diff --git a/src/SecExp/attackGenerator.tw b/src/SecExp/attackGenerator.tw
index 09f29059c73f47d6e87b8cefacc3114dd36416c3..8959d040ad045747bcd2e128b5dd9a23fdef2d88 100644
--- a/src/SecExp/attackGenerator.tw
+++ b/src/SecExp/attackGenerator.tw
@@ -234,7 +234,7 @@
 	<<if ($week >= 120 && $attackType != "none") || ($forceMajorBattle == 1 && $foughtThisWeek == 0)>>
 		<<if random(1,100) >= 50 || $forceMajorBattle == 1>>
 			<<set $majorBattle = 1>>
-			<<if $securityForceCreate === 1 && $SFMODToggle === 1>>
+			<<if $SF.Active === 1 && $SFMODToggle === 1>>
 				<<set $attackTroops = Math.trunc($attackTroops * random(4,6) * $majorBattleMult)>>
 				<<set $attackEquip = either(3,4)>>
 			<<else>>
diff --git a/src/SecExp/attackHandler.tw b/src/SecExp/attackHandler.tw
index da48b2cddd83d046b25e5e491426a7b70e7f404a..efc07091596346e197f917d3911528c13971a135 100644
--- a/src/SecExp/attackHandler.tw
+++ b/src/SecExp/attackHandler.tw
@@ -97,7 +97,7 @@
 	<<set _enemyMod = 1.5>>
 	<<set _SFMod = 1.5>>
 	<<set _turns = $maxTurns * 2>>
-	<<if $securityForceCreate == 1 && $SFMODToggle == 1>>
+	<<if $SF.Active == 1 && $SFMODToggle == 1>>
 		<<if $Firebase >= 7>>
 			<<set _atkMod += ($Firebase - 6) * 0.05>>
 		<</if>>
diff --git a/src/SecExp/attackOptions.tw b/src/SecExp/attackOptions.tw
index 7b47f54d31c9b8ddd6b441d22baae1df9a98ece5..ed9ea75494e08aa9f7fbecf5cc4f10efd7fd3713 100644
--- a/src/SecExp/attackOptions.tw
+++ b/src/SecExp/attackOptions.tw
@@ -198,7 +198,7 @@ __Battle Plan__:
 <<case "mercenary">>
 	<<set _leader = "The mercenary commander">>
 <<case "colonel">>
-	<<set _leader = $securityForceName +"'s Colonel">>
+	<<set _leader = $SF.Lower +"'s Colonel">>
 <</switch>>
 
 /* leader assignment */
@@ -247,11 +247,11 @@ __Battle Plan__:
 		<<replace "#leader">><strong><<print _leader>></strong><</replace>>
 	<</link>>
 	<</if>>
-	<<if $securityForceCreate === 1 && $SFMODToggle === 1 && $AttendanceGranted === -1>>
+	<<if $SF.Active === 1 && $SFMODToggle === 1 && $SFTradeShow.CanAttend === -1>>
 	|
 	<<link "Let The Colonel lead the troops">>
 		<<set $leadingTroops = "colonel">>
-		<<set _leader = $securityForceName +"'s Colonel">>
+		<<set _leader = $SF.Lower +"'s Colonel">>
 		<<replace "#leader">><strong><<print _leader>></strong><</replace>>
 	<</link>>
 	<</if>>
@@ -391,7 +391,7 @@ Units about to be deployed:
 	<</for>>
 <</if>>
 
-<<if $majorBattle == 1 && $securityForceCreate == 1>>
+<<if $majorBattle == 1 && $SF.Active == 1>>
 	<br>
 	<br>
 	The size of the incoming attack warrants the intervention of the security force in its full force. They will <span id="SFI">not intervene</span>.
diff --git a/src/SecExp/attackReport.tw b/src/SecExp/attackReport.tw
index 5e1c3dce4af60a218a944fa55613bf5ff0787cd7..f14fe01d89eaec3b044cf2471d913d4d6bf08a97 100644
--- a/src/SecExp/attackReport.tw
+++ b/src/SecExp/attackReport.tw
@@ -789,15 +789,15 @@
 		<</if>>
 		<<if $SFIntervention == 1>>
 			<<if $PC.career == "mercenary" || $PC.career == "slaver" || $PC.career == "capitalist" || $PC.career == "gang" || $PC.warfare > 75>>
-				The soldiers of the $securityForceName are ready and willing to follow you into battle, confident in your past experience.
+				The soldiers of the $SF.Lower are ready and willing to follow you into battle, confident in your past experience.
 			<<elseif $PC.career == "wealth" || $PC.career == "medicine" || $PC.career == "engineer">>
-				The soldiers of the $securityForceName, as loyal as they are, are not enthusiastic to follow the orders of someone who has no experience leading men.
+				The soldiers of the $SF.Lower, as loyal as they are, are not enthusiastic to follow the orders of someone who has no experience leading men.
 			<<elseif $PC.career == "servant">>
-				The soldiers of the $securityForceName, as loyal as they are, are not enthusiastic to follow the orders of an ex-servant.
+				The soldiers of the $SF.Lower, as loyal as they are, are not enthusiastic to follow the orders of an ex-servant.
 			<<elseif $PC.career == "escort">>
-				The soldiers of the $securityForceName, as loyal as they are, are not enthusiastic to follow the orders of an ex-escort.
+				The soldiers of the $SF.Lower, as loyal as they are, are not enthusiastic to follow the orders of an ex-escort.
 			<<elseif $PC.career == "BlackHat">>
-				The soldiers of the $securityForceName, as loyal as they are, are not enthusiastic to follow the orders of a dubious incursion specialist.
+				The soldiers of the $SF.Lower, as loyal as they are, are not enthusiastic to follow the orders of a dubious incursion specialist.
 			<</if>>
 		<</if>>
 		<<if $PC.warfare <= 25 && $PC.warfare > 10>>
@@ -1167,7 +1167,7 @@
 			Your mercenaries approve of such decisions, as they feel more confident by having a good, experienced commander.
 		<</if>>
 		<<if $SFIntervention == 1>>
-			The soldiers of $securityForceName obviously approved of your decision.
+			The soldiers of $SF.Lower obviously approved of your decision.
 		<</if>>
 		<<if $arcologies[0].FSRomanRevivalist != "unset" && $deployingMilitia == 1>>
 			Since you decided to revive old Rome, your volunteers are more willing to trust one of your soldiers as their leader.
@@ -1426,16 +1426,16 @@
 		<br>
 		<br>
 		<<if $Firebase >= 7>>
-			The artillery pieces installed around the $securityForceName firebase provided vital fire support to the troops in the field.
+			The artillery pieces installed around the $SF.Lower firebase provided vital fire support to the troops in the field.
 		<</if>>
 		<<if $GunS >= 1>>
 			The gunship gave our troops an undeniable advantage in recon capabilities, air superiority and fire support.
 		<</if>>
 		<<if $Satellite >= 11>>
-			The $securityForceName Satellite devastating power was employed with great efficiency against the enemy.
+			The $SF.Lower Satellite devastating power was employed with great efficiency against the enemy.
 		<</if>>
 		<<if $GiantRobot >= 6>>
-			The giant robot of the $securityForceName proved to be a great boon to our troops, shielding many from the worst the enemy had to offer.
+			The giant robot of the $SF.Lower proved to be a great boon to our troops, shielding many from the worst the enemy had to offer.
 		<</if>>
 		<<if $MissileSilo >= 1>>
 			The missile silo exterminated many enemy soldiers even before the battle would begin.
diff --git a/src/SecExp/edicts.tw b/src/SecExp/edicts.tw
index 00adfaab93a734ff9d961c903c95b6af577e75bd..fa8b706a95224a7cc8f1594b7d31629c248d55bd 100644
--- a/src/SecExp/edicts.tw
+++ b/src/SecExp/edicts.tw
@@ -47,19 +47,19 @@
 <<if $SFSupportLevel > 0 && $SFMODToggle === 1>>
 	<br><br>__Special Force:__
 	<<if $SFSupportLevel === 1>>
-		<br>''Equipment provision:'' $securityForceName is providing the security HQ with advanced equipment, boosting its efficiency.
+		<br>''Equipment provision:'' $SF.Lower is providing the security HQ with advanced equipment, boosting its efficiency.
 		[[Repeal|edicts][$SFSupportLevel--, $SFSupportUpkeep -= 1000, $reqHelots += 5]]
 	<<elseif $SFSupportLevel === 2>>
-		<br>''Personnel training:'' $SFNameCaps is currently providing advanced equipment and training to security HQ personnel.
+		<br>''Personnel training:'' $SF.Caps is currently providing advanced equipment and training to security HQ personnel.
 		[[Repeal|edicts][$SFSupportLevel--, $SFSupportUpkeep -= 2000, $reqHelots += 5]]
 	<<elseif $SFSupportLevel === 3>>
-		<br>''Troops detachment:'' $securityForceName has currently transferred troops to the security department HQ in addition to providing advanced equipment and training to security HQ personnel.
+		<br>''Troops detachment:'' $SF.Lower has currently transferred troops to the security department HQ in addition to providing advanced equipment and training to security HQ personnel.
 		[[Repeal|edicts][$SFSupportLevel--, $SFSupportUpkeep -= 3000, $reqHelots += 5]]
 	<<elseif $SFSupportLevel === 4>>
-		<br>''Full support:''$SFNameCaps is currently providing its full support to the security department, while transferring troops to the security department HQ in addition to providing advanced equipment and training to security HQ personnel.
+		<br>''Full support:''$SF.Caps is currently providing its full support to the security department, while transferring troops to the security department HQ in addition to providing advanced equipment and training to security HQ personnel.
 		[[Repeal|edicts][$SFSupportLevel--, $SFSupportUpkeep -= 3000, $reqHelots += 5]]
 	<<elseif $SFSupportLevel === 5>>
-		<br>''Network assistance:''$SFNameCaps is currently assisting with a local install of its custom network full support and has transferred troops to the security department HQ in addition to providing advanced equipment and training to security HQ personnel.
+		<br>''Network assistance:''$SF.Caps is currently assisting with a local install of its custom network full support and has transferred troops to the security department HQ in addition to providing advanced equipment and training to security HQ personnel.
 		[[Repeal|edicts][$SFSupportLevel--, $SFSupportUpkeep -= 4000, $secHQUpkeep -= 1000, $reqHelots += 5]]
 	<</if>>
 <</if>>
@@ -307,10 +307,10 @@
 	<</if>>
 <</if>>
 
-<<if $securityForceCreate === 1 && $SFSupportLevel < 5 && $SFMODToggle === 1>>
+<<if $SF.Active === 1 && $SFSupportLevel < 5 && $SFMODToggle === 1>>
 	<br><br>__Special Force:__
 	<<if $SFSupportLevel == 0 && $reqHelots > 5>>
-		<br>''Equipment provision:'' $securityForceName will provide the security HQ with advanced equipment.
+		<br>''Equipment provision:'' $SF.Lower will provide the security HQ with advanced equipment.
 		<<if $authority >= 1000>>
 			[[Implement|edicts][$SFSupportLevel++, $cash -=5000, $authority -= 1000, $SFSupportUpkeep += 1000, $reqHelots -= 5]]
 		<<else>>
@@ -318,7 +318,7 @@
 		<</if>>
 		<br>&nbsp;&nbsp;&nbsp;&nbsp;//Will lower the amount of personnel necessary to man the security HQ by 5, but will incur upkeep costs.//
 	<<elseif $SFSupportLevel === 1 && $Firebase >= 4 && $reqHelots > 5>>
-		<br>''Personnel training:'' $securityForceName will provide the security HQ personnel with advanced training.
+		<br>''Personnel training:'' $SF.Lower will provide the security HQ personnel with advanced training.
 		<<if $authority >= 1000>>
 			[[Implement|edicts][$SFSupportLevel++, $cash -=5000, $authority -= 1000, $SFSupportUpkeep += 2000, $reqHelots -= 5]]
 		<<else>>
@@ -326,7 +326,7 @@
 		<</if>>
 		<br>&nbsp;&nbsp;&nbsp;&nbsp;//Will lower the amount of personnel necessary to man the security HQ by a further 5, but will incur additional upkeep costs.//
 	<<elseif $SFSupportLevel === 2 && $Firebase >= 6 && $reqHelots > 5>>
-		<br>''Troops detachment:'' $securityForceName will provide troops to the security department.
+		<br>''Troops detachment:'' $SF.Lower will provide troops to the security department.
 		<<if $authority >= 1000>>
 			[[Implement|edicts][$SFSupportLevel++, $cash -=5000, $authority -= 1000, $SFSupportUpkeep += 3000, $reqHelots -= 5]]
 		<<else>>
@@ -334,7 +334,7 @@
 		<</if>>
 		<br>&nbsp;&nbsp;&nbsp;&nbsp;//Will lower the amount of personnel necessary to man the security HQ by a further 5, but will incur additional upkeep costs.//
 	<<elseif $SFSupportLevel === 3 && $Firebase >= 6 && $reqHelots > 5>>
-		<br>''Full Support:'' $securityForceName will give the security department its full support.
+		<br>''Full Support:'' $SF.Lower will give the security department its full support.
 		<<if $authority >= 1000>>
 			[[Implement|edicts][$SFSupportLevel++, $cash -=5000, $authority -= 1000, $SFSupportUpkeep += 3000, $reqHelots -= 5]]
 		<<else>>
@@ -342,7 +342,7 @@
 		<</if>>
 		<br>&nbsp;&nbsp;&nbsp;&nbsp;//Will lower the amount of personnel necessary to man the security HQ by a further 5, but will incur additional upkeep costs.//
 	<<elseif $SFSupportLevel === 4 && $Firebase >= 13 && $reqHelots > 5>>
-		<br>''Network assistance:'' $securityForceName will assist the security department with installing a local version of their custom network.
+		<br>''Network assistance:'' $SF.Lower will assist the security department with installing a local version of their custom network.
 		<<if $authority >= 1000>>
 			[[Implement|edicts][$SFSupportLevel++, $cash -=50000, $authority -= 1000, $SFSupportUpkeep += 4000, $secHQUpkeep += 1000, $reqHelots -= 5]]
 		<<else>>
diff --git a/src/SecExp/rebellionHandler.tw b/src/SecExp/rebellionHandler.tw
index 624c40e9543d9b441708b921ab2b149fbb74f487..0a5b11ad1c4e3aa35339b2a4f09bff5664311556 100644
--- a/src/SecExp/rebellionHandler.tw
+++ b/src/SecExp/rebellionHandler.tw
@@ -136,7 +136,7 @@
 	<</if>>
 <</for>>
 
-<<if $securityForceCreate == 1>>
+<<if $SF.Active == 1>>
 	<<set $SFatk = 0>>
 	<<set $SFdef = 0>>
 	<<set $SFhp = 0>>
@@ -177,10 +177,10 @@
 <<set _moraleTroopMod = Math.clamp($troopCount / 100,1,10)>>
 
 /* morale and baseHp calculation */
-<<set _morale = ($secBotsMorale * $secBots.active + $militiaBaseMorale * $deployingMilitia + $slaveBaseMorale * $deployingSlaves + $mercBaseMorale * $deployingMercs + $SFBaseMorale * $securityForceCreate) / ($secBots.active + $deployingMilitia +$deployingSlaves + $deployingMercs + $securityForceCreate)>>
+<<set _morale = ($secBotsMorale * $secBots.active + $militiaBaseMorale * $deployingMilitia + $slaveBaseMorale * $deployingSlaves + $mercBaseMorale * $deployingMercs + $SFBaseMorale * $SF.Active) / ($secBots.active + $deployingMilitia +$deployingSlaves + $deployingMercs + $SF.Active)>>
 <<set _morale = _morale + _morale * $secBarracksUpgrades.luxury * 0.05>>	/* barracks bonus */
 <<set _morale *= _moraleTroopMod>>
-<<set _baseHp = ($secBotsBaseHp * $secBots.active + $militiaBaseHp * $deployingMilitia + $slaveBaseHp * $deployingSlaves + $mercBaseHp * $deployingMercs + $SFBaseHp * $securityForceCreate) / ($secBots.active + $deployingMilitia +$deployingSlaves + $deployingMercs + $securityForceCreate)>>
+<<set _baseHp = ($secBotsBaseHp * $secBots.active + $militiaBaseHp * $deployingMilitia + $slaveBaseHp * $deployingSlaves + $mercBaseHp * $deployingMercs + $SFBaseHp * $SF.Active) / ($secBots.active + $deployingMilitia +$deployingSlaves + $deployingMercs + $SF.Active)>>
 
 /* calculates rebelling army stats */
 <<if $week <= 30>>
diff --git a/src/SecExp/rebellionOptions.tw b/src/SecExp/rebellionOptions.tw
index 46bc6fc9809340e8c7ccb37af0abfbd85a92d2d0..7115193dd8b7899d587229e3edec9167167cfbd7 100644
--- a/src/SecExp/rebellionOptions.tw
+++ b/src/SecExp/rebellionOptions.tw
@@ -97,10 +97,10 @@
 				<</if>>
 			<</if>>
 		<</for>>
-		<<if $securityForceActive === 1 && $SFMODToggle === 1>>and $securityForceName, <<print commaNum($SFTroops)>> strong<</if>>
+		<<if $SF.Active === 1 && $SFMODToggle === 1>>and $SF.Lower, <<print commaNum(SFUnit.Troops)>> strong<</if>>
 		are called to defend the arcology from this menace.
 	<<else>>
-		<<if $arcologyUpgrade.drones == 1>>Your security drones<<if $securityForceActive === 1 && $SFMODToggle === 1>>and $securityForceName, <<print commaNum($SFTroops)>> strong<</if>><</if>>
+		<<if $arcologyUpgrade.drones == 1>>Your security drones<<if $SF.Active === 1 && $SFMODToggle === 1>>and $SF.Lower, <<print commaNum(SFUnit.Troops)>> strong<</if>><</if>>
 		are called to defend the arcology from this menace.
 	<</if>>
 	<hr>
@@ -192,10 +192,10 @@
 				<</if>>
 			<</if>>
 		<</for>>
-		<<if $securityForceActive === 1 && $SFMODToggle === 1>>and $securityForceName, <<print commaNum($SFTroops)>> strong<</if>>
+		<<if $SF.Active === 1 && $SFMODToggle === 1>>and $SF.Lower, <<print commaNum(SFUnit.Troops)>> strong<</if>>
 		are called to defend the arcology from this menace.
 	<<else>>
-		<<if $arcologyUpgrade.drones == 1>>Your security drones<<if $securityForceActive === 1 && $SFMODToggle === 1>>and $securityForceName, <<print commaNum($SFTroops)>> strong<</if>><</if>>
+		<<if $arcologyUpgrade.drones == 1>>Your security drones<<if $SF.Active === 1 && $SFMODToggle === 1>>and $SF.Lower, <<print commaNum(SFUnit.Troops)>> strong<</if>><</if>>
 		are called to defend the arcology from this menace.
 	<</if>>
 	<hr>
diff --git a/src/SecExp/securityReport.tw b/src/SecExp/securityReport.tw
index 7bd3e5a848bf678b8a604cf187828275a6dbeddc..8ff589a30a9f2bf4794c82fa5267f1a60056e78a 100644
--- a/src/SecExp/securityReport.tw
+++ b/src/SecExp/securityReport.tw
@@ -126,13 +126,13 @@
 <</if>>
 
 <<if $SFSupportLevel >= 3>>
-	The two squads of $securityForceName assigned to the Security HQ provide an essential help to the security department.
+	The two squads of $SF.Lower assigned to the Security HQ provide an essential help to the security department.
 <</if>>
 <<if $SFSupportLevel >= 2>>
-	The training officers of $securityForceName assigned to the Security HQ improve its effectiveness.
+	The training officers of $SF.Lower assigned to the Security HQ improve its effectiveness.
 <</if>>
 <<if $SFSupportLevel >= 1>>
-	Providing your Security Department with equipment from $securityForceName slightly boosts the security of your arcology.
+	Providing your Security Department with equipment from $SF.Lower slightly boosts the security of your arcology.
 <</if>>
 
 /* resting point */
@@ -252,9 +252,9 @@
 <<if $militiaFounded == 1 || $activeUnits >= 1>>
 	<br>
 	<strong> Military</strong>: /* militia */
-	<<if $SFMODToggle === 1 && $securityForceCreate === 1 && $SFU > 10>>
+	<<if $SFMODToggle === 1 && $SF.Active === 1 && $SF.Units > 10>>
 		Having a powerful special force attracts a lot of citizens, hopeful that they may be able to fight along side it.
-		<<set _recruits += random(0,(Math.round($SFU/10)))>>
+		<<set _recruits += random(0,(Math.round($SF.Units/10)))>>
 	<</if>>
 	<<if $propCampaign >= 1 && $propFocus == "recruitment">>
 		<<if $RecuriterOffice == 0 || $Recruiter == 0>>
@@ -404,9 +404,9 @@
 		<<if $crime > 60>>
 			The powerful crime organizations that nested themselves in the arcology have an unending need for cheap guns for hire, many mercenaries flock to your free city in search of employment.<<set _newMercs += random(1,2)>>
 		<</if>>
-		<<if $SFMODToggle === 1 && $securityForceCreate === 1 && $SFU > 10>>
+		<<if $SFMODToggle === 1 && $SF.Active === 1 && $SF.Units > 10>>
 			Having a powerful special force attracts a lot of mercenaries, hopeful that they may be able to fight along side it.
-			<<set _newMercs += random(0,Math.round($SFU/10))>>
+			<<set _newMercs += random(0,Math.round($SF.Units/10))>>
 		<</if>>
 		<<set _newMercs = Math.trunc(_newMercs / 2)>>
 		<<if _newMercs > 0>>
diff --git a/src/SecExp/seeUnit.tw b/src/SecExp/seeUnit.tw
index b55b40150e160d68509b6b5a5e034baebd5e03b6..20c4e44081369ff4f6007773a1329495e040307a 100644
--- a/src/SecExp/seeUnit.tw
+++ b/src/SecExp/seeUnit.tw
@@ -28,15 +28,15 @@
 		<br>//Costs <<print cashFormat(5000)>> per upgrade and each will increase the max by 10//
 	<<elseif $secBots.maxTroops < 100 && $SFSupportLevel >= 1>>
 		<br>
-		<<link "Refine the drone network with $securityForceName assistance">>
+		<<link "Refine the drone network with $SF.Lower assistance">>
 		<<set $secBots.maxTroops += 10>>
 			<<set $cash -= 5000 + 10 * $secBotsUpgradeCost * $secBots.equip>>
 			<<goto "seeUnit">>
 		<</link>>
-		Utilize the technological developments made by $securityForceName to further improve the control matrix of the security drones.
+		Utilize the technological developments made by $SF.Lower to further improve the control matrix of the security drones.
 		<br>//Costs <<print cashFormat(5000 + 10 * $secBotsUpgradeCost * $secBots.equip)>> and will increase the max by 10//
-	<<elseif $SFSupportLevel < 1 && $securityForceCreate == 1>>
-		There's little left to improve in the matrix. However support from $securityForceName might give some more room from improvement.
+	<<elseif $SFSupportLevel < 1 && $SF.Active == 1>>
+		There's little left to improve in the matrix. However support from $SF.Lower might give some more room from improvement.
 	<<else>>
 		There's little left to improve in the matrix. Your control systems are at top capacity and won't be able to handle a bigger drone unit.
 	<</if>>
@@ -160,7 +160,7 @@
 	<<else>>
 		<br>The unit has a medic detachment following it into battle, decreasing the number of casualties the unit suffers.
 	<</if>>
-	<<if $securityForceActive === 1 && $SFMODToggle === 1>>
+	<<if $SF.Active === 1 && $SFMODToggle === 1>>
 		<<if $militiaUnits[$targetIndex].SF == 0>>
 			<br>
 			<<link "Attach Special Force advisors">>
@@ -168,10 +168,10 @@
 				<<set $cash -= ($equipUpgradeCost * $militiaUnits[$targetIndex].maxTroops) + 5000>>
 				<<goto "seeUnit">>
 			<</link>>
-			Attach $securityForceName advisors to the unit.
+			Attach $SF.Lower advisors to the unit.
 			<br>//Costs <<print cashFormat(($equipUpgradeCost * $militiaUnits[$targetIndex].maxTroops) + 5000)>> and will slightly increase the base stats of the unit.//
 		<<else>>
-			<br>The unit has attached advisors from $securityForceName that will help the squad remain tactically aware and active.
+			<br>The unit has attached advisors from $SF.Lower that will help the squad remain tactically aware and active.
 		<</if>>
 	<</if>>
 
@@ -318,7 +318,7 @@
 	<<else>>
 		<br>The unit has a medic detachment following it into battle, decreasing the number of casualties the unit suffers.
 	<</if>>
-	<<if $securityForceActive === 1 && $SFMODToggle === 1>>
+	<<if $SF.Active === 1 && $SFMODToggle === 1>>
 		<<if $slaveUnits[$targetIndex].SF == 0>>
 			<br>
 			<<link "Attach Special Force advisors">>
@@ -326,10 +326,10 @@
 				<<set $cash -= ($equipUpgradeCost * $slaveUnits[$targetIndex].maxTroops) + 5000>>
 				<<goto "seeUnit">>
 			<</link>>
-			Attach $securityForceName advisors to the unit.
+			Attach $SF.Lower advisors to the unit.
 			<br>//Costs <<print cashFormat(($equipUpgradeCost * $slaveUnits[$targetIndex].maxTroops) + 5000)>> and will slightly increase the base stats of the unit.//
 		<<else>>
-			<br>The unit has attached advisors from $securityForceName that will help the squad remain tactically aware and active.
+			<br>The unit has attached advisors from $SF.Lower that will help the squad remain tactically aware and active.
 		<</if>>
 	<</if>>
 	<<if $showBattleStatistics == 1>>
@@ -474,7 +474,7 @@
 	<<else>>
 		<br>The unit has a medic detachment following it into battle, decreasing the number of casualties the unit suffers.
 	<</if>>
-	<<if $securityForceActive === 1 && $SFMODToggle === 1>>
+	<<if $SF.Active === 1 && $SFMODToggle === 1>>
 		<<if $mercUnits[$targetIndex].SF == 0>>
 			<br>
 			<<link "Attach Special Force advisors">>
@@ -482,10 +482,10 @@
 				<<set $cash -= ($equipUpgradeCost * $mercUnits[$targetIndex].maxTroops) + 5000>>
 				<<goto "seeUnit">>
 			<</link>>
-			Attach $securityForceName advisors to the unit.
+			Attach $SF.Lower advisors to the unit.
 			<br>//Costs <<print cashFormat(($equipUpgradeCost * $mercUnits[$targetIndex].maxTroops) + 5000)>> and will slightly increase the base stats of the unit.//
 		<<else>>
-			<br>The unit has attached advisors from $securityForceName that will help the squad remain tactically aware and active.
+			<br>The unit has attached advisors from $SF.Lower that will help the squad remain tactically aware and active.
 		<</if>>
 	<</if>>
 	<<if $showBattleStatistics == 1>>
diff --git a/src/SecExp/unitsBattleReport.tw b/src/SecExp/unitsBattleReport.tw
index c67b94b06762a778172466f8ccadc7f871082a8b..cbd2b641ac450a1230d76b4994a6221d4f89983f 100644
--- a/src/SecExp/unitsBattleReport.tw
+++ b/src/SecExp/unitsBattleReport.tw
@@ -7,7 +7,7 @@
 	<</if>>
 	<<if $SFIntervention === 1 && $SFMODToggle === 1>>
 		<br>
-		<<print $SFTroops>> soldiers from $securityForceName joined the battle: no casualties suffered.
+		<<print SFUnit.Troops>> soldiers from $SF.Lower joined the battle: no casualties suffered.
 	<</if>>
 	<<if $deployingMilitia == 1>>
 		<<for _j = 0; _j < $militiaUnits.length; _j++>>
@@ -125,8 +125,8 @@
 	<<if $SFIntervention === 1 && $SFMODToggle === 1>>
 		<br>
 		<<set _loss = _lossesList.pluck()>>
-		<<set _loss = Math.clamp(_loss,0,$SFTroops)>>
-		<<print $SFTroops>> soldiers from the $securityForceName joined the battle:
+		<<set _loss = Math.clamp(_loss,0,SFUnit.Troops)>>
+		<<print SFUnit.Troops>> soldiers from the $SF.Lower joined the battle:
 		<<if _loss <= 0>>
 			no casualties
 		<<elseif _loss <= 10>>
@@ -139,7 +139,7 @@
 			catastrophic casualties
 		<</if>>
 		suffered.
-		<<set $SFTroops -= _loss>>
+		<<set SFUnit.Troops -= _loss>>
 		<br>
 	<</if>>
 	<<if $deployingMilitia == 1>>
diff --git a/src/SecExp/unitsRebellionReport.tw b/src/SecExp/unitsRebellionReport.tw
index ce162f60206616c0e5fa9c1e50b49e556c3bf772..e6e0d85f0e93d5351c0dac8311b3cc5eaa0ef0cc 100644
--- a/src/SecExp/unitsRebellionReport.tw
+++ b/src/SecExp/unitsRebellionReport.tw
@@ -8,9 +8,9 @@
 		<br>
 		Security drones: no casualties suffered.
 	<</if>>
-	<<if $securityForceCreate === 1 && $SFMODToggle === 1>>
+	<<if $SF.Active === 1 && $SFMODToggle === 1>>
 		<br>
-		$securityForceName, <<print commaNum($SFTroops)>> strong, was called to join the battle: no casualties suffered.
+		$SF.Lower, <<print commaNum(SFUnit.Troops)>> strong, was called to join the battle: no casualties suffered.
 	<</if>>
 	<<set _count = 0>>
 	<<if $loyalID.length > 0>>
@@ -256,7 +256,7 @@
 <<elseif $losses > 0>>
 	/* if the losses are more than zero */
 	/* generates a list of randomized losses, from which each unit picks one at random */
-	<<if $securityForceCreate == 1>>
+	<<if $SF.Active == 1>>
 		<<set $deployedUnits++>>
 	<</if>>
 	<<if $irregulars > 0>>
@@ -346,13 +346,13 @@
 			The unit has very few operatives left, it risks complete annihilation if deployed again.
 		<</if>>
 	<</if>>
-	<<if $securityForceCreate === 1 && $SFMODToggle === 1>>
+	<<if $SF.Active === 1 && $SFMODToggle === 1>>
 		<br>
 		<br>
 		<<set _loss = _lossesList.pluck()>>
-		<<set _loss = Math.clamp(_loss,0,$SFTroops)>>
-		$securityForceName, $SFTroops strong, is called to join the battle:
-		<<set $SFTroops -= _loss>>
+		<<set _loss = Math.clamp(_loss,0,SFUnit.Troops)>>
+		$SF.Lower, SFUnit.Troops strong, is called to join the battle:
+		<<set SFUnit.Troops -= _loss>>
 		<<if _loss <= 0>>
 			no casualties
 		<<elseif _loss <= 10>>
diff --git a/src/SecExp/weaponsManufacturing.tw b/src/SecExp/weaponsManufacturing.tw
index 171d5fadbef70e276fca86e2ec780005206b1f99..67750e35d2f6d3fdb4c6fb9abaa31a10d5fd11c7 100644
--- a/src/SecExp/weaponsManufacturing.tw
+++ b/src/SecExp/weaponsManufacturing.tw
@@ -322,10 +322,10 @@ __Upgrades__:
 		<br>//Will take _time weeks, cost <<print cashFormat(120000*$HackingSkillMultiplier)>> and will increase the base hp and morale values of human troops.//
 	<</if>>
 	<br>
-	<<if $securityForceCreate === 1 && $SFMODToggle === 1>>
+	<<if $SF.Active === 1 && $SFMODToggle === 1>>
 		<<if !$completedUpgrades.includes(6) && $weapLab >= 2 && $SFSupportLevel >= 2 && $Firebase >= 7>>
 			<br>
-			<<link "Develop combined training regimens with $securityForceName">>
+			<<link "Develop combined training regimens with $SF.Lower">>
 				<<set $currentUpgrade = {
 					ID: 6,
 					name: "combined training regimens with the special force",
@@ -338,7 +338,7 @@ __Upgrades__:
 		<</if>>
 		<<if !$completedUpgrades.includes(7) && $weapLab >= 2 && $SFSupportLevel >= 4 && $SFDrugs >= 8>>
 			<br>
-			<<link "Develop a variant of the stimulant cocktail that $securityForceName created">>
+			<<link "Develop a variant of the stimulant cocktail that $SF.Lower created">>
 				<<set $currentUpgrade = {
 					ID: 7,
 					name: "a variant of the stimulant cocktail that the special force created",
@@ -352,7 +352,7 @@ __Upgrades__:
 		<</if>>
 		<<if !$completedUpgrades.includes(8) && $weapLab >= 3 && $SFSupportLevel >= 5>>
 			<br>
-			<<link "Create a mesh network based off the custom network of $securityForceName">>
+			<<link "Create a mesh network based off the custom network of $SF.Lower">>
 				<<set $currentUpgrade = {
 					ID: 8,
 					name: "a mesh network based off the custom network of the special force",
@@ -365,12 +365,12 @@ __Upgrades__:
 			<br>//Will take _time weeks, cost <<print cashFormat(1000000*$HackingSkillMultiplier)>> and will increase all base stats of human troops.//
 		<</if>>
 	<</if>>
-	<<if $securityForceCreate == 1 && ($humanUpgrade.attack >= 4 || $humanUpgrade.hp >= 4 || $humanUpgrade.morale >= 40 || $humanUpgrade.defense >= 4)>>
+	<<if ($humanUpgrade.attack >= 4 || $humanUpgrade.hp >= 4 || $humanUpgrade.morale >= 40 || $humanUpgrade.defense >= 4)>>
 		You fully upgraded your human troops.
 	<<elseif $humanUpgrade.attack >= 2 || $humanUpgrade.hp >= 2 || $humanUpgrade.morale >= 20 || $humanUpgrade.defense >= 2>>
 		You fully upgraded your human troops.
-		<<if $securityForceCreate == 1 && ($humanUpgrade.attack < 4 || $humanUpgrade.hp < 4 || $humanUpgrade.morale < 40 || $humanUpgrade.defense < 4) && (($SFSupportLevel >= 2 && $Firebase >= 7) || ($SFSupportLevel >= 4 && $SFDrugs >= 8) || ($SFSupportLevel >= 5))>>
-			With support from $securityForceName, however, we may be able to further upgrade our troops.
+		<<if ($humanUpgrade.attack < 4 || $humanUpgrade.hp < 4 || $humanUpgrade.morale < 40 || $humanUpgrade.defense < 4) && (($SFSupportLevel >= 2 && $Firebase >= 7) || ($SFSupportLevel >= 4 && $SFDrugs >= 8) || ($SFSupportLevel >= 5))>>
+			With support from $SF.Lower, however, we may be able to further upgrade our troops.
 		<</if>>
 	<<elseif $weapLab < 3>>
 		Upgrade the research facility further to unlock more upgrades for human troops.
diff --git a/src/SecExp/widgets/battleWidgets.tw b/src/SecExp/widgets/battleWidgets.tw
index 62411ad0fded4f1e3c52fcfd6b54be0ff160dab9..523a1d7f8c4a480f08f79f14d06fd911cc8ec7c7 100644
--- a/src/SecExp/widgets/battleWidgets.tw
+++ b/src/SecExp/widgets/battleWidgets.tw
@@ -12,12 +12,12 @@
 		/* hp */
 		<<set $carriableSoldiers = 125 * ($GunS + $SFVehicles)>>
 		<<if !isInt($carriableSoldiers)>>
-			<<set $carriableSoldiers = $SFTroops / 10>>
+			<<set $carriableSoldiers = SFUnit.Troops / 10>>
 		<</if>>
-		<<if $SFTroops > $carriableSoldiers>>
+		<<if SFUnit.Troops > $carriableSoldiers>>
 			<<set $SFhp = $carriableSoldiers * $SFBaseHp>>
 		<<else>>
-			<<set $carriableSoldiers = $SFTroops>>
+			<<set $carriableSoldiers = SFUnit.Troops>>
 			<<set $SFhp = $carriableSoldiers * $SFBaseHp>>
 		<</if>>
 	<<else>>
@@ -29,7 +29,7 @@
 		<<set $SFatk = Math.trunc(0.75 * _upgradesSum)>>
 		<<set $SFdef = Math.trunc(0.50 * _upgradesSum)>>
 		/* hp */
-		<<set $SFhp = $SFTroops * $SFBaseHp>>
+		<<set $SFhp = SFUnit.Troops * $SFBaseHp>>
 	<</if>>
 <</widget>>
 
@@ -111,7 +111,7 @@
 				<<set _troops += $mercUnits[_i].troops>>
 			<</if>>
 		<</for>>
-		<<if $securityForceCreate == 1>>
+		<<if $SF.Active == 1>>
 			<<set _troops += $carriableSoldiers>>
 		<</if>>
 		<<set $troopCount = _troops>>
diff --git a/src/SecExp/widgets/unitsWidgets.tw b/src/SecExp/widgets/unitsWidgets.tw
index 1760c71c98d228b9917db7a3d258f14c54341d58..042aa75970ba19470eccb57f6d785fb6ea06288a 100644
--- a/src/SecExp/widgets/unitsWidgets.tw
+++ b/src/SecExp/widgets/unitsWidgets.tw
@@ -39,7 +39,7 @@
 			The unit has a dedicated squad of medics that will follow them in battle.
 		<</if>>
 		<<if $args[0].SF == 1>>
-			The unit has attached advisors from $securityForceName that will help the squad remain tactically aware and active.
+			The unit has attached advisors from $SF.Lower that will help the squad remain tactically aware and active.
 		<</if>>
 	<<else>>
 		$args[0].platoonName lost too many operatives in the $args[0].battlesFought it fought and can no longer be considered a unit at all.
@@ -85,7 +85,7 @@
 			The unit has a dedicated squad of medics that will follow them in battle.
 		<</if>>
 		<<if $args[0].SF == 1>>
-			The unit has attached advisors from $securityForceName that will help the squad remain tactically aware and active.
+			The unit has attached advisors from $SF.Lower that will help the squad remain tactically aware and active.
 		<</if>>
 	<<else>>
 		$args[0].platoonName lost too many operatives in the $args[0].battlesFought it fought and can no longer be considered a unit at all.
@@ -131,7 +131,7 @@
 			The unit has a dedicated squad of medics that will follow them in battle.
 		<</if>>
 		<<if $args[0].SF == 1>>
-			The unit has attached advisors from $securityForceName that will help the squad remain tactically aware and active.
+			The unit has attached advisors from $SF.Lower that will help the squad remain tactically aware and active.
 		<</if>>
 	<<else>>
 		$args[0].platoonName lost too many operatives in the $args[0].battlesFought it fought and can no longer be considered a unit at all.
diff --git a/src/gui/Encyclopedia/encyclopedia.tw b/src/gui/Encyclopedia/encyclopedia.tw
index 766e0f06a22d0643ab10f44dc9de48f3e41283c2..2da92c1ee7dea52f82d9636985fb37b89c9dfa3d 100644
--- a/src/gui/Encyclopedia/encyclopedia.tw
+++ b/src/gui/Encyclopedia/encyclopedia.tw
@@ -3244,7 +3244,7 @@ Error: bad title.
 | [[Battles in Security Expansion|Encyclopedia][$encyclopedia = "Battles"]]
 <</if>>
 
-<<if $securityForceActive>>
+<<if $SF.Active>>
 	<<if $encyclopedia != "Special Force">>
 		<br>[[Special Force Mod|Encyclopedia][$encyclopedia = "Special Force"]]
 	<</if>>
diff --git a/src/js/economyJS.tw b/src/js/economyJS.tw
index 583d7888a21862f02deaaf99f4f88497e285b416..f02fa191533fe17c1db6a429a391405c180a84b9 100644
--- a/src/js/economyJS.tw
+++ b/src/js/economyJS.tw
@@ -316,8 +316,8 @@ window.getCost = function(array) {
 		}
 	}
 
-	if(State.variables.SFMODToggle === 1 && State.variables.SubsidyActive === 1) {
-		costs += Math.ceil((1000*(State.variables.SFTroops/10))*1+(State.variables.arcologies[0].prosperity/100)*1+(State.variables.SFU/100));
+	if(State.variables.SFMODToggle === 1 && State.variables.SF.Subsidy === 1) {
+		costs += Math.ceil((1000*(State.variables.SFTroops/10))*1+(State.variables.arcologies[0].prosperity/100)*1+(State.variables.SF.Units/100));
 	}
 
 	// clean up
diff --git a/src/pregmod/SecForceEX/CheatEdit.tw b/src/pregmod/SecForceEX/CheatEdit.tw
index 0bfebf232e1640b80c9235b5f50a0b26fb2a228a..7a96b113179879f1d9572998872e4178cc693042 100644
--- a/src/pregmod/SecForceEX/CheatEdit.tw
+++ b/src/pregmod/SecForceEX/CheatEdit.tw
@@ -1,12 +1,12 @@
 :: CheatEdit [nobr]
-<<set $nextButton = "Back to $securityForceName's firebase", $nextLink = "Firebase", $returnTo = "Firebase">>
-<<= Count()>>__Upgrades__: $SFU/_max
+<<set $nextButton = "Back to $SF.Lower's firebase", $nextLink = "Firebase", $returnTo = "Firebase">>
+<<= Count()>>__Upgrades__: $SF.Units/_max
 <br><br>''Firebase:'' <<textbox "$Firebase" $Firebase "CheatEdit">>/_FirebaseU
 <br>''Armory:'' <<textbox "$Armoury" $Armoury "CheatEdit">>/_ArmouryU
 <br>''Drug Lab:'' <<textbox "$SFDrugs" $SFDrugs "CheatEdit">>/_SFDrugsU
 <br>''DroneBay:'' <<textbox "$SFDrones" $SFDrones "CheatEdit">>/_SFDronesU
 
-<<if _Garage > 0 && $Firebase >= 1>> <br><br>''Garage:''
+<<if $Firebase >= 1>> <br><br>''Garage:''
 	/*<br>&nbsp;''Vehicles:'' <<textbox "$SFVehicles" $SFVehicles "CheatEdit">>/_SFVehiclesU*/
 	<br>&nbsp;''HeavyBattleTank:'' <<textbox "$HeavyBattleTank" $HeavyBattleTank "CheatEdit">>/_HeavyBattleTankU
 <</if>>
@@ -15,17 +15,14 @@
 	/*<br>&nbsp;''Aircraft:'' <<textbox "$SFAirForce" $SFAirForce "CheatEdit">>/_SFAirForceU*/
 	<br>&nbsp;''Space Plane'': <<textbox "$SpacePlane" $SpacePlane "CheatEdit">>/_SpacePlaneU
 	<br>&nbsp;''Gunship:'' <<textbox "$GunS" $GunS "CheatEdit">>/_GunSU
-	<<if _LaunchBay > 0>>
 		<br><br>''LauchBay:''
 		<br>&nbsp;''Satellite:'' <<textbox "$Satellite" $Satellite "CheatEdit">>/_SatU
 		<<if $terrain != "oceanic" && $terrain != "marine">>
 			<br>&nbsp;''GiantRobot:'' <<textbox "$GiantRobot" $GiantRobot "CheatEdit">>/_GiantRobotU
 			<br>&nbsp;''MissileSilo:'' <<textbox "$MissileSilo" $MissileSilo "CheatEdit">>/_MissileSiloU
 		<</if>>
-	<</if>>
 <</if>>
-
-<<if _NavalYard > 0>> <br><br> ''Naval Yard:''
+<<if $terrain === "oceanic"||$terrain === "marine">> <br><br>''Naval Yard:''
 	<br>&nbsp;''AircraftCarrier:'' <<textbox "$AircraftCarrier" $AircraftCarrier "CheatEdit">>/_AircraftCarrierU
 	<br>&nbsp;''Submarine:'' <<textbox "$Sub" $Sub "CheatEdit">>/_SubU
 	<br>&nbsp;''Heavy Amphibious Transport:'' <<textbox "$HAT" $HAT "CheatEdit">>/_HATU
diff --git a/src/pregmod/SecForceEX/ColonelSexDec.tw b/src/pregmod/SecForceEX/ColonelSexDec.tw
index 11da6c585bb7b6d7d4af22d5a292c3e3a6312c03..8f47023524fa86c33bfc3ae3d553f78436f07faa 100644
--- a/src/pregmod/SecForceEX/ColonelSexDec.tw
+++ b/src/pregmod/SecForceEX/ColonelSexDec.tw
@@ -1,5 +1,5 @@
 :: SFColonelSexDec
-<<switch $ColonelCore>>
+<<switch $SFColonel.Core>>
 <<case "shell shocked">>
 	<span id="result7">
 	The entire time it is obvious that The Colonel is reliving a horrible event.
diff --git a/src/pregmod/SecForceEX/Firebase.tw b/src/pregmod/SecForceEX/Firebase.tw
index f1a7ff69d08ac3adce3e533da5b36ca81e29c46e..9d454b6d8e40cd08c92d29b181501a24358fbf58 100644
--- a/src/pregmod/SecForceEX/Firebase.tw
+++ b/src/pregmod/SecForceEX/Firebase.tw
@@ -1,6 +1,6 @@
 :: Firebase [nobr]
-<<= Count()>> <<if $securityForceName != "the special force">>
-	<<set $SFNameCaps = $securityForceName.replace("the ", "The ")>> <</if>>
+<<= Count()>> <<if $SF.Lower != "the special force">>
+	<<set $SF.Caps = $SF.Lower.replace("the ", "The ")>> <</if>>
 <<switch _Env>> <<case 4>>
 		<<set _EnvCash2 = 450,_EnvCash3 = 200,_EnvCash4 = 100,_EnvProsp = 3>>
 	<<case 3>>
@@ -10,8 +10,8 @@
 <</switch>>
 <<set $nextButton = "Back to Main",$nextLink = "Main",$returnTo = "Firebase">>
 <<if $cheatMode == 1>> <<link "Cheat edit""CheatEdit">> <</link>><br><</if>>
-//The firebase of $arcologies[0].name's <<textbox "$securityForceName" $securityForceName "Firebase">> is located in the lower levels, occupying unneeded warehouse space. It is not accessible to the general citizenry, but your personal elevator has express service to it. As you step off, two soldiers in combat armour manning the entry checkpoint tense and raise their weapons, before nodding respectfully and stepping aside, allowing their patron entry. The firebase is cavernous, containing areas for the soldiers to sleep and keep their belongings, areas for the storage and maintenance of their weapons and equipment, and common areas for them to amuse themselves, since they rarely mix with your citizens on the upper levels.//
-<br>//$SFNameCaps is <<print Interactions()>> <<set _List = []>>
+//The firebase of $arcologies[0].name's <<textbox "$SF.Lower" $SF.Lower "Firebase">> is located in the lower levels, occupying unneeded warehouse space. It is not accessible to the general citizenry, but your personal elevator has express service to it. As you step off, two soldiers in combat armour manning the entry checkpoint tense and raise their weapons, before nodding respectfully and stepping aside, allowing their patron entry. The firebase is cavernous, containing areas for the soldiers to sleep and keep their belongings, areas for the storage and maintenance of their weapons and equipment, and common areas for them to amuse themselves, since they rarely mix with your citizens on the upper levels.//
+<br>//$SF.Caps is <<print Interactions()>> <<set _List = []>>
 <<if $Firebase === _FirebaseU>> <<set _List.push('firebase')>> <</if>>
 <<if $Armoury === _ArmouryU>> <<set _List.push('armoury')>> <</if>>
 <<if $SFDrugs === _SFDrugsU>> <<set _List.push('drug lab')>> <</if>>
@@ -31,44 +31,43 @@
 	<<if $AircraftCarrier === _AircraftCarrierU>>		<<set _List.push('aircraft carrier')>> <</if>>
 	<<if $Sub === _SubU>> <<set _List.push('submarine')>> <</if>>
 	<<if $HAT === _HATU>>	<<set _List.push('heavy amphibious')>> <</if>>
-<<if $SFU !== _max && _List.length > 0>>
+<<if $SF.Units !== _max && _List.length > 0>>
 	//The <<for _j = 0; _j < _List.length; _j++>> <<if _j < _List.length-1>>
 		<<print _List[_j]>>, <<else>> and <<print _List[_j]>> <</if>> <</for>>
 	have been fully upgraded to support it's activities.//<</if>> /*&& $SFVehicles < 5 && $SFAirForce < 5*/
-<<if (($Firebase < 5 && $Armoury < 5 && $SFDrugs < 5 && $SFDrones < 5) || $SFU !== _max) && $SFUpgrade === 0>>
+<<if (($Firebase < 5 && $Armoury < 5 && $SFDrugs < 5 && $SFDrones < 5) || $SF.Units !== _max) && $SF.U === 0>>
 	<<include "Tree">> <</if>> <<include "WI">> /*''Garage:'' $SFVehicles/5 ''Airforce:'' $SFAirForce/5*/
-<<if $SFUpgrade === 1 && $SFUpgradeReset >= 0 && ($SFU !== _max)>>
+<<if $SF.U === 1 && $SF.MWU >= 0 && ($SF.Units !== _max)>>
 	@@.orange;<<link "Re-unlock upgrading.""Firebase">>
-		<<set $SFUpgrade = 0,$SFUpgradeReset += 1,$cash -= Math.ceil(Math.abs($cash*.05*(1.25+($SFU/1000))))>>
-	<</link>>@@ // @@.yellowgreen;<<print cashFormat(Math.ceil(Math.abs($cash*.05*(1.25+($SFU/1000)))))>>@@//
+		<<set $SF.U = 0,$SF.MWU += 1,$cash -= Math.ceil(Math.abs($cash*.05*(1.25+($SF.Units/1000))))>>
+	<</link>>@@ // @@.yellowgreen;<<print cashFormat(Math.ceil(Math.abs($cash*.05*(1.25+($SF.Units/1000)))))>>@@//
 <</if>>
-<<if $SFUC > 0>> You have a portion of $securityForceName assigned as undercover officers.<</if>>
-<<if $SFUC === 0>> [[Designate a small portion of the force to undercover work this week.|Firebase][$SFUC += 1]]|[[Reassign a larger portion of the force to full time undercover work.|Firebase][$SFUC += 2]]
-<<elseif $SFUC === 2>> [[Reasign half of them to genral duty.|Firebase][$SFUC -= 1]]|[[Cease undercover work entirely.|Firebase][$SFUC = 0]] <</if>>
-<<if $OverallAttendance > 0>> <<set $SeeTradeShow = 1>> <</if>>
+<<if $SF.SpecOps > 0>> You have a portion of $SF.Lower assigned as undercover officers.<</if>>
+<<if $SF.SpecOps === 0>> [[Designate a small portion of the force to undercover work this week.|Firebase][$SF.SpecOps += 1]]|[[Reassign a larger portion of the force to full time undercover work.|Firebase][$SF.SpecOps += 2]]
+<<elseif $SF.SpecOps === 2>> [[Reasign half of them to genral duty.|Firebase][$SF.SpecOps -= 1]]|[[Cease undercover work entirely.|Firebase][$SF.SpecOps = 0]] <</if>>
+<<if $SFTradeShow.History > 0>> <<set $SFTradeShow.View = 1>> <</if>>
 <<if $Firebase > 5 && $secExp === 1 && $SFSupportLevel >= 4 && $maxUnits === 16>>
-	<br>[[Provide the security force with their own section.|Firebase][$maxUnits += 4,$readiness += 2,$cash -= Math.ceil((750000*(1.15+($SFU/1000))*(1.15+($Firebase/10)))*_Env)]]
-	@@.yellowgreen;<<print cashFormat(Math.ceil((750000*(1.15+($SFU/1000))*(1.15+($Firebase/10)))*_Env))>>@@
+	<br>[[Provide the security force with their own section.|Firebase][$maxUnits += 4,$readiness += 2,$cash -= Math.ceil((750000*(1.15+($SF.Units/1000))*(1.15+($Firebase/10)))*_Env)]]
+	@@.yellowgreen;<<print cashFormat(Math.ceil((750000*(1.15+($SF.Units/1000))*(1.15+($Firebase/10)))*_Env))>>@@
 <</if>>
-<<if $SFUpgradeReset >= 1>>
-	<br>//Total multi week $securityForceName upgrades: $SFUpgradeReset//<br> <</if>>
+<<if $SF.MWU >= 1>> <br>//Total multi week $SF.Lower upgrades: $SF.MWU//<br> <</if>>
 <<if $Firebase < 5 && $Armoury < 5 && $SFDrugs < 5 && $SFDrones < 5>>
-	<br>You have <<print (20-$SFU)>> upgrades left before you can move unlock the next tier. ''Firebase:'' $Firebase/5 ''Armoury:'' $Armoury/5 ''DrugLab:'' $SFDrugs/5 ''DroneBay:'' $SFDrones/5
+	<br>You have <<print (20-$SF.Units)>> upgrades left before you can move unlock the next tier. ''Firebase:'' $Firebase/5 ''Armoury:'' $Armoury/5 ''DrugLab:'' $SFDrugs/5 ''DroneBay:'' $SFDrones/5
 <<else>>
-	<<if ndef $SeeTradeShow>>
-			<br>//You receive a message from The Colonel "<<if def $PC.customTitle>>$PC.customTitle<<elseif $PC.title != 0>>Sir<<else>>Ma'am<</if>>, back when I was a major before I joined $securityForceName. Me and a couple of colleagues went to a bi-yearly international security trade show, I would very much like to continue doing so. Can I?. Without exotic upgrades I'll get laughed out."//
-			<br>[[Yes|Firebase][$AttendanceGranted = 1,$TradeShowIncome = 0,$SeeTradeShow = 1,$OverallAttendance = 0,$TotalTradeShowIncome = 0,$TradeShowHelots = 0,$TotalTradeShowHelots = 0, $CMigrantMercs = 0,$OMigrantMercs = 0]]
+	<<if ndef $SFTradeShow.View>>
+			<br>//You receive a message from The Colonel "<<if def $PC.customTitle>>$PC.customTitle<<elseif $PC.title != 0>>Sir<<else>>Ma'am<</if>>, back when I was a major before I joined $SF.Lower. Me and a couple of colleagues went to a bi-yearly international security trade show, I would very much like to continue doing so. Can I?. Without exotic upgrades I'll get laughed out."//
+			<br>[[Yes|Firebase][$SFTradeShow.CanAttend = 1,$SFTradeShow.Income = 0,$SFTradeShow.View = 1,$SFTradeShow.History = 0,$SFTradeShow.Revenue = 0,$SFTradeShow.Helots = 0,$SFTradeShow.TotalHelots = 0, $CMigrantMercs = 0,$OMigrantMercs = 0]]
 			<br>[[No|Firebase][SeeTradeShow = 0]]
 	<</if>>
 <</if>>
-<<if $OverallAttendance >= 1 && (Math.trunc($week/24) === ($week/24)) && $AttendanceGranted === -1>> <<set $AttendanceGranted = 0>> <<goto "Firebase">>
+<<if $SFTradeShow.History >= 1 && (Math.trunc($week/24) === ($week/24)) && $SFTradeShow.CanAttend === -1>> <<set $SFTradeShow.CanAttend = 0>> <<goto "Firebase">>
 	<br>//The (bi-yearly) security trade show has finally come around again and even though you've already granted The Colonel permission to attend, she's decided to come and ask for the leave personally.//
-	<<if $AttendanceGranted === 0>>
-		<br>[[Grant leave.|Firebase][$AttendanceGranted = 1]]
-		<br>[[Request she remain on site.|Firebase][$AttendanceGranted = -1]]
+	<<if $SFTradeShow.CanAttend === 0>>
+		<br>[[Grant leave.|Firebase][$SFTradeShow.CanAttend = 1]]
+		<br>[[Request she remain on site.|Firebase][$SFTradeShow.CanAttend = -1]]
 	<</if>>
 <</if>>
-<<if $OverallAttendance >= 1>>
-	While at the recent trade show, @@.yellowgreen;<<print cashFormat($TradeShowIncome)>>@@ was made selling generic schematics, $TradeShowHelots menial slaves were sent as a bonus and I was able to pursade <<print commaNum($CMigrantMercs)>> former coworkers to join us.
-	Total earnings thus far; @@.yellowgreen;<<print cashFormat($TotalTradeShowIncome)>>@@ in income, <<print commaNum($TotalTradeShowHelots)>> menial slaves and <<print commaNum($OMigrantMercs)>> former coworkers joining us, during $OverallAttendance trade show's.
+<<if $SFTradeShow.History >= 1>>
+	While at the recent trade show, @@.yellowgreen;<<print cashFormat($SFTradeShow.Income)>>@@ was made selling generic schematics, $SFTradeShow.Helots menial slaves were sent as a bonus and I was able to pursade <<print commaNum($CMigrantMercs)>> former coworkers to join us.
+	Total earnings thus far; @@.yellowgreen;<<print cashFormat($SFTradeShow.Revenue)>>@@ in income, <<print commaNum($SFTradeShow.TotalHelots)>> menial slaves and <<print commaNum($OMigrantMercs)>> former coworkers joining us, during $SFTradeShow.History trade show's.
 <</if>> <br><br><<include "FlavourText">>
\ No newline at end of file
diff --git a/src/pregmod/SecForceEX/FlavourText.tw b/src/pregmod/SecForceEX/FlavourText.tw
index a3daf9fbbfaa2505d7f26183858bff394dfb1944..0cd9049eaa87460b209b68b8fde9e4a5d8908b43 100644
--- a/src/pregmod/SecForceEX/FlavourText.tw
+++ b/src/pregmod/SecForceEX/FlavourText.tw
@@ -2,40 +2,40 @@
 <<if passage() === "Firebase">>
 	//You continue towards the common area, the soldiers you pass nodding respectfully, saluting, or giving slight bows, as they please, to you. You pass the briefing areas, the officers and sergeants of the force are conferring over planning tables and display screens regarding their upcoming deployments.//
 	<br><br><div style="margin-left:2em">The commanders are
-	<<if $SFTarget === "recruit">>
-		viewing lists of potential recruits for $securityForceName. Mainly mercenaries and Old World soldiers who might be receptive to an offer of employment and residence within the arcology, in addition to some citizens of the arcology who wish to have some excitement in their lives.
-	<<elseif $SFTarget === "secure">>
+	<<if $SF.Target === "recruit">>
+		viewing lists of potential recruits for $SF.Lower. Mainly mercenaries and Old World soldiers who might be receptive to an offer of employment and residence within the arcology, in addition to some citizens of the arcology who wish to have some excitement in their lives.
+	<<elseif $SF.Target === "secure">>
 		reviewing maps of trade routes to the arcology as well as nearby merchant hubs, arranging their future deployments to best protect them and encourage business and trade.
-	<<elseif $SFTarget === "raiding">>
+	<<elseif $SF.Target === "raiding">>
 		reviewing maps of settlements and locations reported to have choice concentrations of material loot and potential slave stock, in preparation for their coming raids.
 	<</if>> </div>
-	<div style="margin-left:2em"> <<if $SFCROE === "hold">>
+	<div style="margin-left:2em"> <<if $SF.ROE === "hold">>
 		There are posted (and very strict) guidelines for the use of force against non-citizens residents, forbidding the use of heavy weapons or indiscriminate fire.
-	<<elseif $SFCROE === "limited">>
+	<<elseif $SF.ROE === "limited">>
 		There are some guidelines posted regarding the use of force against non-citizens, forbidding general indiscriminate fire.
-	<<elseif $SFCROE === "free">>
+	<<elseif $SF.ROE === "free">>
 		Guidelines regarding the use of force are completely absent from the deployment information screens. A note affixed to the screen, probably from a soldier, says: "Pop 'em if you see 'em - better than target practice!" Another one on top of that, from The Colonel, says: "Don't shoot the pretty ones, you fucking morons, or I'll kill you myself. They're worth good money or good for fun - do you idiots really want to have to fuck month-old stock?"
 	<</if>> </div>
-	<div style="margin-left:2em"> <<if $SFCRegs === "strict">>
+	<div style="margin-left:2em"> <<if $SF.Regs === "strict">>
 		On several screens, there are prominent warnings regarding the severe disciplinary procedures that will be taken against soldiers who commit crimes while on deployment.
-	<<elseif $SFCRegs === "some">>
+	<<elseif $SF.Regs === "some">>
 		On several screens, there are some minor warnings regarding the mild disciplinary procedures that may be taken against soldiers who commit especially severe crimes while on deployment.
-	<<elseif $SFCRegs === "none">>
+	<<elseif $SF.Regs === "none">>
 		There are no warnings or information regarding disciplinary procedures on any of the screens. Near one of them, a waste basket has been dragged over and a soldier has posted a note above it that says: "For Old World Complaints and Warrants."
 	<</if>> </div>
 
 	<br>//You arrive at the firebase's common area, a nest of bars, pleasure dens, public spaces, and other facilities catering to the soldiers' needs and giving them somewhere to spend their free time, since they do not mingle with your citizens on the higher levels or exit the arcology except on deployment. It is well-occupied by the soldiers not currently tasked with duties, and they respectfully move out of your way as you approach, clearing a path for you to move forward.//
 	<br><br><div style="margin-left:2em">
 	The amenities are staffed by menial slaves, captured by the soldiers on their excursions.
-	<<if $securityForceDepravity <= 0.3 && $ColonelCore === "kind">>
+	<<if $SF.Depravity <= 0.3 && $SFColonel.Core === "kind">>
 		They are wearing plain jumpsuits and slim identification collars to set them apart from the soldiers, and look resigned but not fearful. The soldiers themselves socialize at the bars, in small groups around tables, and in the gambling parlours. Many of them can be seen entering or leaving the dens occupied by the sexual slaves they have acquired. Laughter from the carousing soldiers can be heard at all times. Small groups of slaves move freely between the plaza and their basic accommodations attached to the firebase.
-	<<elseif $securityForceDepravity <= 0.6 && $ColonelCore === "kind">>
+	<<elseif $SF.Depravity <= 0.6 && $SFColonel.Core === "kind">>
 		They are topless, wearing only utilitarian pants and leather collars to set them apart from the soldiers, and occasionally shoot fearful looks at the soldiers. The soldiers themselves socialize at the bars, or in large groups around tables, leering at and groping slaves of interest as they pass by. Many of them can be seen entering or leaving the dens occupied by the sexual slaves they have acquired, and often emerge only partially dressed, sometimes pulling half-naked slaves out with them.
-	<<elseif $securityForceDepravity <= 0.9>>
+	<<elseif $SF.Depravity <= 0.9>>
 		They are topless, wearing only utilitarian shorts and steel collars to set them apart from the soldiers, and often shoot fearful looks at the soldiers. The soldiers themselves socialize at the bars, or in large groups around tables, leering at and heavily groping slaves of interest as they pass by. Many of them can be seen entering or leaving the dens occupied by the sexual slaves they have acquired, and often emerge stark naked, sometimes pulling naked slaves out with them for one last servicing in public. A few soldiers stagger around in drunken hazes or drugged-out stupors.
-	<<elseif $securityForceDepravity <= 1.2>>
+	<<elseif $SF.Depravity <= 1.2>>
 		They are topless, wearing only a single undergarment and heavy steel collars to set them apart from the soldiers, and often shoot fearful looks at the soldiers. The soldiers occupy themselves primarily with sex, pulling slaves onto benches and fucking them hard in public. Many soldiers stagger around or lie passed out from drug and alcohol abuse.
-	<<elseif $securityForceDepravity >= 1.5 && ($ColonelCore == "Warmonger" || $ColonelCore != "Shell Shocked")>>
+	<<elseif $SF.Depravity >= 1.5 && ($SFColonel.Core == "Warmonger" || $SFColonel.Core != "Shell Shocked")>>
 		To a one, they are naked, and are wearing heavy shock collars to force obedience. Most are wild-eyed with fear or dull-eyed from mental collapse, and many others bear marks of abuse. Few of the slaves are here long-term, the depraved pleasures of the soldiers resulting in enormous turnover and loss of 'damaged' stock. The extreme libations of the soldiers are ever-present. Drunken soldiers stagger around everywhere, beating slaves too slow to get out of their way. Others lie sprawled out on the ground, rendered senseless from heavy drug abuse. Some walk around naked, and hold slaves down on the benches scattered around, raping or sodomizing them with their cocks or their personal strap-ons as they desire. In alcoves, some soldier-lover pairs fuck loudly, moaning in pleasure.
 		<<if random(1,100) > 50>>
 			Off to the side, a group of soldiers brutally gangbang a very young slave girl, with one soldier buried balls-deep in her ass, another brutally sawing a barbed strap-on in and out of her pussy, and a third with his cock forced deep down her throat. The slave girl struggles and gags, desperate for breath or relief.
@@ -48,15 +48,15 @@
 		<</if>>
 	<</if>> </div>
 
-	<br>//In the middle of the common area is a pile of supply crates with a pavilion on top - The Colonel's personal throne and open quarters, the result of her preferring to live an extreme lifestyle amongst her soldiers rather than in her empty quarters on the upper levels. It's draped with the 'flag' of $securityForceName, one of her inventions. Sprawled all around it is an immense quantity of; alcohol, hard drugs, clothes, electronic devices, huge amounts of cash, jewels and precious metals looted from the outside world.//
+	<br>//In the middle of the common area is a pile of supply crates with a pavilion on top - The Colonel's personal throne and open quarters, the result of her preferring to live an extreme lifestyle amongst her soldiers rather than in her empty quarters on the upper levels. It's draped with the 'flag' of $SF.Lower, one of her inventions. Sprawled all around it is an immense quantity of; alcohol, hard drugs, clothes, electronic devices, huge amounts of cash, jewels and precious metals looted from the outside world.//
 	<br><br><div style="margin-left:2em">
-	As you approach, <<if $AttendanceGranted === 1>>
+	As you approach, <<if $SFTradeShow.CanAttend === 1>>
 		<<print SFC()>> raises a hand in greeting and nods. <<else>> The Colonel
 	<<if random(0,100) > 50>>
 		raises a hand in greeting and nods. She is sprawled on a couch, wearing only her combat suit tank top and fingerless gloves. She's holding a near-empty bottle of strong liquor in her hand and you can see a naked slave girl kneeling on the floor between her legs. The Colonel has her legs wrapped tightly around the girl's head, forcing the girl to service her if she wants to breathe. The Colonel is close to her climax then suddenly tenses her lower body thus gripping the girl even tighter and throws her head back in ecstasy as she orgasms. She lets out a long breath finally releasing the girl, giving her a hard smack and shouting at her to fuck off.<br><br> The Colonel finishes off her bottle, tossing it over her shoulder then leaning back on the couch and spreading her legs wide. You look down briefly, falling into your habits of inspection. Her pussy is completely devoid of hair with heavy labia in with a very large and hard clit peaking out. Beads of moisture, the result of her excitation, are visible, and you can tell from long experience that she would be tight as a vise. You return your gaze to her face to find her smirking at you. "Like what you see, <<print SFCR()>>?" She waves her hand at the plaza around her, "So do they. But you're not here for pussy. You're here to talk business. So, what's up?"
 	<<elseif random(0,100) > 50>>
 		is in no condition initially to greet you. She's naked except for one sock that gives you a very good view of her muscled, taut body while lunging with her feet on the table and the rest on her couch. She is face down in a drugged-out stupor in the middle of a wide variety of powders and pills. Perhaps sensing your approach, her head suddenly shoots up and looks at you with unfocused, bloodshot eyes. "Sorry, <<print SFCR()>>," she slurs, wiping her face and weakly holding up a hand. "Hold on a second, I need something to help me out here. Long fucking night." She struggles to sit on the couch and bending over the table, loudly snorts up some of the white powder on it. "Ahhh, fuck," she says, breathing heavily.<br><br> She shakes her head powerfully now looking at you, her eyes once again alert and piercing. "That's better," she says, leaning back on the couch and giving you another good view of her assets. "So, <<print SFCR()>>," she begins, "what brings you down here to our little clubhouse? I trust you're happy with how we've been handling things out there?" You nod. "Excellent", she laughs. "I have to say; it's nice to have a place like this while having some top-end gear and to be able to have fun out there without worrying about anyone coming back on us. Good fucking times." She laughs again. "So - I'm assuming you want something?"
-	<<elseif random(0,100) > 70 && $securityForceDepravity >= 1.5 && $ColonelCore == "cruel">>
+	<<elseif random(0,100) > 70 && $SF.Depravity >= 1.5 && $SFColonel.Core == "cruel">>
 		is relaxing on her couch stark naked, greeting you with a raised hand. Between her tightly clenched legs is a slave girl being forced to eat her out. "Hey, <<print SFCR()>>, what's -" she breaks off as a flash of pain crosses her features. "Fucking bitch!" she exclaims, pulling her legs away and punching the slave girl in the face. She pushes the girl to the ground, straddling her then begins hitting. You hear one crunch after another as The Colonel's powerful blows shatter the girl's face. She hisses from between clenched teeth, each word accompanied by a brutal punch. "How. Many. Fucking. Times. Have. I. Told. You. To. Watch. Your. Fucking. Teeth. On. My. Fucking. Clit!" She leans back, exhaling heavily. Before leaning back down to grip apply pressure onto the girl's neck with her powerful hands. Wordlessly, she increases the pressure and soon the girl begins to turn blue as she struggles to draw breath. Eventually her struggles weaken and then finally, end.<br><br> The Colonel relaxes her grip then wipes her brow, clearing away the sweat from her exertion. Finally rising from the girl's body, relaxing back on the couch and putting her feet back up on the table. "Sorry about that <<print SFCR()>>," she says, shrugging. "So many of these bitches we pick up from the outside don't understand that they have to behave." Shaking her head in frustration, "Now I need to find another one. But that's not your problem - you're here to talk business. So, what's up?"
 	<<else>>
 		is topless while reviewing the particulars of her unit on a tablet as you approach. She raises a hand in greeting. "Hey <<print SFCR()>>," she says, noticing you looking at her chest. She laughs. "Nice, aren't they? But they're not for you or them." She throws a thumb at the plaza around her. "You're down here for a reason, though. What can I do for you?"
@@ -103,17 +103,17 @@
 	<<case 4>>
 		Acquired specialized attack VTOL's to complement and escort its advanced transport fleet, as well as to provide close air support.
 	<<case 5>>
-		Upgraded its attack VTOL's for enhanced lethality, and further improved the armour and armament of its transport VTOL's, ensuring that the airfleet of $securityForceName is amongst the most capable still in operation in the area.
+		Upgraded its attack VTOL's for enhanced lethality, and further improved the armour and armament of its transport VTOL's, ensuring that the airfleet of $SF.Lower is amongst the most capable still in operation in the area.
 	<<case 6>>
-		Upgraded its attack VTOL's for enhanced lethality/speed, and further improved the armour and armament of its transport VTOL's, ensuring that the airfleet of $securityForceName is amongst the most capable still in operation in the area.
+		Upgraded its attack VTOL's for enhanced lethality/speed, and further improved the armour and armament of its transport VTOL's, ensuring that the airfleet of $SF.Lower is amongst the most capable still in operation in the area.
 	<<case 7>>
-		Upgraded its attack VTOL's for enhanced lethality/speed/armour, and further improved the armour and armament of its transport VTOL's, ensuring that the airfleet of $securityForceName is amongst the most capable still in operation in the area.
+		Upgraded its attack VTOL's for enhanced lethality/speed/armour, and further improved the armour and armament of its transport VTOL's, ensuring that the airfleet of $SF.Lower is amongst the most capable still in operation in the area.
 	<<case 8>>
-		Upgraded its attack VTOL's for enhanced lethality/speed/armour, and further improved the armour and armament of its transport VTOL's, ensuring that the airfleet of $securityForceName is amongst the most capable still in operation in the area.
+		Upgraded its attack VTOL's for enhanced lethality/speed/armour, and further improved the armour and armament of its transport VTOL's, ensuring that the airfleet of $SF.Lower is amongst the most capable still in operation in the area.
 	<<case 9>>
-		Upgraded its attack VTOL's for enhanced lethality/speed/armour, and further improved the armour and armament of its transport VTOL's, ensuring that the airfleet of $securityForceName is amongst the most capable still in operation in the area.
+		Upgraded its attack VTOL's for enhanced lethality/speed/armour, and further improved the armour and armament of its transport VTOL's, ensuring that the airfleet of $SF.Lower is amongst the most capable still in operation in the area.
 	<<case 10>>
-		Upgraded its attack VTOL's for enhanced lethality/speed/armour, and further improved the armour and armament of its transport VTOL's, ensuring that the airfleet of $securityForceName is amongst the most capable still in operation in the area.
+		Upgraded its attack VTOL's for enhanced lethality/speed/armour, and further improved the armour and armament of its transport VTOL's, ensuring that the airfleet of $SF.Lower is amongst the most capable still in operation in the area.
 	<</switch>>*/
 	<<if $SpacePlane > 0>> <br>&nbsp;''Space Plane:'' <<print SP()>> <</if>>
 	<<if $GunS > 0>> <br>&nbsp;''Gunship:'' <<print GunS()>> <</if>>
diff --git a/src/pregmod/SecForceEX/JS.js b/src/pregmod/SecForceEX/JS.js
index 8a0c603391a9faedf74cbf912d43e1076ec23855..f7afe73b92cfc241ff437e3f9a0919a226775ed5 100644
--- a/src/pregmod/SecForceEX/JS.js
+++ b/src/pregmod/SecForceEX/JS.js
@@ -12,7 +12,7 @@ window.SFCR = function() {const V = State.variables;
 	} else if (V.ColonelFeelings >= 45){if (V.PC.title === 1){return`boyfriend`;} else {return`girlfriend`;}
 	} else if (V.ColonelFeelings >= 65){return`lover`;}}
 
-window.TroopDec = function() {const V = State.variables;const commom = "the <<print commaNum($SFTroops)>> members of $securityForceName";
+window.TroopDec = function() {const V = State.variables;const commom = "the <<print commaNum(SFUnit.Troops)>> members of $SF.Lower";
 if (V.SFTroops < 100)
 	return`sparsely occupied, ${commom} residing within them concentrating together in a corner. The hundreds of empty beds and lockers visibly herald the future`;
 else if (V.SFTroops < 400)
@@ -48,15 +48,7 @@ window.Count = function() {const V = State.variables,T = State.temporary;
 	if (V.PC.hacking >= 75){T.SatU = 10,T.GiantRobotU = 10;} else {T.SatU = 9,T.GiantRobotU = 9;};T.MissileSiloU = 3;
 	T.Base = V.Firebase+V.Armoury+V.SFDrugs+V.SFDrones+T.Garage+T.Hanger;
 	T.BaseU = T.FirebaseU+T.ArmouryU+T.SFDrugsU+T.SFDronesU+T.GarageU+T.HangerU;
-	if (V.PC.hacking >= 75){T.SubU = 10;} else {T.SubU = 9;};T.HATU = 10;T.AircraftCarrierU = 10; 
-	if (V.terrain !== "oceanic" && V.terrain !== "marine"){
-	T.LaunchBay = V.Satellite+V.GiantRobot+V.MissileSilo;
-	T.LaunchBayU = T.SatU+T.GiantRobotU+T.MissileSiloU;
-	V.SFU = T.Base+T.LaunchBay,T.max = T.BaseU+T.LaunchBayU;
-} else if (V.terrain === "oceanic"||V.terrain === "marine"){
-	T.LaunchBay = V.Satellite,T.LaunchBayU = T.SatU;
-	T.NavalYard = V.AircraftCarrier+V.Sub+V.HAT,T.NavalYardU = T.AircraftCarrierU+T.SubU+T.HATU;
-	V.SFU = T.Base+T.LaunchBay+T.NavalYard,T.max = T.BaseU+T.LaunchBayU+T.NavalYardU;}
+	if (V.PC.hacking >= 75){T.SubU = 10;} else {T.SubU = 9;};T.HATU = 10;T.AircraftCarrierU = 10;
 	V.Firebase = Math.clamp(V.Firebase, 0, T.FirebaseU);
 	V.Armoury = Math.clamp(V.Armoury, 0, T.ArmouryU);
 	V.SFDrugs = Math.clamp(V.SFDrugs, 0, T.SFDrugsU);
@@ -71,8 +63,17 @@ window.Count = function() {const V = State.variables,T = State.temporary;
 	V.GiantRobot = Math.clamp(V.GiantRobot, 0, T.GiantRobotU);
 	V.MissileSilo = Math.clamp(V.MissileSilo, 0, T.MissileSiloU);
 	V.AircraftCarrier = Math.clamp(V.AircraftCarrier, 0, T.AircraftCarrierU);
-	V.Submarine = Math.clamp(V.Submarine, 0, T.SubU);
-	V.HAT = Math.clamp(V.HAT, 0, T.HATU),V.SFU = Math.clamp(V.SFU, 0, T.max);
+	V.Sub = Math.clamp(V.Sub, 0, T.SubU);
+	V.HAT = Math.clamp(V.HAT, 0, T.HATU);
+	if (V.terrain !== "oceanic" && V.terrain !== "marine") {
+	T.LaunchBay = V.Satellite+V.GiantRobot+V.MissileSilo;
+	T.LaunchBayU = T.SatU+T.GiantRobotU+T.MissileSiloU;
+	V.SF.Units = T.Base+T.LaunchBay,T.max = T.BaseU+T.LaunchBayU;
+} else if (V.terrain === "oceanic"||V.terrain === "marine") {
+	T.LaunchBay = V.Satellite,T.LaunchBayU = T.SatU;
+	T.NavalYard = V.AircraftCarrier+V.Sub+V.HAT,T.NavalYardU = T.AircraftCarrierU+T.SubU+T.HATU;
+	V.SF.Units = T.Base+T.LaunchBay+T.NavalYard,T.max = T.BaseU+T.LaunchBayU+T.NavalYardU;}
+	V.SF.Units = Math.clamp(V.SF.Units, 0, T.max);
 	if (V.economy === .5){T.Env = 4;} else if (V.economy === 1.5){T.Env = 2;} else {T.Env = 3;};
 }
 
@@ -94,7 +95,7 @@ window.Firebase = function() {const V = State.variables;
 	if (V.Firebase >= 8){pads =`and a powerful arcology wide electromagnetic force field has been installed`;} else {barrel =`double-barreled`;}
 	if (V.Firebase === 9)barrel =`tripple-barreled`;sizeI =`415 cm wide`;
 	if (V.Firebase === 10)barrel =`quad-barreled`;sizeI =`420 cm wide`;
-	return` ${t} ${quanitiy} heavy, long range, ${barrel} electromagnetic railgun ${sizeI} artillery pieces have been installed in ${casemates} casemates along the aerial launch pads ${pads}, giving $securityForceName an immense superiority in local firepower.`;}
+	return` ${t} ${quanitiy} heavy, long range, ${barrel} electromagnetic railgun ${sizeI} artillery pieces have been installed in ${casemates} casemates along the aerial launch pads ${pads}, giving $SF.Lower an immense superiority in local firepower.`;}
 
 window.Armoury = function() {const V = State.variables;
 	if (V.Armoury === 0)
@@ -109,7 +110,7 @@ window.Armoury = function() {const V = State.variables;
 		return`Has begun to equip the soldiers with more advanced combat armour suits, and has expanded its inventory of electromagnetic weaponry.`;
 	if (V.Armoury > 4)
 	var t =`Acquired heavy weapon attachments for its combat armour suits`;
-	var y =`for the soldiers, ensuring that the infantry of $securityForceName is perhaps the most well-equipped in the world.`;
+	var y =`for the soldiers, ensuring that the infantry of $SF.Lower is perhaps the most well-equipped in the world.`;
 	if (V.Armoury === 5)var size =`small`;
 	if (V.Armoury === 6)size =`both small and medium`;
 	if (V.Armoury >= 7)size =`small/medium and large`;
@@ -133,10 +134,10 @@ window.SFDrugs = function() {const V = State.variables;
 		tryptamine =`has also begun providing tryptamine-based psychedelics to the soldiers, allowing them to avoid traumatic stress in the field.`;
 	if (V.SFDrugs >= 5)improvement =`maximally`;
 		tryptamine =`tryptamine-based psychedelics`;
-		tryptamine1 =`Greatly increasing their effectiveness in all aspects thus ensuring that the soldiers of $securityForceName go into combat wired, aggressive, and euphoric (if needed).`;
+		tryptamine1 =`Greatly increasing their effectiveness in all aspects thus ensuring that the soldiers of $SF.Lower go into combat wired, aggressive, and euphoric (if needed).`;
 	if (V.SFDrugs === 6)purity =`with much higher purity compontent`;
 	if (V.SFDrugs === 7)LSD =`and a slight trace of LSD`;
-	if (V.SFDrugs === 8)Dose =`into a single dose`;var doc =`<div style='font-size: 75%;'>*Only the doctors of $securityForceName were consulted to ensure a completely unbiased result.</div>`
+	if (V.SFDrugs === 8)Dose =`into a single dose`;var doc =`<div style='font-size: 75%;'>*Only the doctors of $SF.Lower were consulted to ensure a completely unbiased result.</div>`
 		Effects =`However side effects may include (no particular order): Dissociative Identity Disorder, severe clinical depression, unstoppable vomiting, extreme paranoia, PTSD, finally total organ failure. Recommended by 9/10 doctors*.`;
 	if (V.SFDrugs === 9)Effects =`Potential side effects have been reduced slightly to “only mildly” severe ones: Dissociative Identity Disorder, severe clinical depression, unstoppable vomiting, extreme paranoia and PTSD. Now recommended by 15/10 doctors*.`;var Effect0 =``;
 	if (V.SFDrugs === 10)Dose =`into a single higher strength dose`;
@@ -176,7 +177,7 @@ window.SFVehiclesDec = function() {const V = State.variables;
 		if (V.SFVehicles === 6)var size =`light`;
 		if (V.SFVehicles === 7)size =`light and medium`;
 		if (V.SFVehicles === 8)size =`light, medium and heavy`;
-	return`Has replaced both its armoured and support vehicles with the most advanced ${size} variants possible. Ensuring that the mobile unit of $securityForceName is far superior to anything in $arcologies[0].name's immediate area.`;}
+	return`Has replaced both its armoured and support vehicles with the most advanced ${size} variants possible. Ensuring that the mobile unit of $SF.Lower is far superior to anything in $arcologies[0].name's immediate area.`;}
 
 window.ADec = function() {const V = State.variables;
 	if (V.SFAirForce === 0)
@@ -297,7 +298,7 @@ window.ms = function() {const V = State.variables;
 	if (V.MissileSilo === 3)return`Modernized the black and silver missile silo's launching electronics, wiring and circuitry.`;}
 
 window.AC = function() {const V = State.variables; 
-	if (V.AircraftCarrier === 1)return`An old aircraft carrier has been 'borrowed' from the old world for use by $securityForceName. It is moored to the pier in the Naval Yard. ${jets} strike jets have been recommissioned to serve as its airpower. `;
+	if (V.AircraftCarrier === 1)return`An old aircraft carrier has been 'borrowed' from the old world for use by $SF.Lower. It is moored to the pier in the Naval Yard. ${jets} strike jets have been recommissioned to serve as its airpower. `;
 	if (V.AircraftCarrier > 1)var dock =`The aircraft carrier is moored to the pier in the Naval Yard.`; var emp =`The electronics and wiring have been shielded to protect from EMP blasts`; var radar =``;var emp2 =`.`;var morale =``;var AA ='';var prop =``;var scramble ='';var jets =`Mothballed`; var jets2 = "";
 	if (V.AircraftCarrier >= 3)radar =`The island's radar and comms have been improved.`; 
 	if (V.AircraftCarrier >= 4)AA = `The antiair guns have been updated to automatically track and predict enemy aircraft movement.`; 
@@ -324,13 +325,13 @@ window.Sub = function() {const V = State.variables;
 	return`${dock} ${reactor} ${reactor1} ${Cal} ${hull} ${tubes} ${sonar} ${control} ${missiles}`;}
 
 window.HAT = function() {const V = State.variables;
-	if (V.HAT === 1)var skirt =`, has been recommissioned for use by $securityForceName`;var guns =``;var turbines =``;var armor =``;var tons =`200`;var ramps =``;var frame =``;var loadout =``;
+	if (V.HAT === 1)var skirt =`, has been recommissioned for use by $SF.Lower`;var guns =``;var turbines =``;var armor =``;var tons =`200`;var ramps =``;var frame =``;var loadout =``;
 	if (V.HAT >= 2)skirt =`. The skirt has been upgraded to improve cushion when travelling over uneven terrain and waves, as well as increasing durability`;
-	if (V.HAT >= 3)var guns2 = `machine guns`;guns =`Quad .50 cal ${guns2} have been mounted on the corners of the craft to defend against attackers.`;
+	if (V.HAT >= 3)var guns2 = `minigun`;guns =`A .50 cal ${guns2} has been mounted in each of the four corners of the craft to defend against attackers.`;
 	if (V.HAT >= 4)var fans =`rear fans`;var speed =`acceleration and speed`;turbines =`The turbines powering the ${fans} have been replaced with a more powerful version, allowing greater ${speed}.`;
 	if (V.HAT >= 5)armor =`The armor protecting its cargo has been increased.`;
 	if (V.HAT >= 6)tons =`300`;fans =`rear fans and impeller`;speed =`acceleration, speed, and carrying capacity`;
-	if (V.HAT >= 7)guns2 =`machine guns and grenade launchers`;
+	if (V.HAT >= 7)guns2 =`minigun and grenade launcher combo`;
 	if (V.HAT >= 8)ramps =`The loading ramps have been improved, allowing for faster unloading.`;
 	if (V.HAT >= 9)frame =`The frame has been widened and reinforced, allowing for more space on the deck.`;
 	if (V.HAT === 10)loadout =`An experimental loadout sacrifices all carrying capacity to instead act as a floating gun platform by mounting several rotary autocannons the deck, should the need arise.`;
@@ -338,16 +339,16 @@ window.HAT = function() {const V = State.variables;
 	
 window.Interactions = function() {const V = State.variables,T = State.temporary;
 var choice = "";var gift ="";var giftdec = "";var giftdec2 = "";var Colonel = "";var join ="";var status =``;var staus2 =``;
-if (V.SFU !== T.max){if (V.SFUpgrade === 1)status =`being`
-	else status =`able to be`;staus2 =`improved this week.`;
-} else {status =`fully equipped and upgraded - nothing else can be done.`;}
-if (V.SFGift === 1||(V.ColonelDiscussion === 1||V.ColonelSexed === 1))choice =`This week you have already`;
-	if (V.SFGift === 1){gift =`been provided with`;
+if (V.SF.Units !== T.max){if (V.SF.U === 1)status =`being`
+	else status =`able to be`;staus2 =` improved this week`;
+} else {status =`fully equipped and upgraded - nothing else can be done`;}
+if (V.SF.WG === 1||(V.SFColonel.Talk === 1||V.SFColonel.Fun === 1))choice =`. This week you have already`;
+	if (V.SF.WG === 1){gift =`been provided with`;
 		if (V.choice === 1){giftdec =`an extra @@.yellowgreen;<<print cashFormat(Math.ceil($CashGift))>>@@ in tribute`;
 		} else if (V.choice === 2||V.choice === 3){giftdec =`a message of support, @@.green;improving@@`;
-			if (V.choice == 2)giftdec2 =` your reputation`; else giftdec2 =` the prosperity of $arcologies[0].name`;
+			if (V.choice == 2)giftdec2 =`your reputation.`; else giftdec2 =`the prosperity of $arcologies[0].name`;
 		}
 	}
-	if (V.ColonelDiscussion === 1||V.ColonelSexed === 1){Colonel =` spent time with The Colonel`;
-		if (V.SFGift === 1){join =` and`;}}
-return`${status} ${staus2} ${choice} ${gift} ${giftdec}${giftdec2}${join}${Colonel}.//`;}
\ No newline at end of file
+	if (V.SFColonel.Talk === 1||V.SFColonel.Fun === 1){Colonel =`spent time with The Colonel`;
+		if (V.SF.WG === 1){join =`and`;}}
+return`${status}${staus2}${choice} ${gift} ${giftdec} ${giftdec2} ${join} ${Colonel}.//`;}
\ No newline at end of file
diff --git a/src/pregmod/SecForceEX/NamingColonel.tw b/src/pregmod/SecForceEX/NamingColonel.tw
index 951ca1b98a9f57fa684e9dbd4a62086752c03446..3192252154dd4104401510e4fa5af5dec5318668 100644
--- a/src/pregmod/SecForceEX/NamingColonel.tw
+++ b/src/pregmod/SecForceEX/NamingColonel.tw
@@ -4,41 +4,41 @@
 <br><br>A blinking light tells you that the channel is open. You take a deep breath, and begin. You greet your citizens and explain that while you believe deeply in the underlying principles of the Free Cities, that of contract law, minimal to no governmental oversight, and slaveholding, recent events have forced you to modify some of your views. The Old World attack, and especially the assault by the Daughters of Liberty who, as you remind them, were aided by a distressingly large number of now-dead traitors, has proven that some form of permanent, organized standing force is needed to ensure the personal safety of the citizen body.
 <br><br>You tell them that the Old World continues to deteriorate (it does). You tell them that it is only a matter of time before the poor, diseased, starving, and unwashed masses try their hand at invading the arcology again (it is). You tell them that such a force would be good for business, securing trade routes and conducting slaving raids far greater in scale than those performed by private slaving corporations (it would). And finally, to quell their greatest fear, you tell them that you would personally support the force financially.
 <br><br>As you speak, you carefully monitor the citizens' opinions as indicated on their communication devices. It is uniformly positive - they know whom they have to thank for their continued survival and dominance. You also monitor your arousal given the ministrations of your slave. A few small movements on your part communicate to your citizens what is happening without being too obvious. Free Cities business etiquette respects business conducted while being subtly serviced (and your doing so during such a public and important broadcast signals how seriously you are taking it), but a climax would be seen as a serious lack of discipline.
-<br><br>You finally wrap up your speech, announcing to your citizens the immediate formation, with yourself as Marshal, of the: <<textbox "$securityForceName" $securityForceName>>
+<br><br>You finally wrap up your speech, announcing to your citizens the immediate formation, with yourself as Marshal, of the: <<textbox "$SF.Lower" $SF.Lower>>
 <br><br>You close the link to the communication system and read a message from your assistant that appeared during the last moments of your address. In consultation with major figures in the mercenary community, a suitable candidate for day-to-day command of the new unit has been found. Your instructions were to keep you in the dark about them so to avoid pre-judgment. They are waiting outside your office.
 <br>-------------------- <</if>>
 <<if $X === 0>> [[Invite them inside|Security Force Naming-Colonel][$X = 1]] <</if>>
 <<if $X === 1>>
-The figure that enters is not what you were expecting, given your previous experiences with the mercenary groups that work with the arcology owners of the Free Cities. Most mercenaries you've worked with have been grizzled stout men, veterans of the Old World militaries that finally had too much and went private. This one's different, <<if $ColonelCore != "">> likely to be ''$ColonelCore'' <</if>>
-<<if $ColonelCore == "">> she srikes you as someone who is likely to be at their core:
-	[[Kind, |Security Force Naming-Colonel][$ColonelCore = "kind"]]
-	[[mischievous, |Security Force Naming-Colonel][$ColonelCore = "mischievous"]]
-	[[cruel, |Security Force Naming-Colonel][$ColonelCore = "cruel"]]
-	[[psychopathic, |Security Force Naming-Colonel][$ColonelCore = "psychopathic"]]
-	[[sociopathic, |Security Force Naming-Colonel][$ColonelCore = "sociopathic"]]
-	[[a warmonger, |Security Force Naming-Colonel][$ColonelCore = "warmonger"]]
-	[[jaded, |Security Force Naming-Colonel][$ColonelCore = "jaded"]]
-	[[shell shocked, |Security Force Naming-Colonel][$ColonelCore = "shell shocked"]]
-	[[brazen, |Security Force Naming-Colonel][$ColonelCore = "brazen"]]
-	[[collected.|Security Force Naming-Colonel][$ColonelCore = "collected"]] <</if>> <</if>>
-<<if $ColonelCore != "">>
+The figure that enters is not what you were expecting, given your previous experiences with the mercenary groups that work with the arcology owners of the Free Cities. Most mercenaries you've worked with have been grizzled stout men, veterans of the Old World militaries that finally had too much and went private. This one's different, <<if $SFColonel.Core != "">> likely to be ''$SFColonel.Core'' <</if>>
+<<if $SFColonel.Core == "">> she srikes you as someone who is likely to be at their core:
+	[[Kind, |Security Force Naming-Colonel][$SFColonel.Core = "kind"]]
+	[[mischievous, |Security Force Naming-Colonel][$SFColonel.Core = "mischievous"]]
+	[[cruel, |Security Force Naming-Colonel][$SFColonel.Core = "cruel"]]
+	[[psychopathic, |Security Force Naming-Colonel][$SFColonel.Core = "psychopathic"]]
+	[[sociopathic, |Security Force Naming-Colonel][$SFColonel.Core = "sociopathic"]]
+	[[a warmonger, |Security Force Naming-Colonel][$SFColonel.Core = "warmonger"]]
+	[[jaded, |Security Force Naming-Colonel][$SFColonel.Core = "jaded"]]
+	[[shell shocked, |Security Force Naming-Colonel][$SFColonel.Core = "shell shocked"]]
+	[[brazen, |Security Force Naming-Colonel][$SFColonel.Core = "brazen"]]
+	[[collected.|Security Force Naming-Colonel][$SFColonel.Core = "collected"]] <</if>> <</if>>
+<<if $SFColonel.Core != "">>
 	<br><br>She strides in, stopping in front of your desk, not bothering to put on even the semi-military air (complete with salute) that most mercenaries tend to adopt when meeting new clients. She's very tall and wearing the pants, boots, gloves, and tank top of a female combat armor under-suit. Her bare arms and upper body are corded with muscle, and through the tank top's thin fabric you can see both the shape of her muscled abdomen and the curves of her small but perky breasts, complete with what your experience tells you are barbell nipple piercings. Her eyes are alive with intelligence, and you can see her scanning your office, clearly impressed by its opulence. Her hair is shaved close to the scalp, and her ears and nose are heavily pierced. You can make out three long, ugly scars running over top of the mottled tissue of a previous, severe burn along one side of her face, as well as numerous smaller scars and burns on her bare arms. She's been disarmed prior to meeting you, and you see, in addition to an empty pistol holster on her hip, at least three empty knife holsters.
 	<br><br>Returning your gaze to her face, she crosses her arms underneath her chest, pressing her breasts up and forward. You have her measure. Given the generally patriarchal nature of both the mercenary community, and the same nature combined with the heavily sexualized lifestyle of the Free Cities, she's decided to embrace her position rather than fight it.
 	<br><br>"So, " she begins, "you're the boss." You invite her to sit down. "No thanks, boss. Besides, " she indicates the slave under your desk, "you look a little occupied." She nods at the desk. "Saw the speech. Very nice. I'd heard you crazy bastards do business while getting <<if $PC.dick == 1>>sucked off, <<else>>eaten out, <</if>>but I've never seen anyone actually do it. Hell, most of you people don't want to have to have too much to do with me. I usually get my instructions remotely." A short, harsh laugh escapes her. "But I guess it keeps you focused. Can't have the entire arcology seeing you cum."
-	<br><br>She moves a step closer. "Your computer told me you wanted me to be a surprise, so I guess I'll tell you why you want me to run the $securityForceName for you. I'm a killer, pure and simple, and you need that. I looked into those attacks you've suffered. Nasty business. I'll make sure that an attack like that never happens again. I was a soldier out there, in charge of about a thousand men, when the Free Cities first started going up, and I knew they were the future. Eventually I deserted, found the first refugee convoy I could, killed the moron protecting it, sold the girls off to the slavers, and bought enough gear to start killing for people like you. Ran my own merc crew, did well till we tried to take on a bigger one and everyone died. Joined with another big outfit, became the number two, then shit went bad and I had to run. Been a solo fighter and slaver ever since. I know my work, and I know I can make this work."
+	<br><br>She moves a step closer. "Your computer told me you wanted me to be a surprise, so I guess I'll tell you why you want me to run the $SF.Lower for you. I'm a killer, pure and simple, and you need that. I looked into those attacks you've suffered. Nasty business. I'll make sure that an attack like that never happens again. I was a soldier out there, in charge of about a thousand men, when the Free Cities first started going up, and I knew they were the future. Eventually I deserted, found the first refugee convoy I could, killed the moron protecting it, sold the girls off to the slavers, and bought enough gear to start killing for people like you. Ran my own merc crew, did well till we tried to take on a bigger one and everyone died. Joined with another big outfit, became the number two, then shit went bad and I had to run. Been a solo fighter and slaver ever since. I know my work, and I know I can make this work."
 	<br><br>You feel your climax approaching and hold up a finger. The merc pauses while you <<if $PC.dick == 1>>grab the slave's head, forcing your cock roughly down her throat while you cum. She swallows as much as she can before pulling away, coughing. <<else>>grip the slave's head tightly with your thighs, pressing her face tightly against your pussy as you cum. When you release her, she pulls away, coughing.<</if>>
 	<br><br>The merc laughs again. "I could get used to a place like this." She waves her hand around the office. "I bet you want to know why I'd be trustworthy for something like this." You don't correct her. "Thought so." Her demeanor softens, and you can detect a hit of nervousness. "I would say that I've never turned on a client and leave it at that, but this is different. It's getting worse out there. I'm sure you know that." You give her a slight nod. "Four times now I've woken up in the middle of the night and had to kill someone. Two of them were the people I'd taken to bed. You can't even trust your drunken fucks anymore."
-	<<switch $ColonelCore>> <<case "kind">> What a shame but that is the world today.
+	<<switch $SFColonel.Core>> <<case "kind">> What a shame but that is the world today.
 		<<case "cruel" "sociopathic">> Who doesn't like a good hard fuck and stab?
 		<<case "jaded">> Meh, what else is new?
 	<</switch>>
 
 	<br><br>"I like fighting, but I want to live somewhere where I can relax from life out there. You give me the job and a place to live, let me hang up the uncertainty of being a merc, and I'll die for you if it comes to that. I promise the people I recruit will feel the same. Besides, I could get used to
-	<<switch $ColonelCore>> <<case "warmonger">> fighting vastly out matched foes.
+	<<switch $SFColonel.Core>> <<case "warmonger">> fighting vastly out matched foes.
 	<<case "cruel">> having my own stable to abuse as I see fit.
 	<<case "mischievous">> causing a little chaos. <</switch>>
 	Spending my R&R time with a cold beer in one hand, a few lines of coke or a stack of pills in front of me,
-	<<if $ColonelCore == "cruel">>
+	<<if $SFColonel.Core == "cruel">>
 		and a terrified little slavegirl locked between my legs, struggling to breathe, <</if>>
 	sounds pretty fucking good to me."
 
@@ -46,6 +46,6 @@ The figure that enters is not what you were expecting, given your previous exper
 	<br><br>"Title?" Another short laugh. "I guess I do need one, given that I'm all official and shit now." She thinks for a moment. "I was a major before I went freelance, and I think I'd like a promotion. Colonel sounds good." You make a note of this in her file. "You people don't seal contracts with a fuck do you?" You shake your head, and she laughs again. "Good. I make it a point never to fuck the boss. It's bad for business." She turns around. "Well, I guess I'd better get to it. Your computer thing assigned me space on the lower levels for the barracks. I brought a few squads of guys I know from the old days to start, but we'll grow fast once I put the word out, I guarantee it."
 <</if>> <span id="address"> <br><br><<link "Let her leave""Security Force Naming-Colonel">> <<replace "#address">>
 	<br>She turns and leaves, and you chase the slave out after her. A few minutes later, a soft chime announces the arrival of a message. It's from The Colonel.
-	<br><br>//Hey boss, just wanted to mention something else. In your speech you said that you were going to be paying for the $securityForceName. In my mind that means it's yours, no matter what anyone else here might think. I do what you tell me to do. I make sure the troops behave as you want them to behave. I've worked for some 'nice guys' in the past, and I can do that job if you want. It's boring, but sustainable, and I'll have the $securityForceName turning a profit and supporting the arcology in good order. But if you let me off the leash, and throw any Old World complaints in the trash where they belong, I promise you'll have money pouring in your office, even accounting for the good amounts me and my boys will pocket along the way. You'll have an empire in short order. <<if $mercenaries > 1>>Either way, I'll keep my hands off those mercs you've already installed. I figure that you've reasons for having two different death squads under contract.<</if>>
+	<br><br>//Hey boss, just wanted to mention something else. In your speech you said that you were going to be paying for the $SF.Lower. In my mind that means it's yours, no matter what anyone else here might think. I do what you tell me to do. I make sure the troops behave as you want them to behave. I've worked for some 'nice guys' in the past, and I can do that job if you want. It's boring, but sustainable, and I'll have the $SF.Lower turning a profit and supporting the arcology in good order. But if you let me off the leash, and throw any Old World complaints in the trash where they belong, I promise you'll have money pouring in your office, even accounting for the good amounts me and my boys will pocket along the way. You'll have an empire in short order. <<if $mercenaries > 1>>Either way, I'll keep my hands off those mercs you've already installed. I figure that you've reasons for having two different death squads under contract.<</if>>
 	<br><br>Oh, one last thing. I know you've got some kind of grand social experiment going on up there like all the other owners, and that's your own deal, but I'd appreciate it if you could keep that stuff out of the new barracks. I'll have a hard time approaching potential recruits and telling them they should come live in a Roman apartment, an Egyptian temple, a goddamn Japanese teahouse, or some of the other crazy shit I've seen in the past. They're hard, nasty people, and trust me, I can tell you from experience that changing that is just not going to happen. Like I said, though, I can hold them back a bit if you like.
 	<br><br>Talk to you later, boss.// <<link "Move on""Random Nonindividual Event">> <<set unset $X>> <</link>> <</replace>> <</link>> </span>
\ No newline at end of file
diff --git a/src/pregmod/SecForceEX/Proposal.tw b/src/pregmod/SecForceEX/Proposal.tw
index a76f7482312d20f4574772c0f0a85ec2d7df6412..1fc792a3583a44f9927507d8922920286450dac8 100644
--- a/src/pregmod/SecForceEX/Proposal.tw
+++ b/src/pregmod/SecForceEX/Proposal.tw
@@ -1,28 +1,28 @@
 :: Security Force Proposal [nobr]
 <<set $nextLink = "Next Week",$nextButton = "Continue",$securityForceEventSeen = 1>>
-<span id="result">
+<span id="result"> 
 The Free Cities were founded on the principles of unrestrained anarcho-capitalism. To those with such beliefs,the very idea of possessing an armed force,a key tool of government control,or weapons at all,was anathema.
 <br>In the period since,however,your citizens have seen the value in weaponry. They watched on their news-feed as some Free Cities were sacked by the armies and mobs of the Old World,driven by their hatred of the citizens' luxurious lifestyles. They've seen other Cities toppled from within,by slave conspiracies or infighting among citizen groupings with differing beliefs. They've witnessed the distressingly rapid rise of fanatical anti-slavery organizations,who would like nothing more than to see them slowly bled by their own chattel. They are learned people,and they know what happens to slaveowners who lose their power.
 <br>They've also seen the results of your policies. Your actions towards the arming of both yourself and the arcology proved critical,and ensured their safety when the Old World came for them. And your victory over the Daughters of Liberty,who the citizens know would have executed every single one of them,has created an opportunity. If you insisted upon the creation of a standing 'special' force for the arcology,many would support you and,more importantly,nobody of note would object.
 <br>Such a force would solve many problems. More soldiers would mean more control,which is very good for you. More soldiers would mean more security for the arcology and the approaches to it,which is very good for business. More soldiers would mean more obedience from rebellious slaves who can see how powerless they truly are,which is very good for everybody. The force would be tiny compared to the Old World militaries that still exist,but money and technology can,of course,overcome massive numerical inferiority. This being the Free Cities,they would have other uses besides security. Perhaps,in time,you could exert some manner of influence on the Old World itself.
 <br><br>''This is a unique and very important opportunity'',and is possible only because of your recent victory over the Daughters. If you do not seize it,the memories and fears of your citizens will fade,and you will not be able to raise the matter again.
 
-<<if ($PC.warfare >= 100)>> <<set _price = 10000>>
-<<elseif ($PC.warfare >= 50) || ($PC.career == "arcology owner")>>
-	<<set _price = 15000>> <<else>> <<set _price = 20000>> <</if>>
-<br><<link "Prepare for an announcement.">> <<replace "#result">>
+<<set _price = 20000>> <<if $PC.warfare >= 100>> <<set _price/2>>
+<<elseif $PC.warfare >= 50||$PC.career === "arcology owner")>>
+<<set _price/1.5>> <</if>>
+<br><<link "Prepare for an announcement.">> <<replace "#result">> 
 	You instruct $assistantName to announce to the arcology's citizenry that you will be making an important announcement in the near future regarding the security situation. Given the damage still present from the Daughters' attack,everyone will be turning in. You also instruct your assistant to begin quietly investigating potential leadership figures for the force itself.
-	<<set $securityForceCreate = 1,$cash -= _price,$securityForceActive = 1>>
-	<<set $SFTarget = "recruit",$SFROE = "hold",$SFRegs = "strict">>
-	<<set $securityForceName = "the special force">>
-	<<set $SFNameCaps = "The Special Force",$ColonelCore = "">>
-	<<set $SubsidyActive = 1,$SFA0 = .99,$Firebase = 0>>
-	<<set $SFTroops = 40,$securityForceDepravity = 0,$SFUpgrade = 0,$SFGift = 0>>
-	<<set $Armoury = 0,$SFDrugs = 0,$SFVehicles = 0,$HeavyBattleTank = 0>>
-	<<set $SFAirForce = 0,$SpacePlane = 0,$GunS = 0>>
-	<<set $SFDrones = 0,$Satellite = 0,$GiantRobot = 0,$MissileSilo = 0>>
-	<<set $AircraftCarrier = 0,$Sub = 0,$HAT = 0.set $ColonelDiscussion = 0>>
-	<<set $ColonelSexed = 0,$ColonelFeelings = 0,$SFUpgradeReset = 0,$SFUC = 0>>
+<<set $SF = {Active:1, Depravity:0, Units:0.99, MWU:0, U:0, WG:0, SpecOps:0,
+	ROE:"hold", Target:"recruit", Regs:"strict", Caps:"The Special Force",
+	Lower:"the special force", Subsidy:1}>> <<set $cash -= _price>>
+<<set $SFUnit = {Troops:40, Armoury:0, Firebase:0,Vehicles:0, Drones:0,
+	Drugs:0, HBT:0, AirForce:0, SpacePlane:0, GunS:0, Satellite:0}>>
+<<if $terrain != "oceanic" && $terrain != "marine">>
+	<<set $SFUnit = {GiantRobot:0, MissileSilo:0}>>
+<<elseif $terrain == "oceanic"||$terrain == "marine">>
+	<<set $SFUnit = {AircraftCarrier:0, Sub:0, HAT:0}>>
+<</if>>
+<<set $SFColonel = {Core:"", Talk:0, Fun:0, Status:0}>>
 <</replace>> <</link>>//Initial costs are @@.yellowgreen;<<print cashFormat(_price)>>@@ and upon establishment the force will have significant support costs until it is self-sufficient.//
 
 <br><<link "The current measures are enough.">> <<replace "#result">>
diff --git a/src/pregmod/SecForceEX/Report.tw b/src/pregmod/SecForceEX/Report.tw
index 92d6fd760ec9984dbf70e602a4a0e31ce4b77468..2241c0a7b6e50ea350f0787cd9fb3ab48e2af963 100644
--- a/src/pregmod/SecForceEX/Report.tw
+++ b/src/pregmod/SecForceEX/Report.tw
@@ -1,24 +1,24 @@
 :: Security Force EOW Report [nobr]
 <<silently>> <<= Count()>>
-<<if $SFTroops > 2000>> <<set $SFTroops = random(1955,1999)>> <</if>>
-<<if $SFTroops < 100>> <<set $SFTroops += Math.ceil(random(2,5))>>
-<<elseif $SFTroops < 2000>>
-	<<if $SFTarget == "recruit">>
-		<<set $SFTroops += Math.ceil(random(-1*$SFTroops/100,0))>>
-	<<elseif $SFTarget == "raiding">>
-		<<set $SFTroops += Math.ceil(random(-3*$SFTroops/100,-4*$SFTroops/100))>>
+<<if SFUnit.Troops > 2000>> <<set SFUnit.Troops = random(1955,1999)>> <</if>>
+<<if SFUnit.Troops < 100>> <<set SFUnit.Troops += Math.ceil(random(2,5))>>
+<<elseif SFUnit.Troops < 2000>>
+	<<if $SF.Target == "recruit">>
+		<<set SFUnit.Troops += Math.ceil(random(-1*SFUnit.Troops/100,0))>>
+	<<elseif $SF.Target == "raiding">>
+		<<set SFUnit.Troops += Math.ceil(random(-3*SFUnit.Troops/100,-4*SFUnit.Troops/100))>>
 	<<else>>
-		<<set $SFTroops += Math.ceil(random(-2*$SFTroops/100,-3*$SFTroops/100))>>
+		<<set SFUnit.Troops += Math.ceil(random(-2*SFUnit.Troops/100,-3*SFUnit.Troops/100))>>
 	<</if>>
 <</if>>
 <<set _Income = 50000,_Profit = 0,_ME = 1,_OPE = .10,_FNGs = 10,_Trade = 0.025>>
 
-<<if $SFUC === 1>> <<set _SFUC = Math.ceil($SFTroops*.05),$SFTroops-_SFUC>>
-<<else>> <<set _SFUC = Math.ceil($SFTroops*.1),$SFTroops-_SFUC>> <</if>>
-<<if $SFTroops > 200>> <<set _Trade += 0.05*(Math.ceil($SFTroops/100))>>
-	<<set _Income += 5000*(Math.ceil($SFTroops/100))>>
+<<if $SF.SpecOps === 1>> <<set _SFUC = Math.ceil(SFUnit.Troops*.05),SFUnit.Troops-_SFUC>>
+<<else>> <<set _SFUC = Math.ceil(SFUnit.Troops*.1),SFUnit.Troops-_SFUC>> <</if>>
+<<if SFUnit.Troops > 200>> <<set _Trade += 0.05*(Math.ceil(SFUnit.Troops/100))>>
+	<<set _Income += 5000*(Math.ceil(SFUnit.Troops/100))>>
 	<<if $secExp === 1>>
-		<<set $authority += 500*(Math.ceil($SFTroops/100)),$authority = Math.clamp($authority, 0, 20000)>>
+		<<set $authority += 500*(Math.ceil(SFUnit.Troops/100)),$authority = Math.clamp($authority, 0, 20000)>>
 	<</if>>
 <</if>>
 
@@ -75,44 +75,44 @@
 		<<set _Trade += 0.25*$HAT,_ME *= 1+($HAT*_OPE)>> <</if>>
 <</if>>
 
-<<if $ColonelSexed > 0>> <<set _ME *= 1+($ColonelSexed*_OPE)>> <</if>>
+<<if $SFColonel.Fun > 0>> <<set _ME *= 1+($SFColonel.Fun*_OPE)>> <</if>>
 <<if $OverallAttendance > 0>> <<set _ME *= 1+($OverallAttendance*_OPE)>> <</if>>
 <<if $LieutenantColonel == 1>><<set _ME *= 1+($LieutenantColonel*_OPE)>> <</if>>
 
-<<set _SFD = $securityForceDepravity>>
-<<switch $ColonelCore>> <<case "kind" "collected.">>
+<<set _SFD = $SF.Depravity>>
+<<switch $SFColonel.Core>> <<case "kind" "collected.">>
 		<<set _FNGs += 10,_Trade += 0.15,_SFD -= 0.15>>
 	<<case "warmonger" "cruel" "psychopathic">>
 		<<set _ME *= 1.15+_OPE,_Trade -= 0.15,_SFD += 0.15>>
 <</switch>>
-<<if $SFTarget == "raiding">> <<set _SFD += 0.05>>
-<<elseif $SFTarget == "secure">> <<set _SFD -= 0.05>> <</if>>
-<<if $SFROE == "free">> <<set _SFD += 0.05>>
-<<elseif $SFROE == "hold">> <<set _SFD -= 0.05>> <</if>>
-<<if $SFRegs == "none">> <<set _SFD += 0.05>>
-<<elseif $SFRegs == "strict">> <<set _SFD -= 0.05>> <</if>>
+<<if $SF.Target == "raiding">> <<set _SFD += 0.05>>
+<<elseif $SF.Target == "secure">> <<set _SFD -= 0.05>> <</if>>
+<<if $SF.ROE == "free">> <<set _ME *= _OPE*.95,_SFD += 0.05,_Trade += _Trade*.95>>
+<<elseif $SF.ROE == "hold">> <<set _ME *= _OPE*1.05,_SFD -= 0.05,_Trade += _Trade*1.05>> <</if>>
+<<if $SF.Regs == "none">> <<set _ME *= _OPE*.95,_SFD += 0.05,_Trade += _Trade*.95>>
+<<elseif $SF.Regs == "strict">> <<set _ME *= _OPE*1.05,_SFD -= 0.05,_Trade += _Trade*1.05>> <</if>>
 <<if _SFD != 0>>
 <<if _SFD < 0>> <<set _ef0 = _SFD*10,_ef1 = 1-(_SFD/10)>>
 <<elseif _SFD > 0>> <<set _ef0 = 1-(_SFD/10),_ef1 = _SFD*10>> <</if>>
 	<<set _Trade += _Trade*(_ef0),_Income += _Income*(_ef1)>> <</if>>
 
-<<if $SFTarget == "recruit">> <<set _FNGs += Math.ceil((_FNGs)*.95)>>
+<<if $SF.Target == "recruit">> <<set _FNGs += Math.ceil((_FNGs)*.95)>>
 <<else>> <<set _FNGs += Math.ceil((_FNGs)*.25)>> <</if>>
-<<if $SFTarget == "secure">> <<set $rep += Math.ceil($rep*((_Trade/100)*.95)))>>
+<<if $SF.Target == "secure">> <<set $rep += Math.ceil($rep*((_Trade/100)*.95)))>>
 	<<set $arcologies[0].prosperity = Math.ceil(($arcologies[0].prosperity+(_Trade/10)*.95))>>
 <<else>> <<set $rep += Math.ceil($rep*((_Trade/100)*.25))>>
 	<<set $arcologies[0].prosperity = Math.ceil(($arcologies[0].prosperity+(_Trade/10)*.25))>>
 <</if>>
-<<if $secExp === 1>> <<set $authority += $SFU*10,$authority = Math.clamp($authority, 0, 20000)>> <</if>>
+<<if $secExp === 1>> <<set $authority += $SF.Units*10,$authority = Math.clamp($authority, 0, 20000)>> <</if>>
 
-<<set _Income = (_Income*_ME)*(1+($week/1000)),$SFTroops += Math.round(_FNGs/2)>>
-<<if $SFTroops > 2000>> <<set $SFTroops = random(1955,1999)>> <</if>>
+<<set _Income = (_Income*_ME)*(1+($week/1000)),SFUnit.Troops += Math.round(_FNGs/2)>>
+<<if SFUnit.Troops > 2000>> <<set SFUnit.Troops = random(1955,1999)>> <</if>>
 <<if $rep > 20000>> <<set $rep = 20000>> <</if>>
 <<if $arcologies[0].prosperity > $AProsperityCap>>
 	<<set $arcologies[0].prosperity = $AProsperityCap>> <</if>>
-<<if _Income > 150000>> <<set _Profitable = 1,$SubsidyActive = 0>>
+<<if _Income > 150000>> <<set _Profitable = 1,$SF.Subsidy = 0>>
 <<else>> <<set _Profitable = 0>> <</if>>
-<<if $SFTarget == "raiding">> <<set _Profit = Math.ceil((_Income/1000)*1.95)>> <<else>>
+<<if $SF.Target == "raiding">> <<set _Profit = Math.ceil((_Income/1000)*1.95)>> <<else>>
 	<<set _Profit = Math.ceil((_Income/1000)*1.25)>> <</if>>
 <<set $cash += _Profit>>
 
@@ -121,69 +121,69 @@
 		<<set _SurvivalChance += 5>> <</if>>
 	<<if random(0,100) > _SurvivalChance>>
 		<<set _Deaths = random(0,(($SFDrugs*2)+4))>> <</if>>
-	<<if _Deaths > 0>> <<set $SFTroops -= _Deaths>> <</if>>
-<</if>> <</silently>>__Status and Activities of $securityForceName __:
-<br>This week, $securityForceName, <<print commaNum($SFTroops)>> strong, focused on
-<<if $SFTarget == "recruit">>
+	<<if _Deaths > 0>> <<set SFUnit.Troops -= _Deaths>> <</if>>
+<</if>> <</silently>>__Status and Activities of $SF.Lower __:
+<br>This week, $SF.Lower, <<print commaNum(SFUnit.Troops)>> strong, focused on
+<<if $SF.Target == "recruit">>
 recruiting and training more personnel. Smaller parties ventured out to protect the arcology's trade routes and strike targets of opportunity.
-<<elseif $SFTarget == "secure">>
+<<elseif $SF.Target == "secure">>
 securing the trade routes between the arcology and the surrounding area. Smaller parties ventured out to strike targets of opportunity and process new recruits.
-<<elseif $SFTarget == "raiding">>
+<<elseif $SF.Target == "raiding">>
 locating and striking targets of opportunity, capturing both material loot and new slaves. Smaller parties secured the most important of the arcology's trade routes and processed new recruits.
 <</if>>
-<<if $SFUC > 0>> <br>A portion of the force was assigned as undercover officers <</if>>
+<<if $SF.SpecOps > 0>> <br>A portion of the force was assigned as undercover officers <</if>>
 
 <<if _Deaths > 0>>
 <<print (_Deaths)>> soldiers fatally overdosed on the drug cocktail
-	<<if $AttendanceGranted === -1>>
+	<<if $SFTradeShow.CanAttend === -1>>
 		, The Colonel's much heavier than average drug use saves her from this side effect
 	<</if>>.
 <</if>>
 These activities have, overall, @@.green;improved@@ your arcology's prosperity.
-The goods procured by the $securityForceName this week, after accounting for the spoils retained by individual soldiers were
+The goods procured by the $SF.Lower this week, after accounting for the spoils retained by individual soldiers were
 <<if _Profitable === 1>>
 , @@.green;more than sufficient@@ to cover expenses. Excess material and human asets totaling @@.yellowgreen;<<print cashFormat(_Profit)>>@@ (after liquidation) were transferred to your accounts.
 <<else>>
 , @@.red;barely enough@@ to cover expenses. More growth will be needed to ensure profitability.
 <</if>>
-$SFNameCaps managed to recruit <<print Math.round(_FNGs/2)>> new soldiers this week, and your reputation has @@.green;increased@@ through the improvement of trade security.
+$SF.Caps managed to recruit <<print Math.round(_FNGs/2)>> new soldiers this week, and your reputation has @@.green;increased@@ through the improvement of trade security.
 
 <br>&nbsp;&nbsp;&nbsp;&nbsp;//Your instructions to <<print SFC()>>://
 <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Deployment focus:
-	<span id="focus"> <<if $SFTarget == "recruit">> ''Recruiting and Training''
-		<<elseif $SFTarget == "secure">> ''Securing Trade Routes''
+	<span id="focus"> <<if $SF.Target == "recruit">> ''Recruiting and Training''
+		<<elseif $SF.Target == "secure">> ''Securing Trade Routes''
 		<<else>> ''Raiding and Slaving'' <</if>> </span> .&nbsp;&nbsp;
-	<<link "Recruit and Train">> <<set $SFTarget = "recruit">>
+	<<link "Recruit and Train">> <<set $SF.Target = "recruit">>
 		<<replace "#focus">> ''Recruiting and Training'' <</replace>> <</link>>
-	| <<link "Secure Trade Routes">> <<set $SFTarget = "secure">>
+	| <<link "Secure Trade Routes">> <<set $SF.Target = "secure">>
 		<<replace "#focus">> ''Securing Trade Routes'' <</replace>> <</link>>
-	| <<link "Raiding and Slaving">> <<set $SFTarget = "raiding">>
+	| <<link "Raiding and Slaving">> <<set $SF.Target = "raiding">>
 		<<replace "#focus">> ''Raiding and Slaving'' <</replace>> <</link>>
 <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Rules of Engagement:
-	<span id="roe"> <<if $SFROE == "hold">> ''Hold Fire''
-		<<elseif $SFROE == "limited">> ''Limited Fire'' <<else>> ''Free Fire'' <</if>>
+	<span id="roe"> <<if $SF.ROE === "hold">> ''Hold Fire''
+		<<elseif $SF.ROE === "limited">> ''Limited Fire'' <<else>> ''Free Fire'' <</if>>
 		</span>.&nbsp;&nbsp;
-		<<link "Hold Fire">> <<set $SFROE = "hold">> <<replace "#roe">> ''Hold Fire''
+		<<link "Hold Fire">> <<set $SF.ROE = "hold">> <<replace "#roe">> ''Hold Fire''
 			<</replace>> <</link>>
-		| <<link "Limited Fire">> <<set $SFROE = "limited">> <<replace "#roe">>
+		| <<link "Limited Fire">> <<set $SF.ROE = "limited">> <<replace "#roe">>
 			'Limited Fire'' <</replace>> <</link>>
-		| <<link "Free Fire">> <<set $SFROE = "free">> <<replace "#roe">> ''Free Fire''
+		| <<link "Free Fire">> <<set $SF.ROE = "free">> <<replace "#roe">> ''Free Fire''
 			<</replace>> <</link>>
 <br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;Accountability:
-	<span id="accountability"> <<if $SFRegs == "strict">> ''Strict Accountability''
-		<<elseif $SFRegs == "some">> ''Some Accountability'' <<else>>
+	<span id="accountability"> <<if $SF.Regs === "strict">> ''Strict Accountability''
+		<<elseif $SF.Regs === "some">> ''Some Accountability'' <<else>>
 		''No Accountability'' <</if>> </span>.&nbsp;&nbsp;
-		<<link "Strict Accountability">> <<set $SFRegs = "strict">>
+		<<link "Strict Accountability">> <<set $SF.Regs = "strict">>
 		<<replace "#accountability">> ''Strict Accountability'' <</replace>> <</link>>
-		| <<link "Some Accountability">> <<set $SFRegs = "some">>
+		| <<link "Some Accountability">> <<set $SF.Regs = "some">>
 			<<replace "#accountability">> ''Some Accountability'' <</replace>> <</link>>
-		| <<link "No Accountability">> <<set $SFRegs = "none">>
+		| <<link "No Accountability">> <<set $SF.Regs = "none">>
 		<<replace "#accountability">> ''No Accountability'' <</replace>> <</link>>
-<<if $SeeTradeShow === 1 && $AttendanceGranted === 1>><br>''TradeShow'':
-	<<set $TradeShowIncome = 0,$TradeShowHelots = 0>> <<= Count()>>
+<<if $SFTradeShow.View === 1 && $SFTradeShow.CanAttend === 1>><br>''TradeShow'':
+	<<set $TradeShowIncome = 0,$TradeShowHelots = 0>>
 	<<set _TradeShowAttendes = 200,_MenialSlavesPerAttendee = 5>>
 	<<set _MenialSlaves = Math.ceil(random(1,((_TradeShowAttendes*_MenialSlavesPerAttendee)/10)))>>
-	<<set _TSProfit = Math.ceil(500000*(1+($SFU/1000))*(1+($arcologies[0].prosperity/1000))*_Env)>>
+	<<set _TSProfit = Math.ceil(500000*(1+($SF.Units/1000))*(1+($arcologies[0].prosperity/1000))*_Env)>>
 	During a break, The Colonel managed to sell some generic schematics to the _TradeShowAttendes  attendes, some decided to also give her some menial slaves as a bonus.<br>
 	<<set $helots = $helots+_MenialSlaves>>
 	<<set $TradeShowHelots += _MenialSlaves,$TotalTradeShowHelots += _MenialSlaves>>
@@ -194,5 +194,5 @@ $SFNameCaps managed to recruit <<print Math.round(_FNGs/2)>> new soldiers this w
 		<<set $mercFreeManpower += _MigrantMercs,$CMigrantMercs += _MigrantMercs>>
 		<<set $OMigrantMercs += _MigrantMercs>>
 	<</if>> <<set $OverallAttendance += 1>>
-<</if>> <<include "FlavourText">> <<if $SFUC === 1>> <<set $SFUC = 0>> <</if>>
-<<set $SFUpgrade = 0,$SFGift = 0,$ColonelDiscussion = 0,$ColonelSexed = 0>>
\ No newline at end of file
+<</if>> <<include "FlavourText">> <<if $SF.SpecOps === 1>> <<set $SF.SpecOps = 0>> <</if>>
+<<set $SF.U = 0,$SF.WG = 0,$SFColonel.Talk = 0,$SFColonel.Fun = 0>>
\ No newline at end of file
diff --git a/src/pregmod/SecForceEX/Tree.tw b/src/pregmod/SecForceEX/Tree.tw
index 5d7afc42b3c2ad67bfdb5a9c646691e0a8e53647..86b0cb5f8956ae2f4e1f4602d7bcc5bee824f48d 100644
--- a/src/pregmod/SecForceEX/Tree.tw
+++ b/src/pregmod/SecForceEX/Tree.tw
@@ -4,23 +4,23 @@
 	<<if $Firebase < 1 || $Firebase < 2 || $Firebase < 4>><br>&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;More firebase upgrades are required to unlock further options.<</if>>
 	<<if $Firebase < 5 || $Firebase < _FirebaseU>>
 		@@.green;<<link "Firebase">> <<replace "#resultX">>
-			<<set $SFUpgrade = 1, $Firebase++, $cash -= Math.ceil(100000*_Env*(1.15+($SFU/10))*(1.15+($Firebase/100)))>> <<goto "Firebase">>
-		<</replace>> <</link>>@@ // @@.yellowgreen;<<print cashFormat(Math.ceil(100000*_Env*(1.15+($SFU/10))*(1.15+($Firebase/100))))>>@@ //
+			<<set $SF.U = 1, $Firebase++, $cash -= Math.ceil(100000*_Env*(1.15+($SF.Units/10))*(1.15+($Firebase/100)))>> <<goto "Firebase">>
+		<</replace>> <</link>>@@ // @@.yellowgreen;<<print cashFormat(Math.ceil(100000*_Env*(1.15+($SF.Units/10))*(1.15+($Firebase/100))))>>@@ //
 	<</if>>
 	<<if $Armoury < 5 || $Armoury < _ArmouryU>>
 		@@.green;<<link "Armoury">> <<replace "#resultX">>
-			<<set $SFUpgrade = 1, $Armoury++, $cash -= Math.ceil(40000*_Env*(1.15+($SFU/10))*(1.15+($Armoury/100)))>> <<goto "Firebase">>
-		<</replace>> <</link>>@@ // @@.yellowgreen;<<print cashFormat(Math.ceil(40000*_Env*(1.15+($SFU/10))*(1.15+($Armoury/100))))>>@@ //
+			<<set $SF.U = 1, $Armoury++, $cash -= Math.ceil(40000*_Env*(1.15+($SF.Units/10))*(1.15+($Armoury/100)))>> <<goto "Firebase">>
+		<</replace>> <</link>>@@ // @@.yellowgreen;<<print cashFormat(Math.ceil(40000*_Env*(1.15+($SF.Units/10))*(1.15+($Armoury/100))))>>@@ //
 	<</if>>
 	<<if $SFDrugs < 5 || $SFDrugs < _SFDrugsU>>
 		@@.green;<<link "Drug Lab">> <<replace "#resultX">>
-			<<set $SFUpgrade = 1, $SFDrugs++, $cash -= Math.ceil(40000*_Env*(1.15+($SFU/10))*(1.15+($SFDrugs/100)))>> <<goto "Firebase">>
-		<</replace>> <</link>>@@ // @@.yellowgreen;<<print cashFormat(Math.ceil(40000*_Env*(1.15+($SFU/10))*(1.15+($SFDrugs/100))))>>@@ //
+			<<set $SF.U = 1, $SFDrugs++, $cash -= Math.ceil(40000*_Env*(1.15+($SF.Units/10))*(1.15+($SFDrugs/100)))>> <<goto "Firebase">>
+		<</replace>> <</link>>@@ // @@.yellowgreen;<<print cashFormat(Math.ceil(40000*_Env*(1.15+($SF.Units/10))*(1.15+($SFDrugs/100))))>>@@ //
 	<</if>>
 	<<if $Firebase >= 2 && ($SFDrones < 5  || $SFDrones < _SFDronesU)>>
 		@@.green;<<link "Drone bay">> <<replace "#resultX">>
-			<<set $SFUpgrade = 1, $SFDrones++, $cash -= Math.ceil(45000*_Env*(1.15+($SFU/10))*(1.15+($SFDrones/100))*$HSM)>> <<goto "Firebase">>
-		<</replace>> <</link>>@@ // @@.yellowgreen;<<print cashFormat(Math.ceil(45000*_Env*(1.15+($SFU/10))*(1.15+($SFDrones/100))*$HSM))>>@@ //
+			<<set $SF.U = 1, $SFDrones++, $cash -= Math.ceil(45000*_Env*(1.15+($SF.Units/10))*(1.15+($SFDrones/100))*$HSM)>> <<goto "Firebase">>
+		<</replace>> <</link>>@@ // @@.yellowgreen;<<print cashFormat(Math.ceil(45000*_Env*(1.15+($SF.Units/10))*(1.15+($SFDrones/100))*$HSM))>>@@ //
 	<</if>>
 
 	<<if $Firebase >= 1 && (_Garage < 5 ||_Garage < _GarageU)>>
@@ -29,13 +29,13 @@
 	@@.green;<<link "Go back""Firebase">> <</link>>@@
 		<<if ($SFVehicles < 5|| $SFVehicles < _SFVehiclesU)>>
 			@@.green;<<link "Vehicle fleet">> <<replace "#resultY">>
-				<<set $SFUpgrade = 1, $SFVehicles++, $cash -= Math.ceil(60000*_Env*(1.15+($SFU/10))*(1.15+($SFVehicles/100)))>> <<goto "Firebase">>
-			<</replace>> <</link>>@@// @@.yellowgreen;<<print cashFormat(Math.ceil(60000*_Env*(1.15+($SFU/10))*(1.15+($SFVehicles/100))))>>@@ //
+				<<set $SF.U = 1, $SFVehicles++, $cash -= Math.ceil(60000*_Env*(1.15+($SF.Units/10))*(1.15+($SFVehicles/100)))>> <<goto "Firebase">>
+			<</replace>> <</link>>@@// @@.yellowgreen;<<print cashFormat(Math.ceil(60000*_Env*(1.15+($SF.Units/10))*(1.15+($SFVehicles/100))))>>@@ //
 		<</if>>
 		<<if $HeavyBattleTank < _HeavyBattleTankU>>
 				@@.green;<<link "Heavy battle tank">> <<replace "#resultY">>
-				<<set $SFUpgrade = 1, $HeavyBattleTank++, $cash -= Math.ceil(150000*_Env*(1.15+($SFU/10))*(1.15+($HeavyBattleTank/100)))>> <<goto "Firebase">>
-			<</replace>> <</link>>@@// @@.yellowgreen;<<print cashFormat(Math.ceil(150000*_Env*(1.15+($SFU/10))*(1.15+($HeavyBattleTank/100))))>>@@ //
+				<<set $SF.U = 1, $HeavyBattleTank++, $cash -= Math.ceil(150000*_Env*(1.15+($SF.Units/10))*(1.15+($HeavyBattleTank/100)))>> <<goto "Firebase">>
+			<</replace>> <</link>>@@// @@.yellowgreen;<<print cashFormat(Math.ceil(150000*_Env*(1.15+($SF.Units/10))*(1.15+($HeavyBattleTank/100))))>>@@ //
 		<</if>>
 	</span> <</replace>> <</link>>@@ <</if>>
 
@@ -45,18 +45,18 @@
 	@@.green;<<link "Go back""Firebase">> <</link>>@@
 	<<if $SFAirForce < 5 || $SFAirForce < _SFAirForceU>>
 		@@.green;<<link "Aircraft fleet">> <<replace "#resultY">>
-			<<set $SFUpgrade = 1, $SFAirForce++, $cash -= Math.ceil(70000*_Env*(1.15+($SFU/10))*(1.15+($SFAirForce/100)))>> <<goto "Firebase">>
-		<</replace>> <</link>>@@ // @@.yellowgreen;<<print cashFormat(Math.ceil(70000*_Env*(1.15+($SFU/10))*(1.15+($SFAirForce/100))))>>@@ //
+			<<set $SF.U = 1, $SFAirForce++, $cash -= Math.ceil(70000*_Env*(1.15+($SF.Units/10))*(1.15+($SFAirForce/100)))>> <<goto "Firebase">>
+		<</replace>> <</link>>@@ // @@.yellowgreen;<<print cashFormat(Math.ceil(70000*_Env*(1.15+($SF.Units/10))*(1.15+($SFAirForce/100))))>>@@ //
 	<</if>>
 	<<if $SpacePlane < _SpacePlaneU>>
 		@@.green;<<link "Space plane">> <<replace "#resultY">>
-			<<set $SFUpgrade = 1, _SpacePlane++, $cash -= Math.ceil(250000*_Env*(1.15+($SFU/10))*(1.15+($SpacePlane/100))*$HSM)>> <<goto "Firebase">>
-		<</replace>> <</link>>@@ // @@.yellowgreen;<<print cashFormat(Math.ceil(250000*_Env*(1.15+($SFU/10))*(1.15+($SpacePlane/100))*$HSM))>>@@ //
+			<<set $SF.U = 1, _SpacePlane++, $cash -= Math.ceil(250000*_Env*(1.15+($SF.Units/10))*(1.15+($SpacePlane/100))*$HSM)>> <<goto "Firebase">>
+		<</replace>> <</link>>@@ // @@.yellowgreen;<<print cashFormat(Math.ceil(250000*_Env*(1.15+($SF.Units/10))*(1.15+($SpacePlane/100))*$HSM))>>@@ //
 	<</if>>
 	<<if $GunS < _GunSU>>
 		@@.green;<<link "Gunship">> <<replace "#resultY">>
-			<<set $SFUpgrade = 1, $GunS++, $cash -= Math.ceil(350000*_Env*(1.15+($SFU/10))*(1.15+($GunS/100))*$HSM)>> <<goto "Firebase">>
-		<</replace>> <</link>>@@ // @@.yellowgreen;<<print cashFormat(Math.ceil(350000*_Env*(1.15+($SFU/10))*(1.15+($GunS/100))*$HSM))>>@@ //
+			<<set $SF.U = 1, $GunS++, $cash -= Math.ceil(350000*_Env*(1.15+($SF.Units/10))*(1.15+($GunS/100))*$HSM)>> <<goto "Firebase">>
+		<</replace>> <</link>>@@ // @@.yellowgreen;<<print cashFormat(Math.ceil(350000*_Env*(1.15+($SF.Units/10))*(1.15+($GunS/100))*$HSM))>>@@ //
 	<</if>>
 	</span> <</replace>> <</link>>@@ <</if>>
 
@@ -66,18 +66,18 @@
 		@@.green;<<link "Go back""Firebase">> <</link>>@@
 			<<if $Satellite < _SatU>>
 				@@.green;<<link "Satellite">> <<replace "#resultY">>
-					<<set $SFUpgrade = 1, $Satellite++, $cash -= Math.ceil(525000*_Env*(1.15+($SFU/10))*(1.15+($Satellite/100))*$HSM)>> <<goto "Firebase">>
-				<</replace>> <</link>>@@ // @@.yellowgreen;<<print cashFormat(Math.ceil(525000*_Env*(1.15+($SFU/10))*(1.15+($Satellite/100))*$HSM))>>@@ //
+					<<set $SF.U = 1, $Satellite++, $cash -= Math.ceil(525000*_Env*(1.15+($SF.Units/10))*(1.15+($Satellite/100))*$HSM)>> <<goto "Firebase">>
+				<</replace>> <</link>>@@ // @@.yellowgreen;<<print cashFormat(Math.ceil(525000*_Env*(1.15+($SF.Units/10))*(1.15+($Satellite/100))*$HSM))>>@@ //
 			<</if>>
 			<<if $GiantRobot < _GiantRobotU>>
 				@@.green;<<link "Giant robot">> <<replace "#resultY">>
-					<<set $SFUpgrade = 1, $GiantRobot++, $cash -= Math.ceil(550000*_Env*(1.15+($SFU/10))*(1.15+($GiantRobot/100))*$HSM)>> <<goto "Firebase">>
-				<</replace>> <</link>>@@ // @@.yellowgreen;<<print cashFormat(Math.ceil(550000*_Env*(1.15+($SFU/10))*(1.15+($GiantRobot/100))*$HSM))>>@@ //
+					<<set $SF.U = 1, $GiantRobot++, $cash -= Math.ceil(550000*_Env*(1.15+($SF.Units/10))*(1.15+($GiantRobot/100))*$HSM)>> <<goto "Firebase">>
+				<</replace>> <</link>>@@ // @@.yellowgreen;<<print cashFormat(Math.ceil(550000*_Env*(1.15+($SF.Units/10))*(1.15+($GiantRobot/100))*$HSM))>>@@ //
 			<</if>>
 			<<if $MissileSilo < _MissileSiloU>>
 					@@.green;<<link "Missile silo">> <<replace "#resultY">>
-						<<set $SFUpgrade = 1, $MissileSilo++, $cash -= Math.ceil(565000*_Env*(1.15+($SFU/10))*(1.15+($MissileSilo/100))*$HSM)>> <<goto "Firebase">>
-					<</replace>> <</link>>@@ // @@.yellowgreen;<<print cashFormat(Math.ceil(565000*_Env*(1.15+($SFU/10))*(1.15+($MissileSilo/100))*$HSM))>>@@ //
+						<<set $SF.U = 1, $MissileSilo++, $cash -= Math.ceil(565000*_Env*(1.15+($SF.Units/10))*(1.15+($MissileSilo/100))*$HSM)>> <<goto "Firebase">>
+					<</replace>> <</link>>@@ // @@.yellowgreen;<<print cashFormat(Math.ceil(565000*_Env*(1.15+($SF.Units/10))*(1.15+($MissileSilo/100))*$HSM))>>@@ //
 			<</if>>
 	</span> <</replace>> <</link>>@@ <</if>>
 
@@ -87,23 +87,23 @@
 			@@.green;<<link "Go back""Firebase">> <</link>>@@
 			<<if $AircraftCarrier < _AircraftCarrierU>>
 				@@.green;<<link "Aircraft carrier">> <<replace "#resultY">>
-					<<set $SFUpgrade = 1, $AircraftCarrier++, $cash -= Math.ceil(650000*_Env*(1.15+($SFU/10))*(1.15+($AircraftCarrier/100))*$HSM)>> <<goto "Firebase">>
-				<</replace>> <</link>>@@ // @@.yellowgreen;<<print cashFormat(Math.ceil(650000*_Env*(1.15+($SFU/10))*(1.15+($AircraftCarrier/100))*$HSM))>>@@ //
+					<<set $SF.U = 1, $AircraftCarrier++, $cash -= Math.ceil(650000*_Env*(1.15+($SF.Units/10))*(1.15+($AircraftCarrier/100))*$HSM)>> <<goto "Firebase">>
+				<</replace>> <</link>>@@ // @@.yellowgreen;<<print cashFormat(Math.ceil(650000*_Env*(1.15+($SF.Units/10))*(1.15+($AircraftCarrier/100))*$HSM))>>@@ //
 			<</if>>
 			<<if $Sub < _SubU>>
 				@@.green;<<link "Submarine">> <<replace "#resultY">>
-					<<set $SFUpgrade = 1, $Sub++, $cash -= Math.ceil(700000*_Env*(1.15+($SFU/10))*(1.15+($Sub/100))*$HSM)>> <<goto "Firebase">>
-				<</replace>> <</link>>@@ // @@.yellowgreen;<<print cashFormat(Math.ceil(700000*_Env*(1.15+($SFU/10))*(1.15+($Sub/100))*$HSM))>>@@ //
+					<<set $SF.U = 1, $Sub++, $cash -= Math.ceil(700000*_Env*(1.15+($SF.Units/10))*(1.15+($Sub/100))*$HSM)>> <<goto "Firebase">>
+				<</replace>> <</link>>@@ // @@.yellowgreen;<<print cashFormat(Math.ceil(700000*_Env*(1.15+($SF.Units/10))*(1.15+($Sub/100))*$HSM))>>@@ //
 			<</if>>
 			<<if $HAT < _HATU>>
 				@@.green;<<link "Heavy amphibious transport">> <<replace "#resultY">>
-					<<set $SFUpgrade = 1, $HAT++, $cash -= Math.ceil(665000*_Env*(1.15+($SFU/10))*(1.15+($Sub/100)))>> <<goto "Firebase">>
-				<</replace>> <</link>>@@ // @@.yellowgreen;<<print cashFormat(Math.ceil(665000*_Env*(1.15+($SFU/10))*(1.15+($HAT/100))))>>@@ //
+					<<set $SF.U = 1, $HAT++, $cash -= Math.ceil(665000*_Env*(1.15+($SF.Units/10))*(1.15+($Sub/100)))>> <<goto "Firebase">>
+				<</replace>> <</link>>@@ // @@.yellowgreen;<<print cashFormat(Math.ceil(665000*_Env*(1.15+($SF.Units/10))*(1.15+($HAT/100))))>>@@ //
 			<</if>>
 			</span> <</replace>> <</link>>@@ <</if>>
 </span>
 /* @@.green;<<link "Support Facility">> <<replace "#resultX">>
-<<set $SFUpgrade = 1, $cash -= Math.ceil( (($C*(1.15+(($SFA0/1000))*($U+.15))*_Env )>>
+<<set $SF.U = 1, $cash -= Math.ceil( (($C*(1.15+(($SFA0/1000))*($U+.15))*_Env )>>
 <<set $SFIDs = [], $SupportFacilityDecoration = "standard", $SupportFacilityNameCount = "The Support Facility", $SupportFacilityEfficiency = 0>>
 <<set $SupportFacility = 5, $SupportFacilitySlaves = 0, $LieutenantColonel = 0>>
 <<set $FacilitySupportSpeedUpgrades = 0, $FacilitySupportTrainingUpgrade = 0>>
diff --git a/src/pregmod/SecForceEX/TrickShotNight.tw b/src/pregmod/SecForceEX/TrickShotNight.tw
index b7846589ee351cfe0f28705dba3215ceb7c1f0d7..206a35ed7214682e4d2a6f5beb7cf00b20f155a4 100644
--- a/src/pregmod/SecForceEX/TrickShotNight.tw
+++ b/src/pregmod/SecForceEX/TrickShotNight.tw
@@ -2,18 +2,18 @@
 
 <<set $nextButton = "Continue", $nextLink = "RIE Eligibility Check", $returnTo = "RIE Eligibility Check">>
 
-Despite your direct elevator, interaction with the majority of your security force is relatively scarce. Aside from mutually exchanged nods in the firebase and the occasional briefing, your $securityForceName enjoy a degree of autonomy.
+Despite your direct elevator, interaction with the majority of your security force is relatively scarce. Aside from mutually exchanged nods in the firebase and the occasional briefing, your $SF.Lower enjoy a degree of autonomy.
 
 <br><br>On a particularly lackadaisical evening, you find yourself alerted to a message alert by $assistantName.
 <<if $assistant > 0>>
-	"<<if def $PC.customTitle>>$PC.customTitle<<elseif $PC.title != 0>>Master<<else>>Mistress<</if>>, a message from $securityForceName." She pauses before continuing. "It seems they're asking if you'd like to join their trick shot night."
+	"<<if def $PC.customTitle>>$PC.customTitle<<elseif $PC.title != 0>>Master<<else>>Mistress<</if>>, a message from $SF.Lower." She pauses before continuing. "It seems they're asking if you'd like to join their trick shot night."
 <<else>>
-	It informs you that $securityForceName have sent a message asking you to join them at their trick shot night.
+	It informs you that $SF.Lower have sent a message asking you to join them at their trick shot night.
 <</if>>
 
 <br><br> <span id="result"> <<link "Politely decline">>
 	<<replace "#result">>
-		You inform $securityForceName that you aren't planning to attend. A short while later, you receive a message from them stating that their invitation is an open one and that you're welcome to join in another night.
+		You inform $SF.Lower that you aren't planning to attend. A short while later, you receive a message from them stating that their invitation is an open one and that you're welcome to join in another night.
 	<</replace>>
 <</link>>
 
@@ -23,7 +23,7 @@ Despite your direct elevator, interaction with the majority of your security for
 
 <br><<link "Attend the trick shot night">>
 	<<replace "#result">> <<set $PC.warfare += 1>>
-		You instruct to $assistantName to inform $securityForceName that you will be attending their trick shot night, and after settling your affairs in the penthouse you head down to the firebase. The atmosphere in the firebase is casual, especially in comparison to the usual situations you meet them, though your security force still maintain some measure of decorum towards you as their employer. Eventually, you settle in at the table with a handful of $securityForceName officers and cash in your @@.yellowgreen;<<print cashFormat(500000)>>@@ into bullets. All that remains is to decide your strategy for the night.
+		You instruct to $assistantName to inform $SF.Lower that you will be attending their trick shot night, and after settling your affairs in the penthouse you head down to the firebase. The atmosphere in the firebase is casual, especially in comparison to the usual situations you meet them, though your security force still maintain some measure of decorum towards you as their employer. Eventually, you settle in at the table with a handful of $SF.Lower officers and cash in your @@.yellowgreen;<<print cashFormat(500000)>>@@ into bullets. All that remains is to decide your strategy for the night.
 		<br><br> <span id="bountyresult">
 
 	<<link "Play it safe">>
@@ -49,7 +49,7 @@ Despite your direct elevator, interaction with the majority of your security for
 						For all your skillful maneuvering to reach this position, ultimately the win comes down to chance. This time, however, luck was not on your side. As the victor sweeps up her spoils, the other security force clap you on the back and offer their condolences for your defeat. Though you may have lost your ¤, it seems you've @@.green;made some friends.@@
 						<<set $rep += 1000, $cash -= 500000>>
 						<<else>>
-						For all your skillful maneuvering to reach this position, ultimately the win comes down to chance. This time, however, luck has rendered you the victor. A silence falls over the room as the result is declared, but after some time your opponent breaks the hush by joking that life as your slave is probably easier than fighting for $arcologies[0].name. After some awkward laughter the night continues, and at the end your former mercenary joins you on your trip back to the penthouse to submit to processing and to begin her new life as your sexual servant. She's not young, but she's tough and not distrusting of you due to her service in $securityForceName.
+						For all your skillful maneuvering to reach this position, ultimately the win comes down to chance. This time, however, luck has rendered you the victor. A silence falls over the room as the result is declared, but after some time your opponent breaks the hush by joking that life as your slave is probably easier than fighting for $arcologies[0].name. After some awkward laughter the night continues, and at the end your former mercenary joins you on your trip back to the penthouse to submit to processing and to begin her new life as your sexual servant. She's not young, but she's tough and not distrusting of you due to her service in $SF.Lower.
 						<br>
 						<<set $activeSlaveOneTimeMinAge = 25>>
 						<<set $activeSlaveOneTimeMaxAge = 35>>
diff --git a/src/pregmod/SecForceEX/WeeklyInteractions.tw b/src/pregmod/SecForceEX/WeeklyInteractions.tw
index 99bdf73b7d596cbb8f7918ccd19afcdea16085c0..b8c106b51e10f8b97d3bcdacfe8436468c307023 100644
--- a/src/pregmod/SecForceEX/WeeklyInteractions.tw
+++ b/src/pregmod/SecForceEX/WeeklyInteractions.tw
@@ -1,30 +1,30 @@
 :: WI [nobr]
-<<if $SFGift == 0>><br>Ask <<print SFC()>>:
+<<if $SF.WG == 0>><br>Ask <<print SFC()>>:
 @@.yellowgreen;<<link "For some extra cash.""Firebase">>
-	/*<<set $CashGift = ((Math.ceil((Math.abs($cash)*0.05)*(Math.max(0.99,$SFU))))*($arcologies[0].prosperity/100))*_Env>> OLD*/
-	<<set $CashGift = Math.ceil(25000*($SFU/10)*_Env),$SFGift = 1,$choice = 1,$cash += $CashGift>>
+	/*<<set $CashGift = ((Math.ceil((Math.abs($cash)*0.05)*(Math.max(0.99,$SF.Units))))*($arcologies[0].prosperity/100))*_Env>> OLD*/
+	<<set $CashGift = Math.ceil(25000*($SF.Units/10)*_Env),$SF.WG = 1,$choice = 1,$cash += $CashGift>>
 <</link>>@@
-<<if $rep < 20000 && $AttendanceGranted === -1>>
+<<if $rep < 20000 && $SFTradeShow.CanAttend === -1>>
 @@.green;<<link "To put in a good word for you with her contacts.""Firebase">>
-	<<set $GoodWords1 += 250+(Math.ceil($SFU/100*_Env))>>
-	<<set $GoodWords1 = (Number($GoodWords1) ? $GoodWords1 : 500),$SFGift = 1>>
+	<<set $GoodWords1 += 250+(Math.ceil($SF.Units/100*_Env))>>
+	<<set $GoodWords1 = (Number($GoodWords1) ? $GoodWords1 : 500),$SF.WG = 1>>
 	<<set $rep += $GoodWords1,$choice = 2>> <</link>>@@ <</if>>
-<<if $arcologies[0].prosperity < $AProsperityCap && $AttendanceGranted === -1>>
+<<if $arcologies[0].prosperity < $AProsperityCap && $SFTradeShow.CanAttend === -1>>
 	@@.yellowgreen;<<link "To use her contacts to help the arcology's business community.""Firebase">>
-	<<set $GoodWords2 = _EnvProsp+(Math.ceil($SFU/100*_Env)),$SFGift = 1,$choice = 3>>
+	<<set $GoodWords2 = _EnvProsp+(Math.ceil($SF.Units/100*_Env)),$SF.WG = 1,$choice = 3>>
 	<<set $arcologies[0].prosperity += $GoodWords2>>
 		<<if $arcologies[0].prosperity + $GoodWords2 > $AProsperityCap>>
 			<<set $arcologies[0].prosperity = $AProsperityCap>> <</if>> <</link>>@@
 <</if>> <</if>>
 
-<<if $ColonelDiscussion === 0 && $ColonelSexed === 0 && $AttendanceGranted === -1>> <span id="result0">
+<<if $SFColonel.Talk === 0 && $SFColonel.Fun === 0 && $SFTradeShow.CanAttend === -1>> <span id="result0">
 Where do you want to spend time with The Colonel this week?
-<<if $ColonelFeelings >= 25>>
+<<if $SFColonel.Status >= 25>>
 	@@.orange;<<link "On the surface">> <<replace "#result0">>
-		<<set $ColonelDiscussion = 1>>
+		<<set $SFColonel.Talk = 1>>
 			You ask The Colonel if she would like to stretch her legs up on the surface. It doesn't take much effort for her to agree.
 			<<if $PC.warfare < 10>>
-				<br>Your complete lack of skill at warfare ensures that <<if $Bodyguard != 0>>in addition to $Bodyguard.slaveName, <</if>>you need; two full squads of $securityForceName on foot, a squadron of fighters, a small convoy of $securityForceName's ground vehicles.
+				<br>Your complete lack of skill at warfare ensures that <<if $Bodyguard != 0>>in addition to $Bodyguard.slaveName, <</if>>you need; two full squads of $SF.Lower on foot, a squadron of fighters, a small convoy of $SF.Lower's ground vehicles.
 			<<elseif $PC.warfare >= 100 && $PC.career == "mercenary">>
 				<br>Your mastery of wet work and prior experience in a PMC satisfies The Colonel that you only need one soldier and a single vehicle<<if $Bodyguard != 0>> plus $Bodyguard.slaveName<</if>>. Being able to see and interact with the arcology owner even more directly if they so wish boosts the mood of your citizen's while also giving them an increased opportunity to try gaining favor with you.
 				<<set $rep += 10, $cash += $EnvCash2>>
@@ -32,11 +32,11 @@ Where do you want to spend time with The Colonel this week?
 				<br>Your mastery of wet work satisfies The Colonel that you only need two soldiers and a single vehicle<<if $Bodyguard != 0>> plus $Bodyguard.slaveName<</if>>. Being able to see and interact with the arcology owner directly if they so wish boosts the mood of your citizens while also giving them the opportunity to try gaining favor with you.
 				<<set $rep += 5, $cash += $EnvCash3>>
 			<<elseif $PC.warfare >= 60>>
-				<br>Your expertise in warfare means that <<if $Bodyguard != 0>>in addition to $Bodyguard.slaveName <</if>>you need; two full squads of $securityForceName on foot, a squadron of fighters and a large convoy of $securityForceName's ground vehicles.
+				<br>Your expertise in warfare means that <<if $Bodyguard != 0>>in addition to $Bodyguard.slaveName <</if>>you need; two full squads of $SF.Lower on foot, a squadron of fighters and a large convoy of $SF.Lower's ground vehicles.
 			<<elseif $PC.warfare >= 30>>
-				<br>As you have some skill in warfare, you only need<<if $Bodyguard != 0>> in addition to $Bodyguard.slaveName<</if>>; two full squads of $securityForceName on foot, a squadron of fighters, a small convoy of $securityForceName's ground vehicles.
+				<br>As you have some skill in warfare, you only need<<if $Bodyguard != 0>> in addition to $Bodyguard.slaveName<</if>>; two full squads of $SF.Lower on foot, a squadron of fighters, a small convoy of $SF.Lower's ground vehicles.
 			<<elseif $PC.warfare >= 10>>
-				<br>Your F.N.G. tier skill in warfare ensures that <<if $Bodyguard != 0>>in addition to $Bodyguard.slaveName, <</if>>you need; two full squads of $securityForceName on foot, a squadron of fighters, a small convoy of $securityForceName's ground vehicles.
+				<br>Your F.N.G. tier skill in warfare ensures that <<if $Bodyguard != 0>>in addition to $Bodyguard.slaveName, <</if>>you need; two full squads of $SF.Lower on foot, a squadron of fighters, a small convoy of $SF.Lower's ground vehicles.
 			<</if>>
 			<<if $arcologies[0].FSPaternalist != "unset">>
 				Stopping at a paternalist shop, you help The Colonel select some luxurious and relaxing treatments for her main slave.
@@ -54,7 +54,7 @@ Where do you want to spend time with The Colonel this week?
 					Your basic skill at slavery, allows you to neither be a hindrance or helpful.
 				<</if>>
 			<<else>> Stopping at a shop. <</if>>
-			<br>Soon the entourage heads back to the HQ of $securityForceName. Along the route you see a homeless citizen in great pain.
+			<br>Soon the entourage heads back to the HQ of $SF.Lower. Along the route you see a homeless citizen in great pain.
 			<<if $PC.medicine < 10>>
 				Your total lack of medical skill causes the death of the citizen.
 				<<set $arcologies[0].prosperity -= .25>>
@@ -70,14 +70,14 @@ Where do you want to spend time with The Colonel this week?
 				Your moderate skill in medicine ensures that the citizen's condition ever so slightly improves.
 			<<elseif $PC.medicine >= 10>>
 				Your basic skill in medicine is sufficient only to stabilize the citizen.
-			<</if>> <<set $ColonelFeelings += 2>>
+			<</if>> <<set $SFColonel.Status += 2>>
 	<</replace>> <</link>>@@
 <</if>>
 
 @@.orange;<<link "HQ.">> <<replace "#result0">> <span id="result1">
 What do you want to do with The Colonel in the HQ?
 @@.orange;<<link "Learn">> <<replace "#result1">>
-<<set $ColonelDiscussion = 1,$ColonelFeelings += 1>>
+<<set $SFColonel.Talk = 1,$SFColonel.Status += 1>>
 "Sure, <<print SFCR()>>,I can use a break from all of this." She laughs.
 She can try teaching you a bit about;
 	@@.orange;[[field medicine|Firebase][$PC.medicine += 2]]@@
@@ -87,34 +87,34 @@ She can try teaching you a bit about;
 	,@@.orange;[[hacking|Firebase][$PC.hacking += 2]]@@
 	,@@.orange;[[general skills|Firebase][$PC.medicine += 1,$PC.trading += 1,$PC.slaving += 1,$PC.engineering += 1,$PC.hacking += 1]]@@
 	or you can ,@@.orange;[[listen to some war stories|Firebase][$PC.warfare += 2]]@@
-@@.orange;[[Go back|Firebase][$ColonelDiscussion = 0,$ColonelFeelings -= 1]]@@
+@@.orange;[[Go back|Firebase][$SFColonel.Talk = 0,$SFColonel.Status -= 1]]@@
 <</replace>> <</link>>@@
 
-<<if $ColonelFeelings >= 45>>
+<<if $SFColonel.Status >= 45>>
 @@.orange;<<link "Have some fun">> <<replace "#result1">>
 	@@.orange;<<link "Go back""Firebase">>
-		<<set $ColonelSexed = 0, $ColonelDiscussion = 0,$ColonelFeelings -= 3>>
+		<<set $SFColonel.Fun = 0, $SFColonel.Talk = 0,$SFColonel.Status -= 3>>
 	<</link>>@@
-	<<set $ColonelSexed = 1,$ColonelDiscussion = 1,$ColonelFeelings += 3>>
+	<<set $SFColonel.Fun = 1,$SFColonel.Talk = 1,$SFColonel.Status += 3>>
 	Where should this fun take place?
 	<br>@@.orange;<<link "In private">> <span id="result6">
 			Which orifice do you wish to target?
 			@@.orange;<<link "Go back""Firebase">> <</link>>@@
 				<br>@@.orange;<<link "Pussy">> <<replace "#result6">>
 					<<include "SFColonelSexDec">>
-					<</replace>> <<set $ColonelSexed += 1>> <</link>>@@
+					<</replace>> <<set $SFColonel.Fun += 1>> <</link>>@@
 				<br>@@.orange;<<link "Ass">> <<replace "#result6">>
 					<<include "SFColonelSexDec">>
-					<</replace>> <<set $ColonelSexed += 1>> <</link>>@@
+					<</replace>> <<set $SFColonel.Fun += 1>> <</link>>@@
 				<br>@@.orange;<<link "Both pussy and ass">> <<replace "#result6">>
 					<<include "SFColonelSexDec">>
-					<</replace>> <<set $ColonelSexed += 2>> <</link>>@@
+					<</replace>> <<set $SFColonel.Fun += 2>> <</link>>@@
 				<br>@@.orange;<<link "Mouth">> <<replace "#result6">>
 					<<include "SFColonelSexDec">>
-					<</replace>> <<set $ColonelSexed += 1>> <</link>>@@
+					<</replace>> <<set $SFColonel.Fun += 1>> <</link>>@@
 				<br>@@.orange;<<link "All three holes">> <<replace "#result6">>
 					<<include "SFColonelSexDec">>
-					<</replace>> <<set $ColonelSexed += 3>> <</link>>@@
+					<</replace>> <<set $SFColonel.Fun += 3>> <</link>>@@
 	</span> <</link>>@@
 
 	<br>@@.orange;<<link "On The Colonel's throne.">> <span id="result6">
@@ -122,19 +122,19 @@ She can try teaching you a bit about;
 			@@.orange;<<link "Go back""Firebase">> <</link>>@@
 				<br>@@.orange;<<link "Pussy">> <<replace "#result6">>
 					<<include "SFColonelSexDec">>
-					<</replace>> <<set $ColonelSexed += 1>> <</link>>@@
+					<</replace>> <<set $SFColonel.Fun += 1>> <</link>>@@
 				<br>@@.orange;<<link "Ass">> <<replace "#result6">>
 					<<include "SFColonelSexDec">>
-					<</replace>> <<set $ColonelSexed += 1>> <</link>>@@
+					<</replace>> <<set $SFColonel.Fun += 1>> <</link>>@@
 				<br>@@.orange;<<link "Both pussy and ass">> <<replace "#result6">>
 					<<include "SFColonelSexDec">>
-					<</replace>> <<set $ColonelSexed += 2>> <</link>>@@
+					<</replace>> <<set $SFColonel.Fun += 2>> <</link>>@@
 				<br>@@.orange;<<link "Mouth">> <<replace "#result6">>
 					<<include "SFColonelSexDec">>
-					<</replace>> <<set $ColonelSexed += 1>> <</link>>@@
+					<</replace>> <<set $SFColonel.Fun += 1>> <</link>>@@
 				<br>@@.orange;<<link "All three holes">> <<replace "#result6">>
 					<<include "SFColonelSexDec">>
-					<</replace>> <<set $ColonelSexed += 3>> <</link>>@@
+					<</replace>> <<set $SFColonel.Fun += 3>> <</link>>@@
 		</span> <</link>>@@
 <</replace>> <</link>>@@ @@.orange;[[Go back|Firebase][]]@@ <</if>> /*Closes fun*/
 </span> <</replace>> <</link>>@@ <</if>> /*Closes spend time with The Colonel*/
\ No newline at end of file
diff --git a/src/pregmod/eliteTakeOver.tw b/src/pregmod/eliteTakeOver.tw
index b717817e3b3841ebb59bd384a100bfda84449d89..5857bb131b93d57dcf17f1c04c2a89220e576e51 100644
--- a/src/pregmod/eliteTakeOver.tw
+++ b/src/pregmod/eliteTakeOver.tw
@@ -74,7 +74,7 @@ You look up from your desk as the locked door to your office unseals, and a doze
 			<</replace>>
 		<</link>>
 	<</if>>
-	<<if $securityForceActive === 1 && $SFMODToggle === 1>>
+	<<if $SF.Active === 1 && $SFMODToggle === 1>>
 		<br> <<set _N = SFC()>>
 		<<link "Send a message to _N">>
 			<<set $finalChoice = "SF">>
diff --git a/src/pregmod/eliteTakeOverFight.tw b/src/pregmod/eliteTakeOverFight.tw
index 10300afcf4ef6130b38f77575517c8b83f20799d..020e6d24ed889e018895981658d953d2b6860a04 100644
--- a/src/pregmod/eliteTakeOverFight.tw
+++ b/src/pregmod/eliteTakeOverFight.tw
@@ -243,7 +243,7 @@
 		<<goto "eliteTakeOverResult">>
 	<</link>>
 <<elseif $SpecialForcesMessageSent == 1>>
-	It is now that a squad of $securityForceName makes their entrance, pointing their guns at the <<if $eliteLeft < $eliteTotal>>remaining<</if>> elite.
+	It is now that a squad of $SF.Lower makes their entrance, pointing their guns at the <<if $eliteLeft < $eliteTotal>>remaining<</if>> elite.
 	The officer asks "your orders <<if def $PC.customTitle>>$PC.customTitle<<elseif $PC.title != 0>>sir<<else>>ma'am<</if>>?"
 	<br>
 	<<link "Open fire">>
diff --git a/src/pregmod/eliteTakeOverResult.tw b/src/pregmod/eliteTakeOverResult.tw
index 97cb308e2a7e703fc5b1ba7d80153ee4fe34144c..bf7d60c6b087672e43ea9dcd7e1dfed14f12896a 100644
--- a/src/pregmod/eliteTakeOverResult.tw
+++ b/src/pregmod/eliteTakeOverResult.tw
@@ -63,9 +63,9 @@
 		</span> 
 	<<elseif $SpecialForcesMessageSent == 1>>
 		<br>The <<if $eliteLeft < $eliteTotal>>remaining<</if>> elite are quickly captured, abused and enslaved.
-		<<if $securityForceDepravity <= 0.3>>
+		<<if $SF.Depravity <= 0.3>>
 			Two soldiers decide to double team an elite; one gropes her ass while the other gropes her tits.
-		<<elseif $securityForceDepravity <= 1.2>>
+		<<elseif $SF.Depravity <= 1.2>>
 			Two soldiers decide to double team an elite; one ass fucks while the other facefucks.
 		<<else>>
 			Two soldiers decide to double team an elite; one breaks out their knife and begins to make little breaks in the elite's skin while the other soldier facefucks them.
@@ -86,15 +86,15 @@
 				<</replace>>
 			<</link>>
 		</span>
-		<<if $AttendanceGranted === -1>>
-		<<switch $ColonelCore>>
+		<<if $SFTradeShow.CanAttend === -1>>
+		<<switch $SFColonel.Core>>
 			<<case "kind">>
 				The Colonel is shocked that you would allow her troops to do this but understands that it comes with the territory. <<if _SFHappyEverAfter == 1>>Thanks for being kind to one of my soldiers.<</if>>
 			<<case "warmonger" "cruel" "sociopathic" "jaded" "brazen" "psychopathic" "mischievous">>
 				The Colonel is grateful that you let her troops let off some steam. <<if _SFHappyEverAfter == 1>>Thanks for being kind to one of my soldiers.<</if>>
 		<</switch>>
 		<</if>>
-		<<set $securityForceDepravity += 0.05>>
+		<<set $SF.Depravity += 0.05>>
 	<<elseif $eliteLeft <= 9 && $rep >= 10000>>
 		<<if $arcologies[0].FSDegradationist != "unset">>
 			An evil smile appears on the faces of your loyal citizens, while the surviving elite freeze in terror. The impromptu festivity will go on for hours, getting more and more depraved.
diff --git a/src/uncategorized/BackwardsCompatibility.tw b/src/uncategorized/BackwardsCompatibility.tw
index db3a7fccafb51bdd8752547c37905bb602a194a1..3ded5128300bf82700f1354e7162b6a1bdbbd759 100644
--- a/src/uncategorized/BackwardsCompatibility.tw
+++ b/src/uncategorized/BackwardsCompatibility.tw
@@ -815,23 +815,64 @@
 	<</if>>
 
 	<<if ndef $ColonelCore>> <<set $ColonelCore = "">> <</if>>
-	<<set $ColonelDiscussion = $securityForceColonelToken>>
-		<<unset $securityForceColonelToken>>
 	<<if ndef $ColonelDiscussion>> <<set $ColonelDiscussion = 0>> <</if>>
-	<<set $ColonelSexed = $securityForceColonelSexed>>
-		<<unset $securityForceColonelSexed>>
 	<<if ndef $ColonelSexed>> <<set $ColonelSexed = 0>> <</if>>
-	<<set $ColonelFeelings = $ColonelRelationship>>
-		<<unset $ColonelRelationship>>
+	<<set $SFColonel = {Core:$ColonelCore, Talk:$securityForceColonelToken,
+	Fun:$securityForceColonelSexed, Status:$ColonelRelationship}>>
+		<<unset $ColonelCore, $securityForceColonelToken, securityForceColonelSexed,
+		ColonelRelationship>>
 
-	<<set $OverallAttendance = $OverallTradeShowAttendance>>
-		<<unset $OverallTradeShowAttendance>>
-	<<set $AttendanceGranted = $CurrentTradeShowAttendance>>
-		<<unset $CurrentTradeShowAttendance>>
 	<<if ndef $TradeShowIncome>> <<set $TradeShowIncome = 0>> <</if>>
 	<<if ndef $TotalTradeShowIncome>> <<set $TotalTradeShowIncome = 0>> <</if>>
 	<<if ndef $TradeShowHelots>> <<set $TradeShowHelots = 0>> <</if>>
 	<<if ndef $TotalTradeShowHelots>> <<set $TotalTradeShowHelots = 0>> <</if>>
+	<<set $SFTradeShow = {View:-1, History:$OverallTradeShowAttendance,
+	CanAttend:$CurrentTradeShowAttendance, Income:$TradeShowIncome,
+	Revenue:$TotalTradeShowIncome, Helots:$TradeShowHelots,
+	TotalHelots:$TotalTradeShowHelots}>>
+		<<unset $OverallTradeShowAttendance, $CurrentTradeShowAttendance,
+		$TradeShowIncome, $TotalTradeShowIncome, $TradeShowHelots,
+		$TotalTradeShowHelots>>
+
+	<<if ndef $securityForceHeavyBattleTank>>
+		<<set $securityForceHeavyBattleTank = 0>> <</if>>
+	<<if ndef $securityForceSpacePlanePower>>
+		<<set $securityForceSpacePlanePower = 0>> <</if>>
+	<<if ndef $securityForceAC130>> <<set $securityForceAC130 = 0>> <</if>>
+	<<if ndef $securityForceSatellitePower>>
+		<<set $securityForceSatellitePower = 0>> <</if>>
+	<<set $SFUnit = {Troops:$securityForcePersonnel,
+	Armoury:$securityForceInfantryPower, Firebase:$securityForceArcologyUpgrades,
+	Vehicles:$securityForceVehiclePower, Drones:$securityForceDronePower,
+	Drugs:$securityForceStimulantPower, HBT:$securityForceHeavyBattleTank,
+	AirForce:$securityForceAircraftPower, SpacePlane:$securityForceSpacePlanePower,
+	GunS:$securityForceAC130, Satellite:$securityForceSatellitePower>>
+		<<unset $securityForcePersonnel, $securityForceInfantryPower,
+		$securityForceArcologyUpgrades, $securityForceVehiclePower,
+		$securityForceDronePower, $securityForceStimulantPower,
+		$securityForceHeavyBattleTank, $securityForceAircraftPower,
+		$securityForceSpacePlanePower,$securityForceAC130,
+		$securityForceSatellitePower>>
+	<<if $terrain != "oceanic" && $terrain != "marine">>
+		<<if ndef $securityForceGiantRobot>>
+			<<set $securityForceGiantRobot = 0>> <</if>>
+		<<if ndef $securityForceMissileSilo>>
+			<<set $securityForceMissileSilo = 0>> <</if>>
+		<<set $SFUnit = {GiantRobot:$securityForceGiantRobot,
+		MissileSilo:$securityForceMissileSilo}>>
+			<<unset $securityForceGiantRobot, $securityForceMissileSilo>>
+	<<elseif $terrain == "oceanic"||$terrain == "marine">>
+		<<if ndef $securityForceAircraftCarrier>>
+			<<set $securityForceAircraftCarrier = 0>> <</if>>
+		<<if ndef $securityForceSubmarine>> <
+			<set $securityForceSubmarine = 0>> <</if>>
+		<<if ndef $securityForceHeavyAmphibiousTransport>>
+			<<set $securityForceHeavyAmphibiousTransport = 0>> <</if>>
+		<<set $SFUnit = {AircraftCarrier:$securityForceAircraftCarrier,
+		Sub:securityForceSubmarine, HAT:$securityForceHeavyAmphibiousTransport}>>
+			<<unset $securityForceAircraftCarrier, $securityForceSubmarine,
+			$securityForceHeavyAmphibiousTransport>>
+	<</if>>
 <</if>>
 
 <<if ndef $useSlaveSummaryTabs>>
diff --git a/src/uncategorized/REroyalblood.tw b/src/uncategorized/REroyalblood.tw
index c4fc163c8cbe581af4f8f86788bc243a03d76207..421f4e41ab96da133d1736de2938148e34e1a9ad 100644
--- a/src/uncategorized/REroyalblood.tw
+++ b/src/uncategorized/REroyalblood.tw
@@ -158,7 +158,7 @@ Though the King himself is dead, murdered in his bed by bloodthirsty revolutiona
 
 <br><br>
 
-Time is short, but you are well placed to acquire some choice slaves. With an adequate donation<<if $securityForceActive == 1>>, or the use of $securityForceName<</if>>, of course. 
+Time is short, but you are well placed to acquire some choice slaves. With an adequate donation<<if $SF.Active == 1>>, or the use of $SF.Lower<</if>>, of course. 
 
 <br><br>
 
@@ -187,8 +187,8 @@ Time is short, but you are well placed to acquire some choice slaves. With an ad
 	//You lack the necessary funds and reputation to enslave a princess.//
 <</if>>
 
-<<if $securityForceActive === 1 && $SFMODToggle === 1>>
-<br><<link "Dispatch a $securityForceName on a night time raid to acquire a pretty princess.">>
+<<if $SF.Active === 1 && $SFMODToggle === 1>>
+<br><<link "Dispatch a $SF.Lower on a night time raid to acquire a pretty princess.">>
 	<<replace "#result">>
 		Seizing a tablet, you quickly send a message to <<print SFC()>>. After dark, a flight of VTOLs land in the new arcology laden with troops. When they take off again they have the princess aboard clad in chains and make a direct course towards your waiting penthouse.
 		<br><br>
@@ -196,7 +196,7 @@ Time is short, but you are well placed to acquire some choice slaves. With an ad
 		<br><br>
 		<<set $arcologies[0].prosperity -= 15>>
 		<<set $rep -= 18000>>
-		<<set _princess.origin = "She was a princess of a royal kingdom, till her family was overthrown and she was acquired by "+$securityForceName+".">>
+		<<set _princess.origin = "She was a princess of a royal kingdom, till her family was overthrown and she was acquired by "+$SF.Lower+".">>
 		<<set $activeSlave = _princess>>
 		<<include "New Slave Intro">>
 		<<set $activeSlave.recruiter = 0>> /* override New Slave Intro */
@@ -221,8 +221,8 @@ Time is short, but you are well placed to acquire some choice slaves. With an ad
 	<br>//You lack the necessary funds to enslave a crown prince.//
 <</if>>
 
-<<if $securityForceActive === 1 && $SFMODToggle === 1>>
-<br><<link "Dispatch $securityForceName on a night time raid to acquire the crown prince.">>
+<<if $SF.Active === 1 && $SFMODToggle === 1>>
+<br><<link "Dispatch $SF.Lower on a night time raid to acquire the crown prince.">>
 	<<replace "#result">>
 		Seizing a tablet, you quickly send a message to <<print SFC()>>. After dark, a flight of VTOLs land in the new arcology laden with troops. They take off again with the crown prince aboard and in chains, where he rails against the uncaring metal walls of the VTOL for the breadth of his journey to your penthouse.
 		<br><br>
@@ -230,7 +230,7 @@ Time is short, but you are well placed to acquire some choice slaves. With an ad
 		<br><br>
 		<<set $arcologies[0].prosperity -= 15>>
 		<<set $rep -= 18000>>
-		<<set _prince.origin = "She was the crown prince of a royal kingdom, till her family was overthrown and she was acquired by "+$securityForceName+".">>
+		<<set _prince.origin = "She was the crown prince of a royal kingdom, till her family was overthrown and she was acquired by "+$SF.Lower+".">>
 		<<set $activeSlave = _prince>>
 		<<include "New Slave Intro">>
 		<<set $activeSlave.recruiter = 0>> /* override New Slave Intro */
@@ -276,8 +276,8 @@ Time is short, but you are well placed to acquire some choice slaves. With an ad
 	<br>//You lack the necessary funds and reputation to enslave both the crown prince and princess.//
 <</if>>
 
-<<if $securityForceActive === 1 && $SFMODToggle === 1>>
-<br><<link "Dispatch $securityForceName on a night time raid to acquire both the prince and princess.">>
+<<if $SF.Active === 1 && $SFMODToggle === 1>>
+<br><<link "Dispatch $SF.Lower on a night time raid to acquire both the prince and princess.">>
 	<<replace "#result">>
 		Seizing a tablet, you quickly send a message to <<print SFC()>>. After dark, a flight of VTOLs land in the new arcology laden with troops. When they take off again they have the prince and princess aboard, clad in chains and bound face to face in a forced embrace, and make a direct course towards your waiting penthouse.
 		<br><br>
@@ -286,7 +286,7 @@ Time is short, but you are well placed to acquire some choice slaves. With an ad
 		<<set $arcologies[0].prosperity -= 15>>
 		<<set $rep -= 18000>>
 		/* princess */
-		<<set _princess.origin = "She was a princess of a royal kingdom, till her family was overthrown and she was acquired by "+$securityForceName+".">>
+		<<set _princess.origin = "She was a princess of a royal kingdom, till her family was overthrown and she was acquired by "+$SF.Lower+".">>
 		<<set _princess.recruiter = 0>>
 		<<if $familyTesting == 1>>
 			<<set _princess.mother = $missingParentID>>
@@ -299,7 +299,7 @@ Time is short, but you are well placed to acquire some choice slaves. With an ad
 		<</if>>
 		<<AddSlave _princess>> /* skip New Slave Intro */
 		/* prince */
-		<<set _prince.origin = "She was the crown prince of a royal kingdom, till her family was overthrown and she was acquired by "+$securityForceName+".">>
+		<<set _prince.origin = "She was the crown prince of a royal kingdom, till her family was overthrown and she was acquired by "+$SF.Lower+".">>
 		<<set _prince.recruiter = 0>>
 		<<if $familyTesting == 1>>
 			<<set _prince.mother = _princess.mother>>
@@ -361,10 +361,10 @@ Time is short, but you are well placed to acquire some choice slaves. With an ad
 	<br>//You lack the necessary funds to enslave a handful of court ladies.//
 <</if>>
 
-<<if $securityForceActive === 1 && $SFMODToggle === 1>>
-<br><<link "Dispatch $securityForceName on a night time raid to acquire a handful of court ladies.">>
+<<if $SF.Active === 1 && $SFMODToggle === 1>>
+<br><<link "Dispatch $SF.Lower on a night time raid to acquire a handful of court ladies.">>
 	<<replace "#result">>
-		You take a tablet and peruse the various court ladies on offer by the fledgling arcology. You single out a few interesting individuals for acquisition that might suit your tastes, but the slapdash descriptions provided for each by $securityForceName Intelligence make it likely that any similarities to your aesthetic leanings will be coincidental. Once you are satisfied with your selection, you electronically transfer the order to <<print SFC()>> and soon receive a mission success notice along with an estimated delivery schedule.
+		You take a tablet and peruse the various court ladies on offer by the fledgling arcology. You single out a few interesting individuals for acquisition that might suit your tastes, but the slapdash descriptions provided for each by $SF.Lower Intelligence make it likely that any similarities to your aesthetic leanings will be coincidental. Once you are satisfied with your selection, you electronically transfer the order to <<print SFC()>> and soon receive a mission success notice along with an estimated delivery schedule.
 		<br><br>
 		When the ladies arrive at your penthouse, they seem almost relieved at the opulence of their new surroundings. Though they still retain much of their aristocratic arrogance, they each submit to biometric scanning with relative obedience. It seems likely that their obedience is borne out of a delusional rationalization that enslavement by one wealthy master is better than enslavement by the unwashed masses they once lorded over.
 		<br><br>
@@ -374,7 +374,7 @@ Time is short, but you are well placed to acquire some choice slaves. With an ad
 			<<set $activeSlaveOneTimeMinAge = 21>>
 			<<set $activeSlaveOneTimeMaxAge = ($retirementAge-2)>>
 			<<include "Generate XX Slave">>
-			<<set _origin = "She was a member of the court in an ancient kingdom, till it was overthrown and she was acquired by "+$securityForceName+".">>
+			<<set _origin = "She was a member of the court in an ancient kingdom, till it was overthrown and she was acquired by "+$SF.Lower+".">>
 			<<set $activeSlave.origin = _origin>>
 			<<set $activeSlave.career = "a lady courtier">>
 			<<set $activeSlave.prestige = 1>>
@@ -438,8 +438,8 @@ Time is short, but you are well placed to acquire some choice slaves. With an ad
 	<br>//You lack the necessary funds to enslave a Queen.//
 <</if>>
 
-<<if $securityForceActive === 1 && $SFMODToggle === 1>>
-<br><<link "Dispatch $securityForceName on a night time raid to acquire the Queen herself.">>
+<<if $SF.Active === 1 && $SFMODToggle === 1>>
+<br><<link "Dispatch $SF.Lower on a night time raid to acquire the Queen herself.">>
 	<<replace "#result">>
 		Seizing a tablet, you quickly send a message to <<print SFC()>>. After dark, a flight of VTOLs land in the new arcology laden with troops. When they take off again they have the Queen aboard and make a direct course towards your waiting penthouse.
 		<br><br>
@@ -457,7 +457,7 @@ Time is short, but you are well placed to acquire some choice slaves. With an ad
 		<<set _queen.visualAge = _queen.actualAge>>
 		<<set _queen.physicalAge = _queen.actualAge>>
 		<<set _queen.ovaryAge = _queen.actualAge>>
-		<<set _queen.origin = "She was the Queen of a royal kingdom, till her husband was overthrown and she was acquired by "+$securityForceName+".">>
+		<<set _queen.origin = "She was the Queen of a royal kingdom, till her husband was overthrown and she was acquired by "+$SF.Lower+".">>
 		<<set $activeSlave = _queen>>
 		<<include "New Slave Intro">>
 		<<set $activeSlave.recruiter = 0>> /* override New Slave Intro */
@@ -500,8 +500,8 @@ Time is short, but you are well placed to acquire some choice slaves. With an ad
 	<br>//You lack the necessary funds and reputation to enslave both the Queen and princess.//
 <</if>>
 
-<<if $securityForceActive === 1 && $SFMODToggle === 1>>
-<br><<link "Dispatch $securityForceName on a night time raid to acquire both the Princess and Queen.">>
+<<if $SF.Active === 1 && $SFMODToggle === 1>>
+<br><<link "Dispatch $SF.Lower on a night time raid to acquire both the Princess and Queen.">>
 	<<replace "#result">>
 	Seizing a tablet, you quickly send a message to <<print SFC()>>. After dark, a flight of VTOLs land in the new arcology laden with troops. When they take off again they have the princess and Queen aboard, making a direct course towards your waiting penthouse.
 		<br><br>
@@ -587,8 +587,8 @@ Time is short, but you are well placed to acquire some choice slaves. With an ad
 		<<AddSlave _queen>> /* skip New Slave Intro */
 	<</replace>>
 <</link>> // It will cost about <<print cashFormat(500000)>> to enslave the Queen and her court ladies.//
-<<if $securityForceActive === 1 && $SFMODToggle === 1>>
-<br><<link "Dispatch $securityForceName on a night time raid to acquire the Queen and her court ladies.">>
+<<if $SF.Active === 1 && $SFMODToggle === 1>>
+<br><<link "Dispatch $SF.Lower on a night time raid to acquire the Queen and her court ladies.">>
 	<<replace "#result">>
 		Seizing a tablet, you quickly send a message to <<print SFC()>>. After dark, a flight of VTOLs land in the new arcology laden with troops. When they take off again they have the Queen, who is resigned to her fate, and a gaggle of terrified court ladies chained together.
 		<br><br>
@@ -600,7 +600,7 @@ Time is short, but you are well placed to acquire some choice slaves. With an ad
 			<<set $activeSlaveOneTimeMinAge = 21>>
 			<<set $activeSlaveOneTimeMaxAge = ($retirementAge-2)>>
 			<<include "Generate XX Slave">>
-			<<set _origin = "She was a member of the court in an ancient kingdom, till it was overthrown and she was acquired by "+$securityForceName+".">>
+			<<set _origin = "She was a member of the court in an ancient kingdom, till it was overthrown and she was acquired by "+$SF.Lower+".">>
 			<<set $activeSlave.origin = _origin>>
 			<<set $activeSlave.career = "a lady courtier">>
 			<<set $activeSlave.prestige = 1>>
@@ -632,7 +632,7 @@ Time is short, but you are well placed to acquire some choice slaves. With an ad
 			<<set $activeSlave.recruiter = 0>> /* override New Slave Intro */
 		<</for>>
 		/*Queen*/
-		<<set _queen.origin = "She was the Queen of a royal kingdom, till her husband was overthrown and she was acquired by "+$securityForceName+".">>
+		<<set _queen.origin = "She was the Queen of a royal kingdom, till her husband was overthrown and she was acquired by "+$SF.Lower+".">>
 		<<set _queen.recruiter = 0>>
 		<<set _queen.mother = $missingParentID>>
 		<<set $missingParentID-->>
@@ -713,8 +713,8 @@ Time is short, but you are well placed to acquire some choice slaves. With an ad
 	<br>//You lack the necessary funds to enslave the entire court.//
 <</if>>
 
-<<if $securityForceActive === 1 && $SFMODToggle === 1 && $familyTesting === 1>>
-<br><<link "Dispatch $securityForceName on a night time raid to take everything of value.">>
+<<if $SF.Active === 1 && $SFMODToggle === 1 && $familyTesting === 1>>
+<br><<link "Dispatch $SF.Lower on a night time raid to take everything of value.">>
 	<<replace "#result">>
 		<<set _loot = random(10,300)*100>>
 		Seizing a tablet, you quickly send a message to <<print SFC()>>. After dark, a flight of VTOLs land in the new arcology laden with troops. When they take off again they have the prince and princess, clad in chains and bound face to face in a forced embrace, the Queen, who is resigned to her fate, a gaggle of terrified court ladies and as much loot as they could carry.
@@ -727,7 +727,7 @@ Time is short, but you are well placed to acquire some choice slaves. With an ad
 			<<set $activeSlaveOneTimeMinAge = 21>>
 			<<set $activeSlaveOneTimeMaxAge = ($retirementAge-2)>>
 			<<include "Generate XX Slave">>
-			<<set _origin = "She was a member of the court in an ancient kingdom, till it was overthrown and she was acquired by "+$securityForceName+".">>
+			<<set _origin = "She was a member of the court in an ancient kingdom, till it was overthrown and she was acquired by "+$SF.Lower+".">>
 			<<set $activeSlave.origin = _origin>>
 			<<set $activeSlave.career = "a lady courtier">>
 			<<set $activeSlave.prestige = 1>>
@@ -759,20 +759,20 @@ Time is short, but you are well placed to acquire some choice slaves. With an ad
 			<<set $activeSlave.recruiter = 0>> /* override New Slave Intro */
 		<</for>>
 		/* princess */
-		<<set _princess.origin = "She was a princess of a royal kingdom, till her family was overthrown and she was acquired by "+$securityForceName+".">>
+		<<set _princess.origin = "She was a princess of a royal kingdom, till her family was overthrown and she was acquired by "+$SF.Lower+".">>
 		<<set _princess.recruiter = 0>>
 		<<set _princess.mother = _queen.ID>>
 		<<set _princess.father = $missingParentID>>
 		<<set $missingParentID-->>
 		<<AddSlave _princess>> /* skip New Slave Intro */
 		/* prince */
-		<<set _prince.origin = "She was the crown prince of a royal kingdom, till her family was overthrown and she was acquired by "+$securityForceName+".">>
+		<<set _prince.origin = "She was the crown prince of a royal kingdom, till her family was overthrown and she was acquired by "+$SF.Lower+".">>
 		<<set _prince.recruiter = 0>>
 		<<set _prince.mother = _princess.mother>>
 		<<set _prince.father = _princess.father>>
 		<<AddSlave _prince>> /* skip New Slave Intro */
 		/*Queen*/
-		<<set _queen.origin = "She was the Queen of a royal kingdom, till her husband was overthrown and she was acquired by "+$securityForceName+".">>
+		<<set _queen.origin = "She was the Queen of a royal kingdom, till her husband was overthrown and she was acquired by "+$SF.Lower+".">>
 		<<set _queen.recruiter = 0>>
 		<<set _queen.mother = $missingParentID>>
 		<<set $missingParentID-->>
diff --git a/src/uncategorized/costsReport.tw b/src/uncategorized/costsReport.tw
index e9dfaffc6909e247c11f32cfb15b05c9067c4034..8700db8fd9bb6e7510fc9673f5938f1a076e8d84 100644
--- a/src/uncategorized/costsReport.tw
+++ b/src/uncategorized/costsReport.tw
@@ -47,8 +47,8 @@
 	<</if>>
 <</if>>
 
-<<if $SFMODToggle === 1 && $SubsidyActive === 1>>
-	<br>__$SFNameCaps subsidy:__ <<print cashFormat(Math.ceil((10000*($SFTroops/10))*1+($arcologies[0].prosperity/100)*1+($SFU/100)))>>
+<<if $SFMODToggle === 1 && $SF.Subsidy === 1>>
+	<br>__$SF.Caps subsidy:__ <<print cashFormat(Math.ceil((10000*(SFUnit.Troops/10))*1+($arcologies[0].prosperity/100)*1+($SF.Units/100)))>>
 <</if>>
 <<if $mercenaries > 0>>
 	<<set _mercCosts = $mercenaries*2000>>
diff --git a/src/uncategorized/genericPlotEvents.tw b/src/uncategorized/genericPlotEvents.tw
index 5900f1789764120eea65a5f77c4f4638db5aef76..41346b7d528ca8182dd9c386fd66eb0e14976e3d 100644
--- a/src/uncategorized/genericPlotEvents.tw
+++ b/src/uncategorized/genericPlotEvents.tw
@@ -1003,7 +1003,7 @@ A screen opposite your desk springs to life, <<if $assistant == 0>>showing your
 <<case "aid invitation">>
 
 <<set $PAid = 0>>
-<<if ($securityForceActive > 1) && ($securityForceVehiclePower >= 0)>>
+<<if ($SF.Active > 1) && ($securityForceVehiclePower >= 0)>>
 	<<set _price = 5000>>
 <<else>>
 	<<set _price = 10000>>
@@ -1023,11 +1023,11 @@ A screen opposite your desk springs to life, <<if $assistant == 0>>showing your
 <</link>>
 <br><<link "Airlift them into slavery">>
 	<<replace "#result">>
-	<<if $securityForceActive == 0>>
+	<<if $SF.Active == 0>>
 	You send your personal VTOL bird to the shop for some immediate and very expensive modifications to its cargo and passenger area. Since this will take several days, you stall the supplicants. Their situation isn't truly dire yet, and they can wait. They are extremely grateful, though they would be less hopeful if they knew the true nature of the aircraft coming to retrieve them.
 	<<set $PAid = 1>>
 	<<set $cash -= _price>>
-	<<elseif ($securityForceActive > 1) && ($securityForceVehiclePower >= 0)>>
+	<<elseif ($SF.Active > 1) && ($securityForceVehiclePower >= 0)>>
 	You ask The Colonel to get the garage to modify your personal VTOL's cargo and passenger area, saving on labor costs however it will still take them several days to make the necessary modifications. So your only choice is to stall the supplicants. Their situation isn't truly dire yet, and they can wait. They are extremely grateful, though they would be less hopeful if they knew the true nature of the aircraft coming to retrieve them. 
 	<<set $PAid = 1>>
 	<<set $cash -= _price>>
diff --git a/src/uncategorized/manageArcology.tw b/src/uncategorized/manageArcology.tw
index 599f3b3cf0682e67a922e98da6cc24d81bc8e6ed..799e996d103090b655fc31dbaa4e354e6028cf72 100644
--- a/src/uncategorized/manageArcology.tw
+++ b/src/uncategorized/manageArcology.tw
@@ -278,10 +278,10 @@ Your slaves have participated in approximately <<print commaNum($oralTotal+$vagi
 
 <<if $secExp == 1 && $battlesEnabled == 1>>
 <br><br>
-<<if $securityForceCreate == 0>>
+<<if $SF.Active == 0>>
 	Your army counts <<print commaNum($militiaEmployedManpower + $slavesEmployedManpower + $mercEmployedManpower)>> total soldiers.
-<<elseif $securityForceCreate === 1 && $SFMODToggle === 1>>
-	Your army counts <<print commaNum($militiaEmployedManpower + $slavesEmployedManpower + $mercEmployedManpower + $SFTroops)>> total soldiers of which <<print commaNum($SFTroops)>> under the security force command and the rest under your direct control.
+<<elseif $SF.Active === 1 && $SFMODToggle === 1>>
+	Your army counts <<print commaNum($militiaEmployedManpower + $slavesEmployedManpower + $mercEmployedManpower + SFUnit.Troops)>> total soldiers of which <<print commaNum(SFUnit.Troops)>> under the security force command and the rest under your direct control.
 <</if>>
 <<if $hasFoughtOnce == 1>>
 	Your troops were involved in <<print commaNum($battlesCount)>> battles of which <<print commaNum($majorBattlesCount)>> were major engagements. You won
diff --git a/src/uncategorized/neighborInteract.tw b/src/uncategorized/neighborInteract.tw
index 219ff1545bc2dc873b333336948436ad32efa4d8..b47d5fe897daf705bb24c426a26bd8fbb1af05d6 100644
--- a/src/uncategorized/neighborInteract.tw
+++ b/src/uncategorized/neighborInteract.tw
@@ -69,6 +69,26 @@
 		<</if>>
 	<</if>>
 
+<<if $SF.Active === 1 && $SFMODToggle === 1>>
+<<if SFUnit.Troops >= 200>>
+	<br>
+	<<if $arcologies[0].SFRaidTarget == -1>>
+		You are not engaged in covert raiding against a neighboring arcology.
+	<<else>>
+		<<set _nei = $arcologies.findIndex(function(s) { return s.direction == $arcologies[0].SFRaidTarget; })>>
+		You have targeted ''$arcologies[_nei].name'' for covert raiding by $SF.Lower.
+		<br>&nbsp;&nbsp;&nbsp;&nbsp;Its planned impacts will be
+		<<if $arcologies[0].SFRaid == 3>>
+		  ''widespread.'' [[Moderate|Neighbor Interact][$arcologies[0].SFRaid -= 1]]
+		<<elseif $arcologies[0].SFRaid == 2>>
+		  ''limited.'' [[Intensify|Neighbor Interact][$arcologies[0].SFRaid += 1]] | [[Moderate|Neighbor Interact][$arcologies[0].SFRaid -= 1]]
+		<<else>>
+		  ''nominal.'' [[Intensify|Neighbor Interact][$arcologies[0].SFRaid += 1]]
+		<</if>>
+	<</if>>
+<<else>> SF.Caps is too small to effectively perform covert raids.<</if>>
+<</if>>
+
 	<br>
 	<<if $arcologies[0].CyberReputationTarget == -1>>
 		You are not engaged in character assassination against a neighboring arcology.
@@ -192,6 +212,9 @@
 <</for>>
 
 <br>&nbsp;&nbsp;&nbsp;&nbsp;[[Target for economic warfare|Neighbor Interact][$arcologies[0].embargoTarget = $activeArcology.direction]]
+<<if $SF.Active === 1 && $SFMODToggle === 1 && SFUnit.Troops >= 200>>
+	| [[Target for covert raids|Neighbor Interact][$arcologies[0].SFRaidTarget = $activeArcology.direction]]
+<</if>>
 <<if $PC.hacking > 0>>
 	| [[Target for cyber economic warfare|Neighbor Interact][$arcologies[0].CyberEconomicTarget = $activeArcology.direction]]
 	| [[Target their leadership for character assassination|Neighbor Interact][$arcologies[0].CyberReputationTarget = $activeArcology.direction]]
@@ -661,6 +684,13 @@ If $activeArcology.name has developed enough to begin exporting worthwhile goods
 	they have nothing of value.
 <</if>>
 <br>
+<<if $arcologies[0].SFRaidTarget !== -1 && $SF.Active === 1 && $SFMODToggle === 1>>
+	<<if $SFUnit.Troops >= 200>>
+		<br>[[Cancel cover raids|Neighbor Interact][$arcologies[0].SFRaidTarget = -1]]
+	<<else>>
+		<<set $arcologies[0].SFRaidTarget = -1>> $SF.Caps is too small to covert raid effectively.
+	<</if>>
+<</if>>
 <<if $arcologies[0].embargoTarget != -1>>
 	<br>
 	[[Cancel economic warfare|Neighbor Interact][$arcologies[0].embargoTarget = -1]]
diff --git a/src/uncategorized/neighborsDevelopment.tw b/src/uncategorized/neighborsDevelopment.tw
index ab9a451e6d643c4a15b314f0a10e36537e2b31a8..a862eb0dff9819c4d6ec5b67e3592f42ed149a68 100644
--- a/src/uncategorized/neighborsDevelopment.tw
+++ b/src/uncategorized/neighborsDevelopment.tw
@@ -559,6 +559,26 @@ has an estimated GSP of @@.yellowgreen;<<print cashFormat(Math.trunc((0.1*$arcol
 	<</if>>
 <</if>>
 
+/* COVERT RAIDING */
+<<if $arcologies[$i].direction == $arcologies[0].SFRaidTarget>>
+	<<set $arcologies[$i].prosperity -= $arcologies[0].SFRaid*2, _WarSpoils = 10+Math.max((100*$arcologies[$i].prosperity*$arcologies[0].SFRaid),0)>>
+	<<set $arcologies[$i].prosperity = Math.clamp($arcologies[$i].prosperity, 1, 300)>>
+	<<if random(0,100) >= 75-(10*$arcologies[0].SFRaid)>>
+		<<set $arcologies[0].prosperity -= $arcologies[0].SFRaid*3, $rep -= random(100,200), _redHanded = 1>>
+		<<if $secExp == 1>>
+			 <<set $authority -= random(100,500)*$arcologies[0].SFRaid, $crime += random(10,25)>>
+		<</if>>
+		<<set $arcologies[0].prosperity = Math.clamp($arcologies[0].prosperity, 1, 300)>>
+	<</if>>
+	You target $arcologies[$i].name for @@.yellow;covert raiding,@@ successfully pilfering its coffers for @@.yellowgreen;<<print cashFormat(_WarSpoils)>>@@ this week.
+	<<set $cash += _WarSpoils>>
+	<<if _redHanded == 1>>
+		As your arcology is the only logical perpurtator left, your reputation is @@.red;damaged@@ and potential investors attempt to @@.red;distance@@ themselves.
+		<<if $secExp == 1>>
+			To add insult to injury, @@.red;your authority has been weakened@@ and your actions have painted your arcology as a @@.red;haven for crime.@@
+		<</if>>
+	<</if>>
+<</if>>
 
 /* AI ARCOLOGY RENAMING */
 <<for $j = 0; $j < $arcologies.length; $j++>>
diff --git a/src/uncategorized/nextWeek.tw b/src/uncategorized/nextWeek.tw
index 67376048f9e3dc9f1d5cf354a9ed3ccccc884283..5ef0cb2577a4da3bf5f738be57357024972f25e0 100644
--- a/src/uncategorized/nextWeek.tw
+++ b/src/uncategorized/nextWeek.tw
@@ -325,6 +325,6 @@
 <<if $autosave != 0>>
 	<<script>>Save.autosave.save("Week Start Autosave")<</script>>
 <</if>>
-<<if $AttendanceGranted !== -1>> <<set $AttendanceGranted = -1>> <</if>>
+<<if $SFTradeShow.CanAttend !== -1>> <<set $SFTradeShow.CanAttend = -1>> <</if>>
 
 <<goto "Main">>
diff --git a/src/uncategorized/nonRandomEvent.tw b/src/uncategorized/nonRandomEvent.tw
index b6b5a6b2bcafed0210999050777669bd4e3d799f..542e230a159cc3526aec39370b62899ff70dc3ca 100644
--- a/src/uncategorized/nonRandomEvent.tw
+++ b/src/uncategorized/nonRandomEvent.tw
@@ -127,9 +127,9 @@
 	<<goto "P peacekeepers independence">>
 <<elseif def $peacekeepers && $peacekeepers.strength >= 50 && $peacekeepers.influenceAnnounced == 0>>
 	<<goto "P peacekeepers influence">>
-<<elseif (_effectiveWeek >= 80) && ($securityForceCreate != 1) && ($securityForceEventSeen != 1) && ($SFMODToggle === 1)>>
+<<elseif (_effectiveWeek >= 80) && ($SF.Active != 1) && ($securityForceEventSeen != 1) && ($SFMODToggle === 1)>>
 	<<goto "Security Force Proposal">>
-<<elseif ($securityForceCreate == 1) && ($securityForceActive == 0)>>
+<<elseif ($SF.Active == 1) && ($SF.Active == 0)>>
 	<<goto "Security Force Naming-Colonel">>
 <<elseif ($cash > 30000) && ($rep > 4000) && ($corpAnnounced == 0)>>
 	<<goto "P Corp Announcement">>
diff --git a/src/uncategorized/persBusiness.tw b/src/uncategorized/persBusiness.tw
index 710f5d39c2b512628bd9e55b76a509238220063b..7c507089f6110372a24c2fa2161e7f749911ff4e 100644
--- a/src/uncategorized/persBusiness.tw
+++ b/src/uncategorized/persBusiness.tw
@@ -900,6 +900,6 @@ Routine upkeep of your demesne costs @@.yellow;<<print cashFormat($costs)>>.@@
 	<<set $menialDemandFactor += random(-250, 250)>>
 <</if>>
 
-<<if $securityForceActive === 1 && $SFMODToggle === 1>>
+<<if $SF.Active === 1 && $SFMODToggle === 1>>
 	<<include "Security Force EOW Report">>
 <</if>>
diff --git a/src/uncategorized/randomNonindividualEvent.tw b/src/uncategorized/randomNonindividualEvent.tw
index 9e29d550835959bc19076ce7c6317657e4873403..5eea379f47fedd2a29afcb7b60bc18ab4dbb7c0d 100644
--- a/src/uncategorized/randomNonindividualEvent.tw
+++ b/src/uncategorized/randomNonindividualEvent.tw
@@ -1277,7 +1277,7 @@
 			<<set $milfSlaveID = $milfSlaveID.ID>>
 		<</if>>
 	<</if>>
-<<if $securityForceCreate === 1 && $SFMODToggle === 1>>
+<<if $SF.Active === 1 && $SFMODToggle === 1>>
 	<<set $events.push("Trick Shot Night")>> 
 <</if>>
 
diff --git a/src/uncategorized/reAWOL.tw b/src/uncategorized/reAWOL.tw
index 7d300b65a38ee3d6409b8624aeb1c05efd80ab6a..8217aeccf00abe880d9553120f88bd6abcff45a5 100644
--- a/src/uncategorized/reAWOL.tw
+++ b/src/uncategorized/reAWOL.tw
@@ -42,8 +42,8 @@ Your window of opportunity to act is closing. If you have plans for punishing th
 
 <br>
 
-<<if $securityForceActive === 1 && $SFMODToggle === 1>>
-	<<link "Let your $securityForceName handle her">>
+<<if $SF.Active === 1 && $SFMODToggle === 1>>
+	<<link "Let your $SF.Lower handle her">>
 		<<replace "#result">>
 				You take a tablet and send <<print SFC()>> a notice about the mutinous mercenary. When you have the majority of the pertinent details committed to text, all that remains is to decide the fate of your quarry.
 				<br><br>
@@ -63,7 +63,7 @@ Your window of opportunity to act is closing. If you have plans for punishing th
 				
 					<<link "You want her alive">>
 						<<replace "#SFresult">>
-							It doesn't take long for a squad of $securityForceName, to track her down. Soon you have the troublesome turncoat before you in chains.
+							It doesn't take long for a squad of $SF.Lower, to track her down. Soon you have the troublesome turncoat before you in chains.
 							<br><br>
 							<span id="aliveresult">
 
diff --git a/src/uncategorized/seIndependenceDay.tw b/src/uncategorized/seIndependenceDay.tw
index ec7689cbe01cf9873a4fc941481960cf7555ef5d..2eac5a03e8f30270c0ddea210093012024fe7099 100644
--- a/src/uncategorized/seIndependenceDay.tw
+++ b/src/uncategorized/seIndependenceDay.tw
@@ -380,42 +380,42 @@ In the Free Cities, Independence Day falls on the day when the Free City achieve
 	<</replace>>
 <</link>> //Costs @@.yellowgreen;<<print cashFormat(10000)>>@@// </span>
 
-<<if $securityForceActive === 1 && $SFMODToggle === 1>> <span id="result3">
+<<if $SF.Active === 1 && $SFMODToggle === 1>> <span id="result3">
 <br><<link "Host a parade">>
 	<<replace "#result3">><br><br>
-	<<if $SFTroops < 100>>
-		The tiny size of $securityForceName does not inspire confidence in your citizens.
+	<<if SFUnit.Troops < 100>>
+		The tiny size of $SF.Lower does not inspire confidence in your citizens.
 		<<set $rep -= 200>>
-	<<elseif $SFTroops < 2000>>
-		The almost full size of $securityForceName inspires confidence in your citizens.
+	<<elseif SFUnit.Troops < 2000>>
+		The almost full size of $SF.Lower inspires confidence in your citizens.
 		<<set $rep += 250>>
 	<</if>>
 	<<if $Armoury === 0>>
-		Seeing the soldiers of $securityForceName with high-quality personal weapons and light armor, but little in the way of exceptional armament, provides little confidence in $securityForceName.
+		Seeing the soldiers of $SF.Lower with high-quality personal weapons and light armor, but little in the way of exceptional armament, provides little confidence in $SF.Lower.
 		<<set $rep -= 200>>
 	<<elseif $Armoury === 11>>
-		The citizens of $arcologies[0].name are relieved to see that $securityForceName's troops are out fitted the absolutely latest in gear.
+		The citizens of $arcologies[0].name are relieved to see that $SF.Lower's troops are out fitted the absolutely latest in gear.
 		<<set $rep += 250>>
 	<</if>>
 	<<if $SFDrugs === 0>>
-		Seeing $securityForceName being relaxed inspires confidence that they are unlikely to
+		Seeing $SF.Lower being relaxed inspires confidence that they are unlikely to
 		<<set $rep += 250>>
 	<<else>>
-		The slight twitchiness and high-end alertness of $securityForceName's troops makes your citizens afraid that they may
+		The slight twitchiness and high-end alertness of $SF.Lower's troops makes your citizens afraid that they may
 		<<set $rep -= 200>>
 	<</if>> get a face full of lead.
 	<<if $SFVehicles === 0>>
-		The use of basic, unarmored mainly high-end civilian vehicles with jury-rigged crew-served weapons by $securityForceName does not
+		The use of basic, unarmored mainly high-end civilian vehicles with jury-rigged crew-served weapons by $SF.Lower does not
 		<<set $rep -= 200>>
 	<<else>>
-		$securityForceName's use of the most advanced heavy armored and support vehicles possible
+		$SF.Lower's use of the most advanced heavy armored and support vehicles possible
 		<<set $rep += 250>>
 	<</if>> inspires confidence in your citizens.
 	<<if $SFAirForce === 0>>
-		Seeing $securityForceName's air force primarily consist of light transport VTOLs equipped with non-lethal weaponry, does not assure your citizens.
+		Seeing $SF.Lower's air force primarily consist of light transport VTOLs equipped with non-lethal weaponry, does not assure your citizens.
 		<<set $rep -= 200>>
 	<<else>>
-		Seeing $securityForceName's air force using latest equipment assures your citizens that they are safe from the air.
+		Seeing $SF.Lower's air force using latest equipment assures your citizens that they are safe from the air.
 		<<set $rep += 250>>
 	<</if>>
 	<<if $SFDrones === 0>>
@@ -432,24 +432,24 @@ In the Free Cities, Independence Day falls on the day when the Free City achieve
 		Seeing that the Giant Robot has been fully upgraded provides your citizens with a feeling of safety.
 		<<set $rep += 250>>
 	<</if>>
-	<<if ($SFROE === "hold") && ($securityForceDepravity >= 1.5)>>
-		The sight of $securityForceName's forcing their captured slaves to suck them off while swinging their swords and other none lethal tools around trigger fingers twitch inspires terror in your citizens.
+	<<if ($SF.ROE === "hold") && ($SF.Depravity >= 1.5)>>
+		The sight of $SF.Lower's forcing their captured slaves to suck them off while swinging their swords and other none lethal tools around trigger fingers twitch inspires terror in your citizens.
 		<<set $rep -= 200>>
-	<<elseif ($SFROE === "limited") && ($securityForceDepravity >= 1.5)>>
-		The sight of $securityForceName's forcing their captured slaves to suck them off with itchy trigger fingers inspires terror in your citizens.
+	<<elseif ($SF.ROE === "limited") && ($SF.Depravity >= 1.5)>>
+		The sight of $SF.Lower's forcing their captured slaves to suck them off with itchy trigger fingers inspires terror in your citizens.
 		<<set $rep -= 200>>
-	<<elseif ($SFROE === "free") && ($securityForceDepravity >= 1.5)>>
-		The sight of $securityForceName's forcing their captured slaves to suck them off while frequently firing without any care into the air, inspiring terror in your citizens.
+	<<elseif ($SF.ROE === "free") && ($SF.Depravity >= 1.5)>>
+		The sight of $SF.Lower's forcing their captured slaves to suck them off while frequently firing without any care into the air, inspiring terror in your citizens.
 		<<set $rep -= 200>>
 	<</if>>
-	<<if ($SFROE === "hold") && ($securityForceDepravity <= 0.3)>>
-		The sight of $securityForceName's professionally holstering their weapons provides your citizens with a sense of safety.
+	<<if ($SF.ROE === "hold") && ($SF.Depravity <= 0.3)>>
+		The sight of $SF.Lower's professionally holstering their weapons provides your citizens with a sense of safety.
 		<<set $rep += 250>>
-	<<elseif ($SFROE === "limited") && ($securityForceDepravity <= 0.3)>>
-		The sight of $securityForceName's professionally keeping their finger on the trigger provides your citizens with a sense of safety.
+	<<elseif ($SF.ROE === "limited") && ($SF.Depravity <= 0.3)>>
+		The sight of $SF.Lower's professionally keeping their finger on the trigger provides your citizens with a sense of safety.
 		<<set $rep += 250>>
-	<<elseif ($SFROE === "free") && ($securityForceDepravity <= 0.3)>>
-		The sight of $securityForceName's professionally being alert and to ready to act at a moment's notice provides your citizens with a sense of safety.
+	<<elseif ($SF.ROE === "free") && ($SF.Depravity <= 0.3)>>
+		The sight of $SF.Lower's professionally being alert and to ready to act at a moment's notice provides your citizens with a sense of safety.
 		<<set $rep += 250>>
 	<</if>>
 	/*Maybe a random chance attack by the Daughter's of Liberty if they haven't been already defeated or if they have by a cell that managed to survive. The size of the attack could depend the time since their last encounter. The amount of damage inflicted would depend primarily on if the hacker's support was acquired, $bodyguard's combat skill, the player's combat skill, SF upgrades and finally some RNG. If a low amount of damage is inflicted then there will be a low hit to rep and some criminals can be acquired or dealt with in the usual manner. Higher amounts of damage leads to higher hits to rep and a chance that fewer attackers will survive. Without a bodyguard there is a chance that PC may die or be held hostage with a chance of being killed if the rescue attempt is botched. */
diff --git a/src/uncategorized/seRaiding.tw b/src/uncategorized/seRaiding.tw
index 937c5fcc7d8e33545340a0797f5cc4419b4a425d..84c56c0b45338af7bffb3d82df6f0f56ea56ab07 100644
--- a/src/uncategorized/seRaiding.tw
+++ b/src/uncategorized/seRaiding.tw
@@ -4,7 +4,7 @@
 
 The leader of your $mercenariesTitle has contacted you from the world outside your arcology. It seems that your $mercenariesTitle have enjoyed a profitable series of raids in their time outside the arcology and have decided to push their luck by plundering one last location on their way back to the arcology. As their nominal leader, they ask your opinion of a small number of potential targets. Given the distance from the arcology and the time sensitivity of conducting such a mission, you have little to base your decision on besides a brief description.
 <<if $Satellite >= 1 && $SFMODToggle === 1>> 
-	By having access to the use of $securityForceName's Satellite it is less likely that the target will escape.
+	By having access to the use of $SF.Lower's Satellite it is less likely that the target will escape.
 <</if>>
 
 <br><br>
diff --git a/src/uncategorized/storyCaption.tw b/src/uncategorized/storyCaption.tw
index d8288649cfafb65b40530b909bc578d2a1b72cbc..2b5745e50b8e00eb7c08ef7b785926a159275119 100644
--- a/src/uncategorized/storyCaption.tw
+++ b/src/uncategorized/storyCaption.tw
@@ -499,8 +499,8 @@
 			<</if>>
 		<</if>>
 		<br>
-		<<if ($securityForceActive) && $SFMODToggle === 1>>
-			<br><span id="SFMButton"> <<link "$SFNameCaps's firebase""Firebase">><</link>> </span> @@.cyan;[Z]@@
+		<<if ($SF.Active) && $SFMODToggle === 1>>
+			<br><span id="SFMButton"> <<link "$SF.Caps's firebase""Firebase">><</link>> </span> @@.cyan;[Z]@@
 		<</if>>
 		<br><span id="optionsButton"><<link "Game Options">><<set $nextButton = "Back", $nextLink = _Pass>><<goto "Options">><</link>></span> @@.cyan;[O]@@
 	<<else>>
@@ -524,8 +524,8 @@
 		<<if $cyberMod != 0 && $researchLab.built == "true">>
 			<br>[[Manage Research Lab|Research Lab][$temp = 0]]
 		<</if>>
-		<<if ($securityForceActive) && $SFMODToggle === 1>>
-			<br><span id="SFMButton"> <<link "$SFNameCaps's firebase""Firebase">><</link>> </span> @@.cyan;[Z]@@
+		<<if ($SF.Active) && $SFMODToggle === 1>>
+			<br><span id="SFMButton"> <<link "$SF.Caps's firebase""Firebase">><</link>> </span> @@.cyan;[Z]@@
 		<</if>>
 
 		<br>
@@ -565,8 +565,8 @@
 	<<if $cyberMod != 0 && $researchLab.built == "true">>
 	<br>[[Manage Research Lab|Research Lab][$temp = 0]]
 	<</if>>
-	<<if ($securityForceActive) && $SFMODToggle === 1>>
-	<br><span id="SFMButton"> <<link "$SFNameCaps's firebase""Firebase">><</link>> </span> @@.cyan;[Z]@@
+	<<if ($SF.Active) && $SFMODToggle === 1>>
+	<br><span id="SFMButton"> <<link "$SF.Caps's firebase""Firebase">><</link>> </span> @@.cyan;[Z]@@
 	<</if>>
 
 	<br>