace>><</link>> // Costs ¤<<print 40000000*_Env>> // + <<set $securityForceUpgradeToken = 1, $securityForceHeavyTransport++, $cash -= 40000000*$Env>> + <</replace>><</link>> // Costs ¤<<print 40000000*$Env>> // <<elseif $securityForceUpgradeToken == 0 && $securityForceHeavyTransport >= 1 && $securityForceHeavyTransport < 3>> <br><<link "Heavy transport">> <<replace "#resultY">><br><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 -= 30000000*_Env>> + <<set $securityForceUpgradeToken = 1, $securityForceHeavyTransport++, $cash -= 30000000*$Env>> <</replace>> - <</link>> // Costs ¤<<print 30000000*_Env>> // + <</link>> // Costs ¤<<print 30000000*$Env>> // <</if>> <<if $securityForceHeavyTransport == 3>> <br>//$securityForceName has fully upgraded the heavy transport to support it's activities.// @@ -981,16 +1002,16 @@ securityForceX */ <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>> + <<set $securityForceUpgradeToken = 1, $securityForceDronePower++, $cash -= 45000*$Env>> <</replace>> - <</link>> // Costs ¤<<print 45000*_Env>> // + <</link>> // Costs ¤<<print 45000*$Env>> // <<elseif $securityForceUpgradeToken == 0 && _DroneBay < 6 && $securityForceAircraftPower >= 5 && _StimulantLab >= 5 && _Barracks >= 5 && $securityForceVehiclePower >= 5 && _Armoury >= 5>> <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>> + <<set $securityForceUpgradeToken = 1, $securityForceDronePower++, $cash -= 2000000*$Env>> <</replace>> - <</link>> // Costs ¤<<print 2000000*_Env>> // + <</link>> // Costs ¤<<print 2000000*$Env>> // <</if>> <<if _DroneBay == 5 || _DroneBay == 6>> <br>//$securityForceName has fully upgraded the drone bay to support it's activities.// @@ -1008,47 +1029,47 @@ securityForceX */ <<goto "SFM Barracks">> <</link>> - <<if $securityForceUpgradeToken == 0 && _Barracks >= 4 && $securityForceAircraftPower >= 5 && _StimulantLab >= 5 && _Barracks >= 5 && $securityForceVehiclePower >= 5 && _DroneBay >= 5 && _Armoury >= 5 && $securityForceSatalitePower < 1>> - <br><<link "A satalite">> + <<if $securityForceUpgradeToken == 0 && _Barracks >= 4 && $securityForceAircraftPower >= 5 && _StimulantLab >= 5 && _Barracks >= 5 && $securityForceVehiclePower >= 5 && _DroneBay >= 5 && _Armoury >= 5 && $securityForceSatellitePower < 1>> + <br><<link "A Satellite">> <<replace "#resultZ">><br><br> - "Sure, boss." she says, nodding. "A satalite 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, $securityForceSatalitePower++, $cash -= 3750000*_Env>> + "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>> <</replace>> - <</link>> // Costs ¤<<print 3750000*_Env>> // - <<elseif $securityForceUpgradeToken == 0 && $securityForceSatalitePower >= 1 && $securityForceSatalitePower < 17>> - <<if $securityForceSatalitePower < 11>> + <</link>> // Costs ¤<<print 3750000*$Env>> // + <<elseif $securityForceUpgradeToken == 0 && $securityForceSatellitePower >= 1 && $securityForceSatellitePower < 17>> + <<if $securityForceSatellitePower < 11>> <<set _satCost = 2350000>> - <<elseif $securityForceSatalitePower == 11>> + <<elseif $securityForceSatellitePower == 11>> <<set _satCost = 150000000>> - <<elseif $securityForceSatalitePower == 12>> + <<elseif $securityForceSatellitePower == 12>> <<set _satCost = 160000000>> - <<elseif $securityForceSatalitePower == 13>> + <<elseif $securityForceSatellitePower == 13>> <<set _satCost = 170000000>> - <<elseif $securityForceSatalitePower == 14>> + <<elseif $securityForceSatellitePower == 14>> <<set _satCost = 180000000>> - <<elseif $securityForceSatalitePower == 15>> + <<elseif $securityForceSatellitePower == 15>> <<set _satCost = 190000000>> - <<elseif $securityForceSatalitePower == 16>> + <<elseif $securityForceSatellitePower == 16>> <<set _satCost = 250000000000>> <</if>> - <br><<link "Satalite">> + <br><<link "Satellite">> <<replace "#resultZ">><br><br> - "Sure, boss." she says, nodding. "Upgrading the satalite 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, $securityForceSatalitePower++, $cash -= _satCost*_Env>> + "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>> <</replace>> - <</link>> // Costs ¤<<print _satCost*_Env>> // + <</link>> // Costs ¤<<print _satCost*$Env>> // <</if>> - <<if $securityForceSatalitePower == 17>> - <br>//$securityForceName has fully upgraded the satalite to support it's activities.// + <<if $securityForceSatellitePower == 17>> + <br>//$securityForceName has fully upgraded the Satellite to support it's activities.// <</if>> - <<if $securityForceUpgradeToken == 0 && $securityForceVehiclePower >= 5 && _Armoury >= 5 && _DroneBay >= 5 && $securityForceAircraftPower >= 5 && _StimulantLab >= 5 && _Barracks >= 5 && $securityForceGiantRobot < 1 && $terrain != "oceanic">> + <<if $securityForceUpgradeToken == 0 && $securityForceVehiclePower >= 5 && _Armoury >= 5 && _DroneBay >= 5 && $securityForceAircraftPower >= 5 && _StimulantLab >= 5 && _Barracks >= 5 && $securityForceGiantRobot < 1 && ($terrain != "oceanic" && $terrain != "marine")>> <br><<link "A giant robot">> <<replace "#resultZ">><br><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>> + <<set $securityForceUpgradeToken = 1, $securityForceGiantRobot++, $cash -= 50000000*$Env>> <</replace>> - <</link>> // Costs ¤<<print 50000000*_Env>> // + <</link>> // Costs ¤<<print 50000000*$Env>> // <<elseif $securityForceUpgradeToken == 0 && $securityForceGiantRobot >= 1 && $securityForceGiantRobot < 10>> <<if $securityForceGiantRobot < 3>> <<set _robCost = 25000000>> @@ -1070,21 +1091,21 @@ securityForceX */ <br><<link "Giant robot">> <<replace "#resultZ">><br><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>> + <<set $securityForceUpgradeToken = 1, $securityForceGiantRobot++, $cash -= _robCost*$Env>> <</replace>> - <</link>> // Costs ¤<<print _robCost*_Env>> // + <</link>> // Costs ¤<<print _robCost*$Env>> // <</if>> - <<if $securityForceGiantRobot == 10 && $terrain != "oceanic" || $terrain != "marine">> + <<if $securityForceGiantRobot == 10 && ($terrain != "oceanic" && $terrain != "marine")>> <br>//$securityForceName has fully upgraded the giant robot to support it's activities.// <</if>> - <<if $securityForceUpgradeToken == 0 && $securityForceVehiclePower >= 5 && _Armoury >= 5 && _DroneBay >= 5 && $securityForceAircraftPower >= 5 && _StimulantLab >= 5 && _Barracks >= 5 && $securityForceMissileSilo < 1 && $terrain != "oceanic">> + <<if $securityForceUpgradeToken == 0 && $securityForceVehiclePower >= 5 && _Armoury >= 5 && _DroneBay >= 5 && $securityForceAircraftPower >= 5 && _StimulantLab >= 5 && _Barracks >= 5 && $securityForceMissileSilo < 1 && ($terrain != "oceanic" && $terrain != "marine")>> <br><<link "A missile silo">> <<replace "#resultZ">><br><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 -= 200000000*_Env>> + <<set $securityForceUpgradeToken = 1, $securityForceMissileSilo++, $cash -= 200000000*$Env>> <</replace>> - <</link>> // Costs ¤<<print 200000000*_Env>> // + <</link>> // Costs ¤<<print 200000000*$Env>> // <<elseif $securityForceUpgradeToken == 0 && $securityForceMissileSilo >= 1 && $securityForceMissileSilo < 3>> <<if $securityForceMissileSilo == 1>> <<set _msCost = 250000000>> @@ -1094,11 +1115,11 @@ securityForceX */ <br><<link "Missile silo">> <<replace "#resultZ">><br><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>> + <<set $securityForceUpgradeToken = 1, $securityForceMissileSilo++, $cash -= _msCost*$Env>> <</replace>> - <</link>> // Costs ¤<<print _msCost*_Env>> // + <</link>> // Costs ¤<<print _msCost*$Env>> // <</if>> - <<if $securityForceMissileSilo == 3 && $terrain != "oceanic" || $terrain != "marine">><br>//$securityForceName has fully upgraded the missile silo to support it's activities.//<</if>> + <<if $securityForceMissileSilo == 3 && ($terrain != "oceanic" && $terrain != "marine")>><br>//$securityForceName has fully upgraded the missile silo to support it's activities.//<</if>> </span> <</replace>> @@ -1107,7 +1128,7 @@ securityForceX */ <</if>> <<if _LaunchBayNO >= _LaunchBayNOMax || _LaunchBayO >= _LaunchBayNOMax>>//<br>$securityForceName has fully upgraded the launch bay to support it's activities.//<</if>> - <<if $securityForceUpgradeToken == 0 && $terrain == "oceanic" || $terrain == "marine" && (_NavalYard < _NavalYardMax)>> + <<if $securityForceUpgradeToken == 0 && ($terrain == "oceanic" || $terrain == "marine") && (_NavalYard < _NavalYardMax)>> <br><<link "Naval Yard">> <<replace "#resultX">> <span id="resultA"> @@ -1120,18 +1141,18 @@ securityForceX */ <br><<link "An aircraft carrier">> <<replace "#resultA">><br><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>> + <<set $securityForceUpgradeToken = 1, $securityForceAircraftCarrier++, $cash -= 1500000*$Env>> <</replace>> - <</link>> // Costs ¤<<print 1500000*_Env>> // + <</link>> // Costs ¤<<print 1500000*$Env>> // <<elseif $securityForceUpgradeToken == 0 && $securityForceAircraftCarrier >= 1 && $securityForceAircraftCarrier < 4>> <br><<link "Aircraft carrier">> <<replace "#resultA">><br><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>> + <<set $securityForceUpgradeToken = 1, $securityForceAircraftCarrier++, $cash -= 25000000*$Env>> <</replace>> - <</link>> // Costs ¤<<print 25000000*_Env>> // + <</link>> // Costs ¤<<print 25000000*$Env>> // <</if>> - <<if $securityForceAircraftCarrier == 4>> + <<if $securityForceAircraftCarrier == 4 && ($terrain == "oceanic" || $terrain == "marine")>> <br>//$securityForceName has fully upgraded the aircraft carrier to support it's activities.// <</if>> @@ -1139,9 +1160,9 @@ securityForceX */ <br><<link "A submarine">> <<replace "#resultA">><br><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>> + <<set $securityForceUpgradeToken = 1, $securityForceSubmarine++, $cash -= 1500000*$Env>> <</replace>> - <</link>> // Costs ¤<<print 1500000*_Env>> // + <</link>> // Costs ¤<<print 1500000*$Env>> // <<elseif $securityForceUpgradeToken == 0 && $securityForceSubmarine >= 1 && $securityForceSubmarine < 5>> <<if $securityForceSubmarine < 4>> <<set _subCost = 25000000>> @@ -1151,19 +1172,19 @@ securityForceX */ <br><<link "Submarine">> <<replace "#resultA">><br><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>> + <<set $securityForceUpgradeToken = 1, $securityForceSubmarine++, $cash -= _subCost*$Env>> <</replace>> - <</link>> // Costs ¤<<print _subCost*_Env>> // + <</link>> // Costs ¤<<print _subCost*$Env>> // <</if>> - <<if $securityForceSubmarine == 5>><br>//$securityForceName has fully upgraded the submarine to support it's activities.//<</if>> + <<if $securityForceSubmarine == 5 && ($terrain == "oceanic" || $terrain == "marine")>><br>//$securityForceName has fully upgraded the submarine to support it's activities.//<</if>> <<if $securityForceUpgradeToken == 0 && $securityForceHeavyAmphibiousTransport < 1>> <br><<link "A heavy amphibious transport">> <<replace "#resultA">><br><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>> + <<set $securityForceUpgradeToken = 1, $securityForceHeavyAmphibiousTransport++, $cash -= 1500000*$Env>> <</replace>> - <</link>> // Costs ¤<<print 1500000*_Env>> // + <</link>> // Costs ¤<<print 1500000*$Env>> // <<elseif $securityForceUpgradeToken == 0&& $securityForceHeavyAmphibiousTransport >= 1 && $securityForceHeavyAmphibiousTransport < 3>> <<if $securityForceHeavyAmphibiousTransport == 1>> <<set _hatCost = 150000000>> @@ -1173,17 +1194,17 @@ securityForceX */ <br><<link "Heavy amphibious transport">> <<replace "#resultA">><br><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>> + <<set $securityForceUpgradeToken = 1, $securityForceHeavyAmphibiousTransport++, $cash -= _hatCost*$Env>> <</replace>> - <</link>> // Costs ¤<<print _hatCost*_Env>> // + <</link>> // Costs ¤<<print _hatCost*$Env>> // <</if>> - <<if $securityForceHeavyAmphibiousTransport == 3>><br>//$securityForceName has fully upgraded the heavy amphibious transport to support it's activities.//<</if>> + <<if $securityForceHeavyAmphibiousTransport == 3 && ($terrain == "oceanic" || $terrain == "marine")>><br>//$securityForceName has fully upgraded the heavy amphibious transport to support it's activities.//<</if>> </span> <</replace>> <</link>> <</if>> - <<if $terrain == "oceanic" || $terrain == "marine" && (_NavalYard >= _NavalYardMax)>><br>$securityForceName has fully upgraded the naval yard to support it's activities.//<</if>> + <<if ($terrain == "oceanic" || $terrain == "marine") && (_NavalYard >= _NavalYardMax)>><br>$securityForceName has fully upgraded the naval yard to support it's activities.//<</if>> </span> <</if>> @@ -1202,22 +1223,10 @@ securityForceX */ <br>Your complete lack of skill at warfare ensures that <<if $Bodyguard != 0>>in addition to $Bodyguard.slaveName, <</if>>you need; two full sqauds of $securityForceName on foot, a squadron of fighters, a large convy of $securityForceName's ground vehicles. <<elseif $PC.warfare >= 100 && $career == "mercenary">> <br>Your mastery of wet work and prior experience in a PMC, satisfies The Colonel that you only need; one solider 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 favour with you. - <<if $economy == 0.5>> - <<set $rep += 10, $cash += 450>> - <<elseif $economy == 1>> - <<set $rep += 10, $cash += 500>> - <<elseif $economy == 1.5>> - <<set $rep += 10, $cash += 550>> - <</if>> + <<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 favour with you. - <<if $economy == 0.5>> - <<set $rep += 5, $cash += 200>> - <<elseif $economy == 1>> - <<set $rep += 5, $cash += 250>> - <<elseif $economy == 1.5>> - <<set $rep += 5, $cash += 300>> - <</if>> + <<set $rep += 5, cash += $EnvCash3>> <<elseif $PC.warfare >= 60>> <br>Your expertness at warfare means that <<if $Bodyguard != 0>>in addition to $Bodyguard.slaveName <</if>>you only require; a sqaud of $securityForceName on foot, a two fighters, a tiny convy of $securityForceName's ground vehicles. <<elseif $PC.warfare >= 30>> @@ -1250,13 +1259,7 @@ securityForceX */ <<set $arcologies[0].prosperity -= .25>> <<elseif $PC.medicine >= 100 && $career == "medicine">> Your expertness of 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 archology owner who took the time to heal a citizen, providing confidence to the rest of the citizens. - <<if $economy == 0.5>> - <<set $rep += 10, $cash += 100>> - <<elseif $economy == 1>> - <<set $rep += 10, $cash += 150>> - <<elseif $economy == 1.5>> - <<set $rep += 10, $cash += 200>> - <</if>> + <<set $rep += 10, &cash += $EnvCash4>> <<elseif $PC.medicine >= 100>> Your expertness of medicine ensures that the citizen is probably the best they have ever been. Word quickly spreads of the kindly archology owner who took the time to heal a citizen. <<set $rep += 5>> @@ -1653,13 +1656,4 @@ securityForceX */ <</link>> </span> <</if>> -<</nobr>> - -<br> - -/* -<br><br> -<<link "Enter $facilitysupportName and send a slave to serve in the HQ and facilities of $securityForceName">> - <<goto "FacilitySupport">> -<</link>> -*/ \ No newline at end of file +<</nobr>> \ No newline at end of file diff --git a/src/uncategorized/seRaiding.tw b/src/uncategorized/seRaiding.tw index d95915b09ede9deee383cbb682215d7be447639d..c310f1d88ba2d39159fa50c94423757dafa91920 100644 --- a/src/uncategorized/seRaiding.tw +++ b/src/uncategorized/seRaiding.tw @@ -8,14 +8,14 @@ <<set $raided = $week>> <<set _raidseed = 0>> <<set _raidescape = random(1,3)>> -<<if $securityForceSatalitePower >= 1>> +<<if $securityForceSatellitePower >= 1>> <<set _raidescape = random(1,2)>> <</if>> <<if $securityForceActive == 0>> 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. -<<elseif $securityForceSatalitePower >= 1>> - 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. By having access to the use of $securityForceName's satalite it is less likely that the target will escape. +<<elseif $securityForceSatellitePower >= 1>> + 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. By having access to the use of $securityForceName's Satellite it is less likely that the target will escape. <</if>> <br><br> @@ -47,7 +47,7 @@ Worthy of consideration is that although the $mercenariesTitle will enslave the <<set $origins.push("lawyer")>> <</if>> <<if $seeDicks != 0>> - <<set $origins.push("male military officer")>> + <<set $origins.push("male military officer")>> <</if>> <<for $i = 0; $i < 3; $i++>> @@ -126,7 +126,7 @@ Worthy of consideration is that although the $mercenariesTitle will enslave the <<else>> <<set $activeSlave.preg = -1>> <</if>> - is the department offices of a still operational Old World university. The University prides itself on a diverse and capable faculty, often touting its wealth of female professors as a symbol of its progressive agenda. Though they are unlikely to be young, these professors will be educated and quite intelligent. The head of the department is no exception, a woman of considerable academic credentials. + is the department offices of a still operational Old World university. The University prides itself on a diverse and capable faculty, often touting its wealth of female professors as a symbol of its progressive agenda. Though they are unlikely to be young, these professors will be educated and quite intelligent. The head of the department is no exception, a woman of considerable academic credentials. <<elseif $origin == "university student">> <<set $activeSlaveOneTimeMinAge = 14>> <<set $activeSlaveOneTimeMaxAge = 22>> @@ -156,7 +156,7 @@ Worthy of consideration is that although the $mercenariesTitle will enslave the <<else>> <<set $activeSlave.preg = -1>> <</if>> - is the residence dormitories of a still operational Old World university. The University prides itself on a diverse and inspired student body, often touting its wealth of female students as a symbol of its progressive agenda. Though they are young, these students will likely have benefited from their education and fairly intelligent. By all accounts the prettiest of them is no exception, a student with a shining academic record. + is the residence dormitories of a still operational Old World university. The University prides itself on a diverse and inspired student body, often touting its wealth of female students as a symbol of its progressive agenda. Though they are young, these students will likely have benefited from their education and fairly intelligent. By all accounts the prettiest of them is no exception, a student with a shining academic record. <<elseif $origin == "female military officer">> <<set $activeSlaveOneTimeMinAge = 26>> <<set $activeSlaveOneTimeMaxAge = 45>> @@ -443,7 +443,7 @@ Worthy of consideration is that although the $mercenariesTitle will enslave the <<else>> <<set $activeSlave.preg = -1>> <</if>> - is a campaign rally for the reelection of an Old World politician. Though the rally will be an extremely public affair, the benefits of capturing a prestigious politician could outweigh the risks. + is a campaign rally for the reelection of an Old World politician. Though the rally will be an extremely public affair, the benefits of capturing a prestigious politician could outweigh the risks. <<elseif $origin == "shut-in">> <<set $activeSlaveOneTimeMaxAge = 43>> <<include "Generate XX Slave">> @@ -655,7 +655,7 @@ The $origin is the primary target of the raid. They're $activeSlave.race. <</for>> <br><br> -Your $mercenariesTitle look to you for guidance and will strike the target of your choosing. +Your $mercenariesTitle look to you for guidance and will strike the target of your choosing. <</nobr>>\ @@ -671,11 +671,11 @@ You make your selection and direct your $mercenariesTitle to attack the target. <<set $MercCapture = random(-4,4)>> -<<if $securityForceSatalitePower >= 1>><<set $MercCapture = random(-3,5)>><</if>> +<<if $securityForceSatellitePower >= 1>><<set $MercCapture = random(-3,5)>><</if>> <<if $origin == "housewife">> <<if $targetEscape >= $MercCapture>> - Somehow the housewife manages to evade your mercenaries. + Somehow the housewife manages to evade your mercenaries. <<elseif _raidescape == 1>> Your $mercenariesTitle pry open the door to the mansion's panic room to find that the woman has hung herself to escape capture. A waste. <<else>> @@ -686,7 +686,7 @@ You make your selection and direct your $mercenariesTitle to attack the target. <</if>> <<if $origin == "university professor">> <<if $targetEscape >= $MercCapture>> - A confrontation with the University's security team allows the professors to escape capture by the $mercenariesTitle. + A confrontation with the University's security team allows the professors to escape capture by the $mercenariesTitle. <<elseif _raidescape == 1>> Your $mercenariesTitle are met with surprising resistance by the university's professors and are forced to bid a hasty retreat before security can arrive in greater numbers. <<else>> @@ -697,7 +697,7 @@ You make your selection and direct your $mercenariesTitle to attack the target. <</if>> <<if $origin == "university student">> <<if $targetEscape >= $MercCapture>> - A confrontation with the University's security team allows the students to escape capture by the $mercenariesTitle. + A confrontation with the University's security team allows the students to escape capture by the $mercenariesTitle. <<elseif _raidescape == 1>> Your $mercenariesTitle are met with surprising resistance by the university's students and are forced to bid a hasty retreat before security can arrive in greater numbers. <<else>> @@ -719,7 +719,7 @@ You make your selection and direct your $mercenariesTitle to attack the target. <</if>> <<if $origin == "male military officer">> <<if $targetEscape >= $MercCapture>> - The officer's escort engages the $mercenariesTitle in a gunfight and in the confusion the officer manages to escape capture on foot. + The officer's escort engages the $mercenariesTitle in a gunfight and in the confusion the officer manages to escape capture on foot. <<elseif _raidescape == 1>> As your mercenaries gain the upper hand on the officer's escort, he promptly puts his service weapon to his temple and pulls the trigger. A waste. <<else>> @@ -730,7 +730,7 @@ You make your selection and direct your $mercenariesTitle to attack the target. <</if>> <<if $origin == "military soldier">> <<if $targetEscape >= $MercCapture>> - The young soldiers fight valiantly against the $mercenariesTitle until they are routed. Despite defeating them in the field, your $mercenariesTitle are unable to capture any of the soldiers who escape on foot. + The young soldiers fight valiantly against the $mercenariesTitle until they are routed. Despite defeating them in the field, your $mercenariesTitle are unable to capture any of the soldiers who escape on foot. <<elseif _raidescape == 1>> The young soldiers are unfaltering in their conviction and fight to their last last. When the smoke clears, the barracks is chocked with corpses for none of the soldiers are left alive to capture. <<else>> @@ -741,9 +741,9 @@ You make your selection and direct your $mercenariesTitle to attack the target. <</if>> <<if $origin == "doctor">> <<if $targetEscape >= $MercCapture>> - The hospital's security staff alone would prove little match for the $mercenariesTitle, but just as they are about to be overrun an uneasy coalition of rival gangster and criminals who had been committed as patients join the fray and turn the tide of battle. + The hospital's security staff alone would prove little match for the $mercenariesTitle, but just as they are about to be overrun an uneasy coalition of rival gangster and criminals who had been committed as patients join the fray and turn the tide of battle. <<elseif _raidescape == 1>> - The hospital's security staff alone would prove little match for your mercenaries, but they are joined by an uneasy coalition of rival gangster and criminals who had been committed as patients. Though your $mercenariesTitle prevail, they discover to their chagrin that the doctors and their staff were slain during the wanton exchange of fire. + The hospital's security staff alone would prove little match for your mercenaries, but they are joined by an uneasy coalition of rival gangster and criminals who had been committed as patients. Though your $mercenariesTitle prevail, they discover to their chagrin that the doctors and their staff were slain during the wanton exchange of fire. <<else>> The security staff of the hospital is easily overpowered and surrender rapidly, allowing your $mercenariesTitle to take the doctors and their staff into custody with little fuss. The distinguished doctor spends the VTOL ride looking on at her colleagues and peers being raped by your mercenaries. She naively hopes that she has been spared from that fate out of a desire for her medical knowledge rather than her body. @@ -752,7 +752,7 @@ You make your selection and direct your $mercenariesTitle to attack the target. <</if>> <<if $origin == "nun">> <<if $targetEscape >= $MercCapture>> - As the $mercenariesTitle close in on the commune, they are spotted by a group of young nuns tending to their grounds. Before your $mercenariesTitle can close the distance, they retreat behind the walls of their community and seal the gate behind them. + As the $mercenariesTitle close in on the commune, they are spotted by a group of young nuns tending to their grounds. Before your $mercenariesTitle can close the distance, they retreat behind the walls of their community and seal the gate behind them. <<elseif _raidescape == 1>> The nuns flee into their inner sanctum as your $mercenariesTitle approach and bar the doors behind them as they go. When the last barrier is pried open, your $mercenariesTitle discover the nuns have committed suicide as a group rather than be taken prisoner. <<else>> @@ -763,7 +763,7 @@ You make your selection and direct your $mercenariesTitle to attack the target. <</if>> <<if $origin == "journalist">> <<if $targetEscape >= $MercCapture>> - Though the $mercenariesTitle easily overwhelm the single security guard posted at the firm, they are unable to do so before he triggers an alarm. Faced with the prospect of local law enforcement arriving, your $mercenariesTitle beat a hasty retreat. + Though the $mercenariesTitle easily overwhelm the single security guard posted at the firm, they are unable to do so before he triggers an alarm. Faced with the prospect of local law enforcement arriving, your $mercenariesTitle beat a hasty retreat. <<elseif _raidescape == 1>> Your $mercenariesTitle are met with fierce resistance by the staff of the newspaper firm, who take the raid as an opportunity to turn their abolitionist words into violent action. Eventually, your $mercenariesTitle retreat from the building before law enforcement can arrive. <<else>> @@ -774,9 +774,9 @@ You make your selection and direct your $mercenariesTitle to attack the target. <</if>> <<if $origin == "local news anchor">> <<if $targetEscape >= $MercCapture>> - Unfortunately for the $mercenariesTitle, the news channel appears to have been interviewing members of the local militia garrison at the time of the raid. Upon encountering more firepower than they had anticipated, your $mercenariesTitle wisely retreat from the engagement. + Unfortunately for the $mercenariesTitle, the news channel appears to have been interviewing members of the local militia garrison at the time of the raid. Upon encountering more firepower than they had anticipated, your $mercenariesTitle wisely retreat from the engagement. <<elseif _raidescape == 1>> - Your $mercenariesTitle are able to subdue the news anchor and bid a hasty exit from the recording studio. Before they can board the waiting VTOL however, the anchor is struck in the head by a bullet fired by a man who was her longtime fan turned stalker. It seems if he cannot have her, neither can you. + Your $mercenariesTitle are able to subdue the news anchor and bid a hasty exit from the recording studio. Before they can board the waiting VTOL however, the anchor is struck in the head by a bullet fired by a man who was her longtime fan turned stalker. It seems if he cannot have her, neither can you. <<else>> The news anchor is subdued without issue and quietly escorted out of the recording studio and into the waiting VTOL. The anchor is initially resistant during the VTOL ride, but soon grows complacent when she is told of the luxury of your penthouse. @@ -901,7 +901,7 @@ You make your selection and direct your $mercenariesTitle to attack the target. <<if $origin == "housewife">> <<if $targetEscape >= $MercCapture>> - Somehow the housewife manages to evade your mercenaries. + Somehow the housewife manages to evade your mercenaries. <<elseif _raidescape == 1>> Your $mercenariesTitle pry open the door to the mansion's panic room to find that the woman has hung herself to escape capture. A waste. <<else>> @@ -912,7 +912,7 @@ You make your selection and direct your $mercenariesTitle to attack the target. <</if>> <<if $origin == "university professor">> <<if $targetEscape >= $MercCapture>> - A confrontation with the University's security team allows the professors to escape capture by the $mercenariesTitle. + A confrontation with the University's security team allows the professors to escape capture by the $mercenariesTitle. <<elseif _raidescape == 1>> Your $mercenariesTitle are met with surprising resistance by the university's professors and are forced to bid a hasty retreat before security can arrive in greater numbers. <<else>> @@ -923,7 +923,7 @@ You make your selection and direct your $mercenariesTitle to attack the target. <</if>> <<if $origin == "university student">> <<if $targetEscape >= $MercCapture>> - A confrontation with the University's security team allows the students to escape capture by the $mercenariesTitle. + A confrontation with the University's security team allows the students to escape capture by the $mercenariesTitle. <<elseif _raidescape == 1>> Your $mercenariesTitle are met with surprising resistance by the university's students and are forced to bid a hasty retreat before security can arrive in greater numbers. <<else>> @@ -945,7 +945,7 @@ You make your selection and direct your $mercenariesTitle to attack the target. <</if>> <<if $origin == "male military officer">> <<if $targetEscape >= $MercCapture>> - The officer's escort engages the $mercenariesTitle in a gunfight and in the confusion the officer manages to escape capture on foot. + The officer's escort engages the $mercenariesTitle in a gunfight and in the confusion the officer manages to escape capture on foot. <<elseif _raidescape == 1>> As your mercenaries gain the upper hand on the officer's escort, he promptly puts his service weapon to his temple and pulls the trigger. A waste. <<else>> @@ -956,7 +956,7 @@ You make your selection and direct your $mercenariesTitle to attack the target. <</if>> <<if $origin == "military soldier">> <<if $targetEscape >= $MercCapture>> - The young soldiers fight valiantly against the $mercenariesTitle until they are routed. Despite defeating them in the field, your $mercenariesTitle are unable to capture any of the soldiers who escape on foot. + The young soldiers fight valiantly against the $mercenariesTitle until they are routed. Despite defeating them in the field, your $mercenariesTitle are unable to capture any of the soldiers who escape on foot. <<elseif _raidescape == 1>> The young soldiers are unfaltering in their conviction and fight to their last last. When the smoke clears, the barracks is chocked with corpses for none of the soldiers are left alive to capture. <<else>> @@ -967,9 +967,9 @@ You make your selection and direct your $mercenariesTitle to attack the target. <</if>> <<if $origin == "doctor">> <<if $targetEscape >= $MercCapture>> - The hospital's security staff alone would prove little match for the $mercenariesTitle, but just as they are about to be overrun an uneasy coalition of rival gangster and criminals who had been committed as patients join the fray and turn the tide of battle. + The hospital's security staff alone would prove little match for the $mercenariesTitle, but just as they are about to be overrun an uneasy coalition of rival gangster and criminals who had been committed as patients join the fray and turn the tide of battle. <<elseif _raidescape == 1>> - The hospital's security staff alone would prove little match for your mercenaries, but they are joined by an uneasy coalition of rival gangster and criminals who had been committed as patients. Though your $mercenariesTitle prevail, they discover to their chagrin that the doctors and their staff were slain during the wanton exchange of fire. + The hospital's security staff alone would prove little match for your mercenaries, but they are joined by an uneasy coalition of rival gangster and criminals who had been committed as patients. Though your $mercenariesTitle prevail, they discover to their chagrin that the doctors and their staff were slain during the wanton exchange of fire. <<else>> The security staff of the hospital is easily overpowered and surrender rapidly, allowing your $mercenariesTitle to take the doctors and their staff into custody with little fuss. The distinguished doctor spends the VTOL ride looking on at her colleagues and peers being raped by your mercenaries. She naively hopes that she has been spared from that fate out of a desire for her medical knowledge rather than her body. @@ -978,7 +978,7 @@ You make your selection and direct your $mercenariesTitle to attack the target. <</if>> <<if $origin == "nun">> <<if $targetEscape >= $MercCapture>> - As the $mercenariesTitle close in on the commune, they are spotted by a group of young nuns tending to their grounds. Before your $mercenariesTitle can close the distance, they retreat behind the walls of their community and seal the gate behind them. + As the $mercenariesTitle close in on the commune, they are spotted by a group of young nuns tending to their grounds. Before your $mercenariesTitle can close the distance, they retreat behind the walls of their community and seal the gate behind them. <<elseif _raidescape == 1>> The nuns flee into their inner sanctum as your $mercenariesTitle approach and bar the doors behind them as they go. When the last barrier is pried open, your $mercenariesTitle discover the nuns have committed suicide as a group rather than be taken prisoner. <<else>> @@ -989,7 +989,7 @@ You make your selection and direct your $mercenariesTitle to attack the target. <</if>> <<if $origin == "journalist">> <<if $targetEscape >= $MercCapture>> - Though the $mercenariesTitle easily overwhelm the single security guard posted at the firm, they are unable to do so before he triggers an alarm. Faced with the prospect of local law enforcement arriving, your $mercenariesTitle beat a hasty retreat. + Though the $mercenariesTitle easily overwhelm the single security guard posted at the firm, they are unable to do so before he triggers an alarm. Faced with the prospect of local law enforcement arriving, your $mercenariesTitle beat a hasty retreat. <<elseif _raidescape == 1>> Your $mercenariesTitle are met with fierce resistance by the staff of the newspaper firm, who take the raid as an opportunity to turn their abolitionist words into violent action. Eventually, your $mercenariesTitle retreat from the building before law enforcement can arrive. <<else>> @@ -1000,9 +1000,9 @@ You make your selection and direct your $mercenariesTitle to attack the target. <</if>> <<if $origin == "local news anchor">> <<if $targetEscape >= $MercCapture>> - Unfortunately for the $mercenariesTitle, the news channel appears to have been interviewing members of the local militia garrison at the time of the raid. Upon encountering more firepower than they had anticipated, your $mercenariesTitle wisely retreat from the engagement. + Unfortunately for the $mercenariesTitle, the news channel appears to have been interviewing members of the local militia garrison at the time of the raid. Upon encountering more firepower than they had anticipated, your $mercenariesTitle wisely retreat from the engagement. <<elseif _raidescape == 1>> - Your $mercenariesTitle are able to subdue the news anchor and bid a hasty exit from the recording studio. Before they can board the waiting VTOL however, the anchor is struck in the head by a bullet fired by a man who was her longtime fan turned stalker. It seems if he cannot have her, neither can you. + Your $mercenariesTitle are able to subdue the news anchor and bid a hasty exit from the recording studio. Before they can board the waiting VTOL however, the anchor is struck in the head by a bullet fired by a man who was her longtime fan turned stalker. It seems if he cannot have her, neither can you. <<else>> The news anchor is subdued without issue and quietly escorted out of the recording studio and into the waiting VTOL. The anchor is initially resistant during the VTOL ride, but soon grows complacent when she is told of the luxury of your penthouse. @@ -1127,7 +1127,7 @@ You make your selection and direct your $mercenariesTitle to attack the target. <<if $origin == "housewife">> <<if $targetEscape >= $MercCapture>> - Somehow the housewife manages to evade your mercenaries. + Somehow the housewife manages to evade your mercenaries. <<elseif _raidescape == 1>> Your $mercenariesTitle pry open the door to the mansion's panic room to find that the woman has hung herself to escape capture. A waste. <<else>> @@ -1138,7 +1138,7 @@ You make your selection and direct your $mercenariesTitle to attack the target. <</if>> <<if $origin == "university professor">> <<if $targetEscape >= $MercCapture>> - A confrontation with the University's security team allows the professors to escape capture by the $mercenariesTitle. + A confrontation with the University's security team allows the professors to escape capture by the $mercenariesTitle. <<elseif _raidescape == 1>> Your $mercenariesTitle are met with surprising resistance by the university's professors and are forced to bid a hasty retreat before security can arrive in greater numbers. <<else>> @@ -1149,7 +1149,7 @@ You make your selection and direct your $mercenariesTitle to attack the target. <</if>> <<if $origin == "university student">> <<if $targetEscape >= $MercCapture>> - A confrontation with the University's security team allows the students to escape capture by the $mercenariesTitle. + A confrontation with the University's security team allows the students to escape capture by the $mercenariesTitle. <<elseif _raidescape == 1>> Your $mercenariesTitle are met with surprising resistance by the university's students and are forced to bid a hasty retreat before security can arrive in greater numbers. <<else>> @@ -1171,7 +1171,7 @@ You make your selection and direct your $mercenariesTitle to attack the target. <</if>> <<if $origin == "male military officer">> <<if $targetEscape >= $MercCapture>> - The officer's escort engages the $mercenariesTitle in a gunfight and in the confusion the officer manages to escape capture on foot. + The officer's escort engages the $mercenariesTitle in a gunfight and in the confusion the officer manages to escape capture on foot. <<elseif _raidescape == 1>> As your mercenaries gain the upper hand on the officer's escort, he promptly puts his service weapon to his temple and pulls the trigger. A waste. <<else>> @@ -1182,7 +1182,7 @@ You make your selection and direct your $mercenariesTitle to attack the target. <</if>> <<if $origin == "military soldier">> <<if $targetEscape >= $MercCapture>> - The young soldiers fight valiantly against the $mercenariesTitle until they are routed. Despite defeating them in the field, your $mercenariesTitle are unable to capture any of the soldiers who escape on foot. + The young soldiers fight valiantly against the $mercenariesTitle until they are routed. Despite defeating them in the field, your $mercenariesTitle are unable to capture any of the soldiers who escape on foot. <<elseif _raidescape == 1>> The young soldiers are unfaltering in their conviction and fight to their last last. When the smoke clears, the barracks is chocked with corpses for none of the soldiers are left alive to capture. <<else>> @@ -1193,9 +1193,9 @@ You make your selection and direct your $mercenariesTitle to attack the target. <</if>> <<if $origin == "doctor">> <<if $targetEscape >= $MercCapture>> - The hospital's security staff alone would prove little match for the $mercenariesTitle, but just as they are about to be overrun an uneasy coalition of rival gangster and criminals who had been committed as patients join the fray and turn the tide of battle. + The hospital's security staff alone would prove little match for the $mercenariesTitle, but just as they are about to be overrun an uneasy coalition of rival gangster and criminals who had been committed as patients join the fray and turn the tide of battle. <<elseif _raidescape == 1>> - The hospital's security staff alone would prove little match for your mercenaries, but they are joined by an uneasy coalition of rival gangster and criminals who had been committed as patients. Though your $mercenariesTitle prevail, they discover to their chagrin that the doctors and their staff were slain during the wanton exchange of fire. + The hospital's security staff alone would prove little match for your mercenaries, but they are joined by an uneasy coalition of rival gangster and criminals who had been committed as patients. Though your $mercenariesTitle prevail, they discover to their chagrin that the doctors and their staff were slain during the wanton exchange of fire. <<else>> The security staff of the hospital is easily overpowered and surrender rapidly, allowing your $mercenariesTitle to take the doctors and their staff into custody with little fuss. The distinguished doctor spends the VTOL ride looking on at her colleagues and peers being raped by your mercenaries. She naively hopes that she has been spared from that fate out of a desire for her medical knowledge rather than her body. @@ -1204,7 +1204,7 @@ You make your selection and direct your $mercenariesTitle to attack the target. <</if>> <<if $origin == "nun">> <<if $targetEscape >= $MercCapture>> - As the $mercenariesTitle close in on the commune, they are spotted by a group of young nuns tending to their grounds. Before your $mercenariesTitle can close the distance, they retreat behind the walls of their community and seal the gate behind them. + As the $mercenariesTitle close in on the commune, they are spotted by a group of young nuns tending to their grounds. Before your $mercenariesTitle can close the distance, they retreat behind the walls of their community and seal the gate behind them. <<elseif _raidescape == 1>> The nuns flee into their inner sanctum as your $mercenariesTitle approach and bar the doors behind them as they go. When the last barrier is pried open, your $mercenariesTitle discover the nuns have committed suicide as a group rather than be taken prisoner. <<else>> @@ -1215,7 +1215,7 @@ You make your selection and direct your $mercenariesTitle to attack the target. <</if>> <<if $origin == "journalist">> <<if $targetEscape >= $MercCapture>> - Though the $mercenariesTitle easily overwhelm the single security guard posted at the firm, they are unable to do so before he triggers an alarm. Faced with the prospect of local law enforcement arriving, your $mercenariesTitle beat a hasty retreat. + Though the $mercenariesTitle easily overwhelm the single security guard posted at the firm, they are unable to do so before he triggers an alarm. Faced with the prospect of local law enforcement arriving, your $mercenariesTitle beat a hasty retreat. <<elseif _raidescape == 1>> Your $mercenariesTitle are met with fierce resistance by the staff of the newspaper firm, who take the raid as an opportunity to turn their abolitionist words into violent action. Eventually, your $mercenariesTitle retreat from the building before law enforcement can arrive. <<else>> @@ -1226,9 +1226,9 @@ You make your selection and direct your $mercenariesTitle to attack the target. <</if>> <<if $origin == "local news anchor">> <<if $targetEscape >= $MercCapture>> - Unfortunately for the $mercenariesTitle, the news channel appears to have been interviewing members of the local militia garrison at the time of the raid. Upon encountering more firepower than they had anticipated, your $mercenariesTitle wisely retreat from the engagement. + Unfortunately for the $mercenariesTitle, the news channel appears to have been interviewing members of the local militia garrison at the time of the raid. Upon encountering more firepower than they had anticipated, your $mercenariesTitle wisely retreat from the engagement. <<elseif _raidescape == 1>> - Your $mercenariesTitle are able to subdue the news anchor and bid a hasty exit from the recording studio. Before they can board the waiting VTOL however, the anchor is struck in the head by a bullet fired by a man who was her longtime fan turned stalker. It seems if he cannot have her, neither can you. + Your $mercenariesTitle are able to subdue the news anchor and bid a hasty exit from the recording studio. Before they can board the waiting VTOL however, the anchor is struck in the head by a bullet fired by a man who was her longtime fan turned stalker. It seems if he cannot have her, neither can you. <<else>> The news anchor is subdued without issue and quietly escorted out of the recording studio and into the waiting VTOL. The anchor is initially resistant during the VTOL ride, but soon grows complacent when she is told of the luxury of your penthouse. diff --git a/src/uncategorized/securityForceEOWReport.tw b/src/uncategorized/securityForceEOWReport.tw index 575117bd6556644041a4a8f9214ae15b2a78af55..69871f9881fbbce912f88e3592b25d8c89bb34d0 100644 --- a/src/uncategorized/securityForceEOWReport.tw +++ b/src/uncategorized/securityForceEOWReport.tw @@ -1,9 +1,10 @@ :: Security Force EOW Report -/* +/* The upgrades are currently ordered as: Barracks(16) securityForceArcologyUpgrades(16) + FacilitySupport(1) Armory(11) securityForceInfantryPower(11) Stimulant Lab(9) @@ -23,7 +24,7 @@ The upgrades are currently ordered as: securityForceDronePower(6) <</if>> <<if $securityForceArcologyUpgrades >= 4>>Launch Bay(29) - securityForceSatalitePower(17) + securityForceSatellitePower(17) securityForceGiantRobot(9) securityForceMissileSilo(3) <</if>> @@ -31,13 +32,13 @@ The upgrades are currently ordered as: ($terrain == "oceanic") <<if $securityForceArcologyUpgrades >= 4>>Launch Bay(17) - securityForceSatalitePower(17) + securityForceSatellitePower(17) <</if>> Naval Yard (12) securityForceAircraftCarrier(4) securityForceSubmarine(5) securityForceHeavyAmphibiousTransport (3) -securityForceX +securityForceX */ <<set _Barracks = $securityForceArcologyUpgrades>> <<set _Armoury = $securityForceInfantryPower>> @@ -45,8 +46,8 @@ securityForceX <<set _Garage = $securityForceVehiclePower+$securityForceHeavyBattleTank>> <<set _Hangar = $securityForceAircraftPower+$securityForceSpacePlanePower+$securityForceFortressZeppelin+$securityForceAC130+$securityForceHeavyTransport>> <<set _DroneBay = $securityForceDronePower>> -<<set _LaunchBayNO = $securityForceSatalitePower+$securityForceGiantRobot+$securityForceMissileSilo>> -<<set _LaunchBayO = $securityForceSatalitePower>> +<<set _LaunchBayNO = $securityForceSatellitePower+$securityForceGiantRobot+$securityForceMissileSilo>> +<<set _LaunchBayO = $securityForceSatellitePower>> <<if $terrain == "oceanic" || $terrain == "marine">> <<set _NavalYard = $securityForceAircraftCarrier+$securityForceSubmarine+$securityForceHeavyAmphibiousTransport>> <</if>> @@ -61,49 +62,49 @@ securityForceX /* 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 $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 $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 $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 $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 $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 $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 $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 $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 $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 $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 $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 $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 $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 $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)>> @@ -121,12 +122,12 @@ securityForceX <<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>> @@ -137,19 +138,19 @@ securityForceX <<if $securityForceAC130 > 0>> <<set $securityForceRecruit += ($securityForceAC130)>> <</if>> <</if>> - + <<if $securityForceArcologyUpgrades >= 2>> <<if $securityForceDronePower > 0>> <<set $securityForceRecruit += ($securityForceDronePower)>> <</if>> <</if>> - + <<if $securityForceArcologyUpgrades >= 4>> - <<if $securityForceSatalitePower > 0>> - <<set $securityForceRecruit += ($securityForceSatalitePower)>> <</if>> + <<if $securityForceSatellitePower > 0>> + <<set $securityForceRecruit += ($securityForceSatellitePower)>> <</if>> <<if $securityForceGiantRobot > 0>> <<set $securityForceRecruit += ($securityForceGiantRobot)>> <</if>> <</if>> - + <<if $terrain == "oceanic" || $terrain == "marine">> <<if $securityForceAircraftCarrier > 0>> <<set $securityForceRecruit += ($securityForceAircraftCarrier)>> <</if>> @@ -186,14 +187,14 @@ securityForceX <<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>> @@ -206,30 +207,30 @@ securityForceX <<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 $securityForceSatalitePower > 0>> - <<set $securityForceTrade += (0.25*($securityForceSatalitePower))>> <</if>> + <<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>> + <<set $securityForceTrade += (0.25*($securityForceMissileSilo))>> <</if>> <</if>> - - <<if $terrain == "oceanic" || $terrain == "marine">> - <<if $securityForceAircraftCarrier > 0>> + + <<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>> + <<set $securityForceTrade += (0.25*($securityForceHeavyAmphibiousTransport))>> <</if>> <</if>> - + /* 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))>> @@ -268,13 +269,14 @@ securityForceX <</if>> <<set _RaidingEfficienyPercentage = .5>> - - /* 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 Infomation Centre) at the barracks,airforce, satalite,AC-130,major and more efficent facility support massivey improves raiding efficiency. If we are dealing with an oceanic aracolgy the sub and carrier massively improve efficiency. */ - + + /* 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 Infomation Centre) at the barracks,airforce, Satellite,AC-130,major and more efficent facility support massivey improves raiding efficiency. If we are dealing with an oceanic aracolgy the sub and carrier massively improve efficiency. */ + /* Facilities */ - + <<set _BarracksMax = 16>> + <<set _FacilitySupportMax = 1>> <<set _ArmouryMax = 11>> <<set _StimulantLabMax = 9>> <<set _GarageMax = 10>> @@ -283,78 +285,78 @@ securityForceX <<set _LaunchBayNOMax = 29>> <<set _LaunchBayOMax = 17>> <<set _NavalYardMax = 12>> - - <<set _maxNO = _BarracksMax+_ArmouryMax+_StimulantLabMax+_GarageMax+_HangarMax+_DroneBayMax+_LaunchBayNOMax>> - <<set _maxO = _BarracksMax+_ArmouryMax+_StimulantLabMax+_GarageMax+_HangarMax+_DroneBayMax+_LaunchBayOMax+_NavalYardMax>> - + + <<set _maxNO = _BarracksMax+_ArmouryMax+_StimulantLabMax+_GarageMax+_HangarMax+_DroneBayMax+_LaunchBayNOMax+_FacilitySupportMax>> + <<set _maxO = _BarracksMax+_ArmouryMax+_StimulantLabMax+_GarageMax+_HangarMax+_DroneBayMax+_LaunchBayOMax+_NavalYardMax+_FacilitySupportMax>> + <<set _SFNOPercentage = _maxNO*_RaidingEfficienyPercentage>> <<set _SFOPercentage = _maxO*_RaidingEfficienyPercentage>> - - <<if $securityForceArcologyUpgrades > 0>> + + <<if $securityForceArcologyUpgrades > 0>> <<set $securityForceMissionEfficiency = ($securityForceMissionEfficiency*(1+($securityForceArcologyUpgrades*_RaidingEfficienyPercentage)))>> <</if>> - <<if $securityForceInfantryPower > 0>> - <<set $securityForceMissionEfficiency = ($securityForceMissionEfficiency+($securityForceInfantryPower*_RaidingEfficienyPercentage))>> <</if>> - <<if $securityForceStimulantPower > 0>> - <<set $securityForceMissionEfficiency = ($securityForceMissionEfficiency*(1+($securityForceStimulantPower*_RaidingEfficienyPercentage)))>> <</if>> - - <<if $securityForceArcologyUpgrades >= 1>> - <<if $securityForceVehiclePower > 0>> + <<if $securityForceInfantryPower > 0>> + <<set $securityForceMissionEfficiency = ($securityForceMissionEfficiency+($securityForceInfantryPower*_RaidingEfficienyPercentage))>> <</if>> + <<if $securityForceStimulantPower > 0>> + <<set $securityForceMissionEfficiency = ($securityForceMissionEfficiency*(1+($securityForceStimulantPower*_RaidingEfficienyPercentage)))>> <</if>> + + <<if $securityForceArcologyUpgrades >= 1>> + <<if $securityForceVehiclePower > 0>> <<set $securityForceMissionEfficiency = ($securityForceMissionEfficiency+($securityForceVehiclePower*_RaidingEfficienyPercentage))>> <</if>> <<if $securityForceHeavyBattleTank > 0>> <<set $securityForceMissionEfficiency = ($securityForceMissionEfficiency+($securityForceHeavyBattleTank*_RaidingEfficienyPercentage))>> <</if>> - <</if>> - - <<if $securityForceArcologyUpgrades >= 4>> - <<if $securityForceAircraftPower > 0>> + <</if>> + + <<if $securityForceArcologyUpgrades >= 4>> + <<if $securityForceAircraftPower > 0>> <<set $securityForceMissionEfficiency = ($securityForceMissionEfficiency*(1+($securityForceAircraftPower*_RaidingEfficienyPercentage)))>> <</if>> - <<if $securityForceSpacePlanePower > 0>> + <<if $securityForceSpacePlanePower > 0>> <<set $securityForceMissionEfficiency = ($securityForceMissionEfficiency+($securityForceSpacePlanePower*_RaidingEfficienyPercentage))>> <</if>> - <<if $securityForceFortressZeppelin > 0>> + <<if $securityForceFortressZeppelin > 0>> <<set $securityForceMissionEfficiency = ($securityForceMissionEfficiency+($securityForceFortressZeppelin*_RaidingEfficienyPercentage))>> <</if>> - <<if $securityForceAC130 > 0>> + <<if $securityForceAC130 > 0>> <<set $securityForceMissionEfficiency = ($securityForceMissionEfficiency*(1+($securityForceAC130*_RaidingEfficienyPercentage)))>> <</if>> <</if>> - - <<if $securityForceArcologyUpgrades >= 2>> - <<if $securityForceDronePower > 0>> + + <<if $securityForceArcologyUpgrades >= 2>> + <<if $securityForceDronePower > 0>> <<set $securityForceMissionEfficiency = ($securityForceMissionEfficiency+($securityForceDronePower*_RaidingEfficienyPercentage))>> <</if>> <</if>> - - <<if $securityForceArcologyUpgrades >= 4>> - <<if $securityForceSatalitePower > 0>> - <<set $securityForceMissionEfficiency = ($securityForceMissionEfficiency*(1+($securityForceSatalitePower*_RaidingEfficienyPercentage)))>> <</if>> - <<if $securityForceGiantRobot > 0 && $terrain != "oceanic" || $terrain != "marine">> - <<set $securityForceMissionEfficiency = ($securityForceMissionEfficiency+($securityForceGiantRobot*_RaidingEfficienyPercentage))>> <</if>> - <<if $securityForceMissileSilo > 0 && $terrain != "oceanic" || $terrain != "marine">> - <<set $securityForceMissionEfficiency = ($securityForceMissionEfficiency+($securityForceMissileSilo*_RaidingEfficienyPercentage))>> <</if>> - <</if>> - - <<if $terrain == "oceanic" || $terrain == "marine">> - <<if $securityForceAircraftCarrier > 0>> + + <<if $securityForceArcologyUpgrades >= 4>> + <<if $securityForceSatellitePower > 0>> + <<set $securityForceMissionEfficiency = ($securityForceMissionEfficiency*(1+($securityForceSatellitePower*_RaidingEfficienyPercentage)))>> <</if>> + <<if $securityForceGiantRobot > 0 && ($terrain != "oceanic" && $terrain != "marine") + <<set $securityForceMissionEfficiency = ($securityForceMissionEfficiency+($securityForceGiantRobot*_RaidingEfficienyPercentage))>> <</if>> + <<if $securityForceMissileSilo > 0 && ($terrain != "oceanic" && $terrain != "marine") + <<set $securityForceMissionEfficiency = ($securityForceMissionEfficiency+($securityForceMissileSilo*_RaidingEfficienyPercentage))>> <</if>> + <</if>> + + <<if $terrain == "oceanic" || $terrain == "marine">> + <<if $securityForceAircraftCarrier > 0>> <<set $securityForceMissionEfficiency = ($securityForceMissionEfficiency*($securityForceAircraftCarrier*_RaidingEfficienyPercentage))>> <</if>> - <<if $securityForceSubmarine > 0>> + <<if $securityForceSubmarine > 0>> <<set $securityForceMissionEfficiency = ($securityForceMissionEfficiency*($securityForceSubmarine*_RaidingEfficienyPercentage))>> <</if>> - <<if $securityForceHeavyAmphibiousTransport > 0>> + <<if $securityForceHeavyAmphibiousTransport > 0>> <<set $securityForceMissionEfficiency = ($securityForceMissionEfficiency*($securityForceHeavyAmphibiousTransport*_RaidingEfficienyPercentage))>> <</if>> <</if>> - + /* Colonel */ <<if $ColonelCore == "warmonger">> <<set $securityForceMissionEfficiency = ($securityForceMissionEfficiency*(_RaidingEfficienyPercentage))>> <</if>> <<if $securityForceSexedColonel > 0>> - <<set $securityForceMissionEfficiency = ($securityForceMissionEfficiency+($securityForceSexedColonel*_RaidingEfficienyPercentage))>> - <</if>> + <<set $securityForceMissionEfficiency = ($securityForceMissionEfficiency+($securityForceSexedColonel*_RaidingEfficienyPercentage))>> + <</if>> <<if $OverallTradeShowAttendance > 0>> - <<set $securityForceMissionEfficiency = ($securityForceMissionEfficiency+($OverallTradeShowAttendance*_RaidingEfficienyPercentage))>> + <<set $securityForceMissionEfficiency = ($securityForceMissionEfficiency+($OverallTradeShowAttendance*_RaidingEfficienyPercentage))>> <</if>> - + LieutenantColonel and Facility Support <<if $LieutenantColonel == 1>> - <<set $securityForceMissionEfficiency = ($securityForceMissionEfficiency*(1+($LieutenantColonel*_RaidingEfficienyPercentage)))>> + <<set $securityForceMissionEfficiency = ($securityForceMissionEfficiency*(1+($LieutenantColonel*_RaidingEfficienyPercentage)))>> <</if>> <<if $FacilitySupportEfficiency > 1>> - <<set $securityForceMissionEfficiency = ($securityForceMissionEfficiency*(1+$FacilitySupportEfficiency*_RaidingEfficienyPercentage))>> + <<set $securityForceMissionEfficiency = ($securityForceMissionEfficiency*(1+$FacilitySupportEfficiency*_RaidingEfficienyPercentage))>> <</if>> /* Apply the efficiency boost to the booty. Lets hope that meth made them better at ripping out some poor bastard's gold teeth */ @@ -363,7 +365,7 @@ securityForceX /* 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))>> @@ -378,7 +380,7 @@ securityForceX <<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 its 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">> @@ -398,32 +400,32 @@ securityForceX <<elseif $securityForceAccountability == "strict">> <<set $securityForceDepravity -= 0.02>> <</if>> - + <<switch $ColonelCore>> - <<case "kind">> + <<case "kind">> <<set $securityForceDepravity -= 0.02>> - <<case "collected">> + <<case "collected">> <<set $securityForceDepravity -= 0.015>> <<set $securityForceDepravity += 0.015>> - + <<case "Cruel">> <<set $securityForceDepravity += 0.05>> <<case "Psychopath">> <<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>> @@ -450,17 +452,14 @@ securityForceX __Status and Activities of the $securityForceName __: <br>This week, $securityForceName, $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>> _OverdoseDeaths soldiers fatly overdosed. 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 $securityForceName this week, after accounting for the spoils retained by individual soldiers, were @@.green;more than sufficient@@ to cover expenses. Excess material and human assets totalling @@.yellowgreen;¤$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. - /* FacilitySupportShortSummary */ - /* <br> - <<SlaveFullName $LieutenantColonel>> is the Lieutenant Colonel of $securityForceName, primarly in charge of $FacilitySupportName. There are $FacilitySupportSlaves slaves serving in $FacilitySupportName. The <<if $FacilitySupportUpgrade == 3>>quantum teleportation system greatly improves efficency>><<elseif $FacilitySupportUpgrade == 2>>rapid tube system somewhat improves efficency<<elseif $FacilitySupportUpgrade == 1>>specialized pathways slightly improves efficency<<else>>general pathways does nothing to improve efficency<</if>> */ - -<</nobr>> + +<</nobr>> <br> //Your instructions to <<if $CurrentTradeShowAttendance == 1>>Lieutenant Colonel <<SlaveFullName $LieutenantColonel>><<else>>The Colonel<</if>>:// Deployment focus: <span id="focus"><<if $securityForceFocus == "recruit">>''Recruiting and Training''<<elseif $securityForceFocus == "secure">>''Securing Trade Routes''<<else>>''Raiding and Slaving''<</if>></span>. <<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>> Rules of Engagement: <span id="roe"><<if $securityForceRulesOfEngagement == "hold">>''Hold Fire''<<elseif $securityForceRulesOfEngagement == "limited">>''Limited Fire''<<else>>''Free Fire''<</if>></span>. <<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>> Accountability: <span id="accountability"><<if $securityForceAccountability == "strict">>''Strict Accountability''<<elseif $securityForceAccountability == "some">>''Some Accountability''<<else>>''No Accountability''<</if>></span>. <<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 Lieutenant Colonel <<SlaveFullName $LieutenantColonel>> has been doing her job. There was some interest in our developements, I could probably sell generic scematics for about 5% of the upgrade price next time I go if you want? + <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 Lieutenant Colonel <<SlaveFullName $LieutenantColonel>> has been doing her job. There was some interest in our developements, I could probably sell generic scematics next time I go if you want? <<elseif $OverallTradeShowAttendance >= 2>> While at the recent TradeShow, $TradeShowIncome was made selling generic scematics and $TradeShowHelots menial slaves were sent as a bonus. Overal $TotalTradeShowIncome has been made and $TotalTradeShowHelots menial slaves have been acquired during the $OverallTradeShowAttendance TradeShow's I have attended. @@ -488,32 +487,38 @@ securityForceX <<elseif $securityForceArcologyUpgrades == 8>> The barracks 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 aracolgy wide electromagnetic forcefield has been installed, giving the $securityForceName an immense superiority in local firepower. <<elseif $securityForceArcologyUpgrades == 9>> - The barracks 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 140 inch pieces have been installed in fortified EMP/jammer resistant casemates along the aerial launch pads and a powerful aracolgy wide electromagnetic forcefield has been installed, giving the $securityForceName an immense superiority in local firepower. + The barracks 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 aracolgy wide electromagnetic forcefield has been installed, giving the $securityForceName an immense superiority in local firepower. <<elseif $securityForceArcologyUpgrades == 10>> - The barracks 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 160 inch pieces have been installed in fortified EMP/jammer resistant casemates along the aerial launch pads and a powerful aracolgy wide electromagnetic forcefield has been installed, giving the $securityForceName an immense superiority in local firepower. + The barracks 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 aracolgy wide electromagnetic forcefield has been installed, giving the $securityForceName an immense superiority in local firepower. <<elseif $securityForceArcologyUpgrades == 11>> - The barracks 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, dual barreled electromagnetic railgun artillery 160 inch pieces have been installed in fortified EMP/jammer resistant casemates along the aerial launch pads and a powerful aracolgy wide electromagnetic forcefield has been installed, giving the $securityForceName an immense superiority in local firepower. + The barracks 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, dual barreled electromagnetic railgun artillery 406 cm pieces have been installed in fortified EMP/jammer resistant casemates along the aerial launch pads and a powerful aracolgy wide electromagnetic forcefield has been installed, giving the $securityForceName an immense superiority in local firepower. <<elseif $securityForceArcologyUpgrades == 12>> - The barracks 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 160 inch pieces have been installed in fortified EMP/jammer resistant casemates along the aerial launch pads and a powerful aracolgy wide electromagnetic forcefield has been installed, giving the $securityForceName an immense superiority in local firepower. + The barracks 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 aracolgy wide electromagnetic forcefield has been installed, giving the $securityForceName an immense superiority in local firepower. <<elseif $securityForceArcologyUpgrades == 13>> - The barracks 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 160 inch pieces have been installed in fortified EMP/jammer resistant casemates along the aerial launch pads and a powerful arcology wide electromagnetic forcefield has been installed, giving $securityForceName an immense superiority in local firepower. + The barracks 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 forcefield has been installed, giving $securityForceName an immense superiority in local firepower. <br>After pooling resources between several departemental R&D teams, $securityForceName now has a faster and much more efficient custom network. <<elseif $securityForceArcologyUpgrades == 14>> - The barracks 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 160 inch pieces have been installed in fortified EMP/jammer resistant casemates along the aerial launch pads and a powerful arcology wide electromagnetic forcefield 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>'Borowwed' the old world designs for a kill house. + The barracks 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 forcefield 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>'Borowed' old world designs for a kill house. <<elseif $securityForceArcologyUpgrades == 15>> - The barracks 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 160 inch pieces have been installed in fortified EMP/jammer resistant casemates along the aerial launch pads and a powerful arcology wide electromagnetic forcefield has been installed, giving $securityForceName an immense superiority in local firepower. + The barracks 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 forcefield 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. <<elseif $securityForceArcologyUpgrades == 16>> - The barracks 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 160 inch pieces have been installed in fortified EMP/jammer resistant casemates along the aerial launch pads and a powerful arcology wide electromagnetic forcefield has been installed, giving $securityForceName an immense superiority in local firepower. + The barracks 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 forcefield 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. <</if>> - + +<<if $FacilitySupport == 1>> <br><br> + ''$facilitysupportName:'' +<br> +<<if $LieutenantColonel != 0>><<SlaveFullName $LieutenantColonel>> is the Lieutenant Colonel of $securityForceName, primarly in charge of $FacilitySupportName.<</if>> <<if $FacilitySupportSlaves >0>>There are $FacilitySupportSlaves slaves serving in $FacilitySupportName.<</if>> The <<if $FacilitySupportUpgrade == 3>>quantum teleportation system greatly improves efficency>><<elseif $FacilitySupportUpgrade == 2>>rapid tube system somewhat improves efficency<<elseif $FacilitySupportUpgrade == 1>>specialized pathways slightly improves efficency<<else>>general pathways does nothing to improve efficency<</if>> +<</if>> +<br><br> ''Armory:'' <br> -/* 11 upgrades */ +/* 11 upgrades */ <<if $securityForceInfantryPower == 0>> The armory is well-stocked with high-quality personal weapons and light armour, but contains little in the way of exceptional armament. <<elseif $securityForceInfantryPower == 1>> @@ -596,7 +601,7 @@ securityForceX <<elseif $securityForceHeavyBattleTank == 2>> Modernised the heavy battle tank's armor. <<elseif $securityForceHeavyBattleTank == 3>> - Modernised the heavy battle tank's armor and upgradeded the main gun to a 140 inch barrel. + Modernised the heavy battle tank's armor and upgradeded the main gun to a 356 cm barrel. <</if>> <</if>> @@ -650,7 +655,7 @@ securityForceX Upgraded the space plane's shielding, reducing both potential heat damage and radar signature,mounted another engine on top of the space plane's tail.Modernized; the electronics in addition to the fuel lines to increase efficiency and the space plane's engines to allow for more efficient fuel.Reduced the space plane's weight and reworked the body to reduce drag.Increased the crew comfort and life support systems to increase operational time.Added an additional engine per wing which greatly increases acceleration and raises the top speed to mach 15, making $securityForceName Space Plane untouchable.Replaced the skin of $securityForceName Space Plane with a basic optical illusion kit. <<elseif $securityForceSpacePlanePower == 11>> Upgraded the space plane's shielding, reducing both potential heat damage and radar signature,mounted another engine on top of the space plane's tail.Modernized; the electronics in addition to the fuel lines to increase efficiency and the space plane's engines to allow for more efficient fuel.Reduced the space plane's weight and reworked the body to reduce drag.Increased the crew comfort and life support systems to increase operational time.Added an additional engine per wing which greatly increases acceleration and raises the top speed to mach 15, making $securityForceName Space Plane untouchable.Replaced the skin of $securityForceName Space Plane with an advanced optical illusion kit. - <</if>> + <</if>> <</if>> <<if $securityForceFortressZeppelin > 0>> <br> @@ -689,7 +694,7 @@ securityForceX <</if>> <</if>> <</if>> - + <<if $securityForceArcologyUpgrades >= 2>> <br><br> ''Drone Bay:'' @@ -715,43 +720,43 @@ securityForceX <<if (_LaunchBayNO > 0 || _LaunchBayO > 0) && $securityForceArcologyUpgrades >= 4>> <br><br> ''Launch Bay:'' -<<if $securityForceSatalitePower > 0>> +<<if $securityForceSatellitePower > 0>> <br> /* 16 upgrades */ - <<if $securityForceSatalitePower == 1>> - A basic satalite 'borrowed' from the old world. - <<elseif $securityForceSatalitePower == 2>> - Modernised the satalite's eletronics. - <<elseif $securityForceSatalitePower == 3>> - Modernized the satalite's electronics, wiring and circuitry. - <<elseif $securityForceSatalitePower == 4>> - Modernized the satalite's electronics, wiring and circuitry.Installed a basic localized communications jammer to the satalite (excludes your own frequencies with little to no leeway) that will "slightly" anger locals until it is deactivated. - <<elseif $securityForceSatalitePower == 5>> - Modernized the satalite's electronics, wiring and circuitry.An advanced communications jammer is installed in the satalite, increasing the AO localization, reducing the number of effected equipment. - <<elseif $securityForceSatalitePower == 6>> - Modernized the satalite's electronics, wiring and circuitry.Boosted the satalite's advanced comms jammer power by 25% (now can damage effected equipment). - <<elseif $securityForceSatalitePower == 7>> - Modernized the satalite's electronics, wiring and circuitry.Boosted the satalite's advanced comms jammer's power by 50% (now can destroy effected equipment). - <<elseif $securityForceSatalitePower == 8>> - Modernized the satalite's electronics, wiring and circuitry.Boosted the satalite's advanced comms jammer's power by 50% (now can destroy effected equipment).The satalite is now equipped with a basic EMP generator (advanced EMP hardening was applied before the insulation and activation) will "slightly" anger locals until it is deactivated. - <<elseif $securityForceSatalitePower == 9>> - Modernized the satalite's electronics, wiring and circuitry.Boosted the satalite's advanced comms jammer's power by 50% (now can destroy effected equipment).The satalite is now equipped with an advanced EMP generator, increasing the AO localization which reduces the quantity of effected equipment. - <<elseif $securityForceSatalitePower == 10>> - Modernized the satalite's electronics, wiring and circuitry.Boosted the satalite's advanced comms jammer's power by 50% (now can destroy effected equipment).Boosted the output of the satalite's advanced EMP generator by 25% (now can damage effected equipment). - <<elseif $securityForceSatalitePower == 11>> - Modernized the satalite's electronics, wiring and circuitry.Boosted the satalite's advanced comms jammer's power by 50% (now can destroy effected equipment).Boosted the output of the satalite's advanced EMP generator 50% (now can destroy effected equipment). - <<elseif $securityForceSatalitePower == 12>> - Modernized the satalite's electronics, wiring and circuitry.Boosted the satalite's advanced comms jammer's power by 50% (now can destroy effected equipment).Boosted the output of the satalite's advanced EMP generator 50% (now can destroy effected 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 satalite's battery system and shielding. - <<elseif $securityForceSatalitePower == 13>> - Modernized the satalite's electronics, wiring and circuitry.Boosted the satalite's advanced comms jammer's power by 50% (now can destroy effected equipment).Boosted the output of the satalite's advanced EMP generator 50% (now can destroy effected equipment).Provided R&D funds to focus the bean enough to level a suburb. - <<elseif $securityForceSatalitePower == 14>> - Modernized the satalite's electronics, wiring and circuitry.Boosted the satalite's advanced comms jammer's power by 50% (now can destroy effected equipment).Boosted the output of the satalite's advanced EMP generator 50% (now can destroy effected equipment).Provided R&D funds to focus the beam enough to level a box of houses. - <<elseif $securityForceSatalitePower == 15>> - Modernized the satalite's electronics, wiring and circuitry.Boosted the satalite's advanced comms jammer's power by 50% (now can destroy effected equipment).Boosted the output of the satalite's advanced EMP generator 50% (now can destroy effected equipment).Provided R&D funds to focus the beam enough to level a single house. - <<elseif $securityForceSatalitePower == 16>> - Modernized the satalite's electronics, wiring and circuitry.Boosted the satalite's advanced comms jammer's power by 50% (now can destroy effected equipment).Boosted the output of the satalite's advanced EMP generator 50% (now can destroy effected equipment).Provided R&D funds to focus the beam enough to level twelve feet. - <<elseif $securityForceSatalitePower == 17>> - Modernized the satalite's electronics, wiring and circuitry.Boosted the satalite's advanced comms jammer's power by 50% (now can destroy effected equipment).Boosted the output of the satalite's advanced EMP generator 50% (now can destroy effected equipment).Provided R&D funds to focus the beam enough to level one foot. + <<if $securityForceSatellitePower == 1>> + A basic Satellite 'borrowed' from the old world. + <<elseif $securityForceSatellitePower == 2>> + Modernised the Satellite's eletronics. + <<elseif $securityForceSatellitePower == 3>> + Modernized the Satellite's electronics, wiring and circuitry. + <<elseif $securityForceSatellitePower == 4>> + Modernized the Satellite's 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. + <<elseif $securityForceSatellitePower == 5>> + Modernized the Satellite's electronics, wiring and circuitry.An advanced communications jammer is installed in the Satellite, increasing the AO localization, reducing the number of effected equipment. + <<elseif $securityForceSatellitePower == 6>> + Modernized the Satellite's electronics, wiring and circuitry.Boosted the Satellite's advanced comms jammer power by 25% (now can damage effected equipment). + <<elseif $securityForceSatellitePower == 7>> + Modernized the Satellite's electronics, wiring and circuitry.Boosted the Satellite's advanced comms jammer's power by 50% (now can destroy effected equipment). + <<elseif $securityForceSatellitePower == 8>> + Modernized the Satellite's electronics, wiring and circuitry.Boosted the Satellite's advanced comms jammer's power by 50% (now can destroy effected equipment).The Satellite is now equipped with a basic EMP generator (advanced EMP hardening was applied before the insulation and activation) will "slightly" anger locals until it is deactivated. + <<elseif $securityForceSatellitePower == 9>> + Modernized the Satellite's electronics, wiring and circuitry.Boosted the Satellite's advanced comms jammer's power by 50% (now can destroy effected equipment).The Satellite is now equipped with an advanced EMP generator, increasing the AO localization which reduces the quantity of effected equipment. + <<elseif $securityForceSatellitePower == 10>> + Modernized the Satellite's electronics, wiring and circuitry.Boosted the Satellite's advanced comms jammer's power by 50% (now can destroy effected equipment) and the output of the Satellite's advanced EMP generator by 25% (now can damage effected equipment). + <<elseif $securityForceSatellitePower == 11>> + Modernized the Satellite's electronics, wiring and circuitry.Boosted the Satellite's advanced comms jammer's power by 50% (now can destroy effected equipment) and the output of the Satellite's advanced EMP generator 50% (now can destroy effected equipment). + <<elseif $securityForceSatellitePower == 12>> + Modernized the Satellite's electronics, wiring and circuitry.Boosted the Satellite's advanced comms jammer's power by 50% (now can destroy effected equipment) and the output of the Satellite's advanced EMP generator 50% (now can destroy effected 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 Satellite's battery system and shielding. + <<elseif $securityForceSatellitePower == 13>> + Modernized the Satellite's electronics, wiring and circuitry.Boosted the Satellite's advanced comms jammer's power by 50% (now can destroy effected equipment) and the output of the Satellite's advanced EMP generator 50% (now can destroy effected equipment).Provided R&D funds to focus the bean enough to level a suburb. + <<elseif $securityForceSatellitePower == 14>> + Modernized the Satellite's electronics, wiring and circuitry.Boosted the Satellite's advanced comms jammer's power by 50% (now can destroy effected equipment) and the output of the Satellite's advanced EMP generator 50% (now can destroy effected equipment).Provided R&D funds to focus the beam enough to level a box of houses. + <<elseif $securityForceSatellitePower == 15>> + Modernized the Satellite's electronics, wiring and circuitry.Boosted the Satellite's advanced comms jammer's power by 50% (now can destroy effected equipment) and the output of the Satellite's advanced EMP generator 50% (now can destroy effected equipment).Provided R&D funds to focus the beam enough to level a single house. + <<elseif $securityForceSatellitePower == 16>> + Modernized the Satellite's electronics, wiring and circuitry.Boosted the Satellite's advanced comms jammer's power by 50% (now can destroy effected equipment) and the output of the Satellite's advanced EMP generator 50% (now can destroy effected equipment).Provided R&D funds to focus the beam enough to level twelve feet. + <<elseif $securityForceSatellitePower == 17>> + Modernized the Satellite's electronics, wiring and circuitry.Boosted the Satellite's advanced comms jammer's power by 50% (now can destroy effected equipment) and the output of the Satellite's advanced EMP generator 50% (now can destroy effected equipment).Provided R&D funds to focus the beam enough to level one foot. <</if>> <</if>> <<if $securityForceGiantRobot > 0>> @@ -770,14 +775,14 @@ securityForceX <<elseif $securityForceGiantRobot == 6>> Upgraded the giant robot's wiring, circuitry, power efficiency,battery capacity and armour.Reduced the giant robot's weight. <<elseif $securityForceGiantRobot == 7>> - Upgraded the giant robot's wiring, circuitry, power efficiency,battery capacity,armour and weapons to include heat seeking missiles plus a massive long sword in addition to quad 140 inch back mounted electromagnetic cannons. + Upgraded the giant robot's wiring, circuitry, power efficiency, battery capacity, armour and weapons to include heat seeking missiles plus a massive long sword in addition to quad 356 cm back mounted electromagnetic cannons. <<elseif $securityForceGiantRobot == 8>> - Upgraded the giant robot's wiring, circuitry, power efficiency,battery capacity,armour,weapons to include heat seeking missiles plus a massive long sword in addition to quad 140 inch back mounted electromagnetic cannons and the amount of pilot's to two via a synced neural link. + Upgraded the giant robot's wiring, circuitry, power efficiency, battery capacity, armour 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. <<elseif $securityForceGiantRobot == 9>> - Upgraded the giant robot's wiring, circuitry, power efficiency,battery capacity,armour,weapons to include heat seeking missiles plus a massive long sword in addition to quad 140 inch back mounted electromagnetic cannons and the amount of pilot's to two via a synced neural link.Improved the life support systems, allowing for longer operational time. + Upgraded the giant robot's wiring, circuitry, power efficiency, battery capacity, armour 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.Improved the life support systems, allowing for longer operational time. <<elseif $securityForceGiantRobot == 10>> - Upgraded the giant robot's wiring, circuitry, power efficiency,battery capacity,armour,weapons to include heat seeking missiles plus a massive long sword in addition to quad 140 inch back mounted electromagnetic cannons and the amount of pilot's 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. - <</if>> + Upgraded the giant robot's wiring, circuitry, power efficiency, battery capacity, armour 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.Improved the life support systems, allowing for longer operational time.Replaced the skin of $securityForceName's giant robot with an advanced optical illusion kit. + <</if>> <</if>> <<if $securityForceMissileSilo > 0>> <br> @@ -810,7 +815,7 @@ securityForceX <</if>> <<if $securityForceSubmarine > 0>> <br> - /* 5 upgrades */ + /* 5 upgrades */ <<if $securityForceSubmarine == 1>> A basic submarine has been 'borrowed' from the old world. <<elseif $securityForceSubmarine == 2>> @@ -820,13 +825,13 @@ securityForceX <<elseif $securityForceSubmarine == 4>> Modernized the submarine's engines for silence.Upgraded the submarine's hull for silence and weaponry. <<elseif $securityForceSubmarine == 5>> - Modernized the submarine's engines for silence.Upgraded the submarine's hull for silence, weaponry and air scrubbers, allowing the sub to stay submerged for longer. + Modernized the submarine's engines for silence.Upgraded the submarine's hull for silence, weaponry and air scrubbers which increases submerge time.. <</if>> <</if>> <<if $securityForceHeavyAmphibiousTransport > 0>> <br> - /* 3 upgrades */ - <<if $securityForceHeavyAmphibiousTransport == 1>> + /* 3 upgrades */ + <<if $securityForceHeavyAmphibiousTransport == 1>> A basic heavy amphibious transport has been 'borrowed' from the old world. <<elseif $securityForceHeavyAmphibiousTransport == 2>> Modernized the heavy amphibious transport's armor.