diff --git a/src/events/intro/introSummary.tw b/src/events/intro/introSummary.tw
index e253596a0ae607af628ed5abce3b38e471808a7b..6b2cf5d166ba9516c37f5cda6a30e5014b7693a6 100644
--- a/src/events/intro/introSummary.tw
+++ b/src/events/intro/introSummary.tw
@@ -1007,17 +1007,13 @@ Currently
 <br><br>
 
 __''Mods''__
-<br>
-<<if $SFMODToggle == 1>>
-	The Special Force Mod is ''enabled.''
-[[Disable|Intro Summary][$SFMODToggle = 0]]
+<br>The Special Force Mod is
+<<if $SF.Toggle === 1>>
+	''enabled.'' [[Disable|Intro Summary][$SF.Toggle = 0]]
 <<else>>
-	The Special Force Mod is ''disabled.''
-[[Enable|Intro Summary][$SFMODToggle = 1]]
+	''disabled.'' [[Enable|Intro Summary][$SF.Toggle = 1]]
 <</if>>
-<br>
-// This mod initially from anon1888 but expanded by SFanon offers a lategame special (initially, security but changed to Special in order to try and reduce confusion with crimeanon's separate Security Expansion mod) force, triggered around week 80. It is non-canon where it conflicts with canonical updates to the base game.//
-
+<br>// This mod is initially from anon1888 but expanded by SFanon offers a lategame special (started out as security but changed to special in order to try and reduce confusion with CrimeAnon's separate Security Expansion (SecExp) mod) force, that is triggered after week 80. It is non-canon where it conflicts with canonical updates to the base game.//
 <br><br>
 
 <<if $cyberMod == 1>>
diff --git a/src/gui/Encyclopedia/encyclopedia.tw b/src/gui/Encyclopedia/encyclopedia.tw
index 0ee4d6aa208fcf3d4704f75e4aaa90ca684be22f..33aefe2af7e76910dfde410a05c1a0a51827a837 100644
--- a/src/gui/Encyclopedia/encyclopedia.tw
+++ b/src/gui/Encyclopedia/encyclopedia.tw
@@ -3252,7 +3252,7 @@ Error: bad title.
 	| [[Battles in Security Expansion|Encyclopedia][$encyclopedia = "Battles"]]
 <</if>>
 
-<<if $securityForceActive>>
+<<if $SF.Toggle && $SF.Active >= 1>>
 	<<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 e78d98e2e1692e3d738ab39500b80bea573658c5..2ec04d0769f85a39d4c17061f5e7a2eb1561c2f4 100644
--- a/src/js/economyJS.tw
+++ b/src/js/economyJS.tw
@@ -321,11 +321,14 @@ window.getCost = function(array) {
 		}
 	}
 
+	if(State.variables.SF.Toggle && State.variables.SF.Active >= 1 && State.variables.SF.Subsidy) {
+		costs += Math.ceil((10000*(State.variables.SFUnit.Troops/10))*1+(State.variables.arcologies[0].prosperity/100)*1+(State.variables.SF.Units/100));
+	}
 	// clean up
 	if(costs < 0) {
 		costs = 0;
 	} else {
-		costs = Math.trunc(costs);
+		costs = Math.ceil(costs);
 	}
 
 	return costs;
@@ -583,7 +586,7 @@ window.getSlaveCost = function(s) {
 		cost += drugsCost * 5;
 		break;
 	case 'sag-B-gone':
-		cost += drugsCost * .1;
+		cost += Math.trunc(drugsCost * .1);
 		break;
 	case 'no drugs': case 'none':
 		break;
@@ -595,16 +598,16 @@ window.getSlaveCost = function(s) {
 		cost += drugsCost * s.curatives;
 	}
 	if(s.aphrodisiacs !== 0) {
-		cost += drugsCost * Math.abs(s.aphrodisiacs);
+		cost += Math.trunc(drugsCost * Math.abs(s.aphrodisiacs));
 	}
 	if(s.hormones !== 0) {
-		cost += (drugsCost * Math.abs(s.hormones) * 0.5);
+		cost += Math.trunc((drugsCost * Math.abs(s.hormones) * 0.5));
 	}
 	if(s.bodySwap > 0) {
-		cost += (drugsCost * s.bodySwap * 10);
+		cost += Math.trunc((drugsCost * s.bodySwap * 10));
 	}
 	if(s.preg === -1 && isFertile(s)) {
-		cost += (drugsCost * 0.5);
+		cost += Math.trunc((drugsCost * 0.5));
 	}
 
 	// Promotion costs
diff --git a/src/pregmod/JobFulfillmentCenter/JobFulfillmentCenterOrder.tw b/src/pregmod/JobFulfillmentCenter/JobFulfillmentCenterOrder.tw
index dac6f3e2d7cd00bbbbb638203137fd914769e330..0483d6143b69e0f97b3feff6fba2a0531caf2376 100644
--- a/src/pregmod/JobFulfillmentCenter/JobFulfillmentCenterOrder.tw
+++ b/src/pregmod/JobFulfillmentCenter/JobFulfillmentCenterOrder.tw
@@ -11,9 +11,9 @@
 		<<link "Security">>
 		<<replace "#JobType">>
 				<br>
-				<<if $SFMODToggle == 1>>
+				/*<<if $SF.Toggle && $SF.Active >= 1>>
 					<br>[[Lieutenant Colonel|JobFulfillmentCenterOrder][$JFCOrder = 1, $Role = "Lieutenant Colonel"]]
-				<</if>>
+				<</if>>*/
 				<br>[[Bodyguard|JobFulfillmentCenterOrder][$JFCOrder = 1, $Role = "Bodyguard"]]
 				<br>[[Wardeness|JobFulfillmentCenterOrder][$JFCOrder = 1, $Role = "Wardeness"]]
 				<br>[[Return|JobFulfillmentCenterOrder]]
@@ -47,4 +47,4 @@
 	</span>
 <<else>>
 	[[Withdraw slave order|JobFulfillmentCenterOrder][$JFCOrder = 0, $Role = ""]]
-<</if>>
\ No newline at end of file
+<</if>>
diff --git a/src/pregmod/SecForceEX/CheatEdit.tw b/src/pregmod/SecForceEX/CheatEdit.tw
new file mode 100644
index 0000000000000000000000000000000000000000..87cc4d5207063e78128eadfa604eea22082a5b4c
--- /dev/null
+++ b/src/pregmod/SecForceEX/CheatEdit.tw
@@ -0,0 +1,35 @@
+:: CheatEdit [nobr]
+<<set $nextButton = "Back to $SF.Lower's Firebase", $nextLink = "Firebase", $returnTo = "Firebase">>
+<<= Count()>>__Upgrades__: $SF.Units/_max
+<<if $SF.Units >= 30>><<set _T1 = 1>><<else>><<set _T1 = 0>><</if>>
+<br><br>''Firebase:'' <<textbox "$SFUnit.Firebase" $SFUnit.Firebase "CheatEdit">>/_FU
+<br>''Armory:'' <<textbox "$SFUnit.Armoury" $SFUnit.Armoury "CheatEdit">>/_AU
+<br>''Drug Lab:'' <<textbox "$SFUnit.Drugs" $SFUnit.Drugs "CheatEdit">>/_DrugsU
+<<if $SFUnit.Firebase >= 2>>
+<br>''Drone Bay:'' <<textbox "$SFUnit.Drones" $SFUnit.Drones "CheatEdit">>/_DU<</if>>
+
+<<if $SFUnit.Firebase >= 1 && $terrain !== "oceanic">> <br><br>''Garage:''
+	<br>&nbsp;''Vehicles:''
+	<br>&nbsp;&nbsp;''Attack:'' <<textbox "$SFUnit.AV" $SFUnit.AV "CheatEdit">>/_AVU
+	<br>&nbsp;&nbsp;''Transport:'' <<textbox "$SFUnit.TV" $SFUnit.TV "CheatEdit">>/_TVU
+	<<if _T1>>
+	<br>&nbsp;''Prototype Goliath Tank:'' <<textbox "$SFUnit.PGT" $SFUnit.PGT "CheatEdit">>/_PGTU<</if>>
+<</if>>
+
+<<if $SFUnit.Firebase >= 4>> <br><br>''Hangar:''
+	<br>&nbsp;''Aircraft:''
+	<br>&nbsp;&nbsp;''Attack:'' <<textbox "$SFUnit.AA" $SFUnit.AA "CheatEdit">>/_AAU
+	<br>&nbsp;&nbsp;''Transport:'' <<textbox "$SFUnit.TA" $SFUnit.TA "CheatEdit">>/_TAU
+	<<if _T1>>
+	<br>&nbsp;''Spaceplane'': <<textbox "$SFUnit.SpacePlane" $SFUnit.SpacePlane "CheatEdit">>/_SPU
+	<br>&nbsp;''Gunship:'' <<textbox "$SFUnit.GunS" $SFUnit.GunS "CheatEdit">>/_GunSU
+		<br><br>''Launch Bay:''
+		<br>&nbsp;''Satellite:'' <<textbox "$SFUnit.Satellite" $SFUnit.Satellite "CheatEdit">>/_SatU
+		<<if $terrain !== "oceanic">>
+		<br>&nbsp;''Giant Robot:'' <<textbox "$SFUnit.GiantRobot" $SFUnit.GiantRobot "CheatEdit">>/_GRU<</if>>
+		<br>&nbsp;''Cruise Missile:'' <<textbox "$SFUnit.MissileSilo" $SFUnit.MissileSilo "CheatEdit">>/_MSU
+<<if $terrain === "oceanic" || $terrain === "marine">> <br><br>''Naval Yard:''
+	<br>&nbsp;''Aircraft Carrier:'' <<textbox "$SFUnit.AircraftCarrier" $SFUnit.AircraftCarrier "CheatEdit">>/_ACU
+	<br>&nbsp;''Submarine:'' <<textbox "$SFUnit.Sub" $SFUnit.Sub "CheatEdit">>/_SubU
+	<br>&nbsp;''Amphibious Transport:'' <<textbox "$SFUnit.HAT" $SFUnit.HAT "CheatEdit">>/_HATU
+<</if>><</if>><</if>>
\ No newline at end of file
diff --git a/src/pregmod/SecForceEX/SpecialForceColonelSexDec.tw b/src/pregmod/SecForceEX/ColonelSexDec.tw
similarity index 87%
rename from src/pregmod/SecForceEX/SpecialForceColonelSexDec.tw
rename to src/pregmod/SecForceEX/ColonelSexDec.tw
index 822e96e18f02fcefcbeee3ae2929a8528612f43b..8f47023524fa86c33bfc3ae3d553f78436f07faa 100644
--- a/src/pregmod/SecForceEX/SpecialForceColonelSexDec.tw
+++ b/src/pregmod/SecForceEX/ColonelSexDec.tw
@@ -1,5 +1,5 @@
-:: SpecialForceColonelSexDec
-<<switch $ColonelCore>>
+:: SFColonelSexDec
+<<switch $SFColonel.Core>>
 <<case "shell shocked">>
 	<span id="result7">
 	The entire time it is obvious that The Colonel is reliving a horrible event.
@@ -8,7 +8,7 @@
 	"You made an attempt to try to bring her back to the present."
 	<</replace>>
 	<</link>>
-	
+
 	<br><<link "Leave her be">>
 	<<replace "#result7">>
 	"It is probably better that she tries to deal with her demons alone"
@@ -18,4 +18,4 @@
 
 <<default>>
 	Inset sex noises here.
-<</switch>>
+<</switch>>
\ No newline at end of file
diff --git a/src/pregmod/SecForceEX/FlavourText.tw b/src/pregmod/SecForceEX/FlavourText.tw
new file mode 100644
index 0000000000000000000000000000000000000000..ade33f66b4caf3310edca53843a889d3850514cf
--- /dev/null
+++ b/src/pregmod/SecForceEX/FlavourText.tw
@@ -0,0 +1,110 @@
+:: FlavourText [nobr]
+<br> <<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 $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 $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 $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 $SF.ROE === "limited">>
+		There are some guidelines posted regarding the use of force against non-citizens, forbidding general indiscriminate fire.
+	<<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 $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 $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 $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 $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 $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 $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 $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 $SF.Depravity >= 1.5 && ($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.
+		<<elseif random(1,100) > 50>>
+			Off to the side, a group of soldiers cackle amongst themselves as they take turns beating a very young slave girl with heavy batons. Sickening crunches can be heard from the screaming slave.
+		<<elseif random(1,100) > 75>>
+			Off to the side, still more soldiers crowd around an above-ground pit built from empty crates, gambling on slave gladiator fights. There's a drunken cheer as one of the fighters, a very young slave girl, straddles another one and smashes her face in with a blood-slick ammo crate. As she stands, shaking from fear and adrenaline, one of the soldiers laughs and throws a small incendiary grenade at her, changing the cheers to curses as the other soldiers jump away from the flaming, screeching slave.
+		<<else>>
+			Screams and cries of pain can be heard echoing around the area as the soldiers have their fun with their property.
+		<</if>>
+	<</if>> </div>
+
+	<br>In the middle of the common area is a pile of supply crates with a pavilion on top - The Colonel's personal throne and open quarters, the result of her preferring to live an extreme lifestyle amongst her soldiers rather than in her empty quarters on the upper levels. It's draped with the 'flag' of $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, 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 && $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?"
+	<</if>> </div>
+	<<if $SFUnit.Firebase === 10>>
+		<br>The echo of simulated gun fire and explosions can be heard from the state of the art killhouse.
+		The quite hum of fans keeping the faster and much more efficient custom network operational can be heard throught the firebase.<br>
+	<</if>>
+<</if>>
+
+<br>__Current facilities status:__
+<br>''Firebase:'' <<print Firebase()>>
+	<br>&nbsp;The large dormitories are <<print TroopDec()>>.
+<br><br>''Armory:'' <<print Armoury()>>
+<br><br>''Drug Lab:'' <<print Drugs()>>
+<<if $SFUnit.Firebase >= 2 && $SFUnit.Drones > 0>> <br><br>''Drone Bay:'' <<print LUAV()>> <</if>>
+
+<<if _G > 0 && $SFUnit.Firebase >= 1>> <br><br>''Garage:''
+	<<if $SFUnit.AV+$SFUnit.TV > 0>> <br>&nbsp;''Vehicles:''
+		<<if $SFUnit.AV > 0>> <br>&nbsp;&nbsp;''Assault:'' <<print AV()>> <</if>>
+		<<if $SFUnit.TV > 0>> <br>&nbsp;&nbsp;''Transport:'' <<print TV()>> <</if>>
+	<</if>>
+	<<if $SFUnit.PGT > 0>> <br>&nbsp;''Prototype Goliath Tank:'' <<print PGT()>> <</if>>
+<</if>>
+
+<<if $SFUnit.Firebase >= 4>>
+	<<if _H > 0>> <br><br>''Hangar:''
+		<<if $SFUnit.AA+$SFUnit.TA > 0>> <br>&nbsp;''Airforce:''
+			<<if $SFUnit.AA > 0>> <br>&nbsp;&nbsp;''Assault:'' <<print AA()>> <</if>>
+			<<if $SFUnit.TA > 0>> <br>&nbsp;&nbsp;''Transport:'' <<print TA()>> <</if>>
+		<</if>>
+		<<if $SFUnit.SpacePlane > 0>> <br>&nbsp;''Spaceplane:'' <<print SP()>> <</if>>
+		<<if $SFUnit.GunS > 0>> <br>&nbsp;''Gunship:'' <<print GunS()>> <</if>>
+	<</if>>
+	<<if _LB> 0>> <br><br>''Launch Bay:''
+		<<if $SFUnit.Satellite > 0>> <br>&nbsp;''Satellite:'' <<print Sat()>> <<if $SatLaunched < 1>><br>&nbsp;[[Launch it into geostationary orbit|Firebase][$SatLaunched = 1]]<br>&nbsp;//You cannot upgrade the satellite once it has been launched.//<</if>><</if>>
+		<<if $SFUnit.GiantRobot > 0>> <br>&nbsp;''Giant Robot'': <<print GR()>> <</if>>
+		<<if $SFUnit.MissileSilo > 0>> <br>&nbsp;''Cruise Missile:'' <<print ms()>> <</if>>
+	<</if>>
+<</if>>
+
+<<if _NY > 0>> <br><br>''Naval Yard:''
+	<<if $SFUnit.AircraftCarrier > 0>> <br>&nbsp;''Aircraft Carrier:'' <<print AC()>> <</if>>
+	<<if $SFUnit.Sub > 0>> <br>&nbsp;''Submarine:'' <<print Sub()>> <</if>>
+	<<if $SFUnit.HAT > 0>> <br>&nbsp;''Amphibious Transport:'' <<print HAT()>> <</if>>
+<</if>>
+/*<<if $SupportFacility === 1>> <br><br>''$SupportFacilityName:''
+	<<if passage() === "Firebase">>
+		<br><<link "Enter the building" "Support Facility">> <</link>>
+	<<elseif passage() === "SF_Report">>
+		<<include "Support Facility Report">> <</if>>
+<</if>>*/
diff --git a/src/pregmod/SecForceEX/NamingColonel.tw b/src/pregmod/SecForceEX/NamingColonel.tw
new file mode 100644
index 0000000000000000000000000000000000000000..d8f0e7f57e7c35115d0632c28b487facfa15d8a6
--- /dev/null
+++ b/src/pregmod/SecForceEX/NamingColonel.tw
@@ -0,0 +1,144 @@
+:: Security Force Naming-Colonel [nobr]
+<<set $nextButton = " ">> <<if ndef $NamingColonel>> <<set $NamingColonel = 0>> <</if>>
+<<if $NamingColonel === 0>>
+	It's been a short while since you told your citizens that you were going to talk to them about their security, and by all accounts, they've turned out in force to watch your address over the arcology's internal communications system. You wake up early, relieve your frustrations on a few slaves woken out of deep sleep, and take position behind your desk. You also call over a slave and push her under your desk. The unspoken instruction is clear, and she begins enthusiastically
+	<<if $PC.dick == 1>>
+			sucking your cock, taking it as deep as she can without gagging.
+	<<else>>
+			eating you out, pressing her face into your pussy and forcing her tongue deep inside you.
+	<</if>>
+
+	<br><br>A blinking light tells you that the channel is open. You take a deep breath, and begin. You greet your citizens and explain that while you believe deeply in the underlying principles of the Free Cities, recent events have forced you to modify some of your views. The Old World attack from the outside and the more recent assault by the Daughters of Liberty from within has proven that some form of permanent, organized standing force is needed to ensure the personal safety of the citizen body.
+
+	<br><br>You tell them that the Old World continues to deteriorate. You tell them that it is only a matter of time before the poor, diseased, starving, and unwashed masses try their hand at invading the arcology again. You tell them that such a force would be good for business, securing trade routes and conducting slaving raids far greater in scale than those performed by private slaving corporations. And finally, to quell their greatest fear, you tell them that you would personally support the force financially.
+
+	<br><br>As you speak, you carefully monitor the citizens' opinions as indicated on their communication devices. It is uniformly positive - they know whom they have to thank for their continued survival and dominance. You also monitor your arousal given the ministrations of your slave. A few small movements on your part communicate to your citizens what is happening without being too obvious. Free Cities business etiquette respects business conducted while being subtly serviced (and your doing so during such a public and important broadcast signals how seriously you are taking it), but a climax would be seen as a serious lack of discipline.
+
+	<br><br>You finally wrap up your speech, declaring yourself Marshal of the newly-formed <<textbox "$SF.Lower" $SF.Lower>>
+
+	<br><br>You close the link to the communication system and read a message from your assistant that appeared during the last moments of your address. In consultation with major figures in the mercenary community, a suitable candidate for day-to-day command of the new unit has been found. Your instructions were to keep you in the dark about them so as to avoid prejudgment. They are waiting outside your office.
+
+	<br><br>[[Invite them inside|Security Force Naming-Colonel][$NamingColonel = 1]]
+<</if>>
+<<if $NamingColonel === 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. Instead, a woman walks in.
+	<<if $SFColonel.Core == "">>
+		She strikes you as someone who is likely to be:
+		<br><br>[[Kind|Security Force Naming-Colonel][$SFColonel.Core = "kind"]]
+		<br>[[Cruel and psychopathic|Security Force Naming-Colonel][$SFColonel.Core = "cruel"]]
+		<br>[[A brazen warmonger|Security Force Naming-Colonel][$SFColonel.Core = "brazen"]]
+		<br>[[Jaded|Security Force Naming-Colonel][$SFColonel.Core = "jaded"]]
+		<br>[[Shell-shocked|Security Force Naming-Colonel][$SFColonel.Core = "shell shocked"]]
+	<</if>>
+	<<if $SFColonel.Core !== "">>
+		She is likely to be ''$SFColonel.Core''.
+		<br><br>She strides in, stopping in front of your desk,
+		<<switch $SFColonel.Core>>
+			<<case "kind">>
+				pulling off a laid-back salute with an easy grin.
+			<<case "cruel">>
+				her eyes flashing a hard glare in an instant before quickly softening into those of someone who wants something you have.
+			<<case "brazen">>
+				snapping off a textbook salute that decades of hard service grills into a veteran.
+			<<default>>
+				not bothering to put on even the semi-military air (complete with salute) that most mercenaries tend to adopt when meeting new clients.
+		<</switch>>
+		She is very tall and wearing the pants, boots, gloves, and the tank top undershirt of a standard female combat uniform. 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; the pistol holster on her hip lies empty, as do at least three knife holsters about her person.
+
+		<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,"
+		<<switch $SFColonel.Core>>
+			<<case "kind">>
+				she playfully
+			<<case "shell shocked">>
+				she uncomfortably
+			<<default>>
+				she
+		<</switch>>
+		indicates the slave under your desk, "you look a little occupied." She nods at the camera across from you. "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 a merc like me. I usually get my instructions remotely."
+		<<switch $SFColonel.Core>>
+			<<case "jaded" "brazen">>
+				A short, harsh laugh escapes her. "But I guess it keeps you focused. Can't have the entire arcology seeing you cum."
+			<<case "kind">>
+				She grins. "That kind of thing doesn't really bother me though."
+			<<case "cruel">>
+				She frowns. "The client always seems to be happier that way."
+		<</switch>>
+		<br><br>She moves a step closer. "Your computer-helper-thing 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,<<if $SFColonel.Core === "cruel">>" she smiles, "<</if>>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 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."
+		<<switch $SFColonel.Core>>
+			<<case "shell shocked">>
+				She looks away, caught in her own memories. It takes a solid minute before she starts again.
+			<<case "cruel">>
+				Her smile grows.
+			<<default>>
+				She pauses for a moment.
+		<</switch>>
+		"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>
+		<<if $SFColonel.Core === "shell shocked">>
+			The merc looks away again, letting the girl settle down before continuing.
+		<<else>>
+			The merc laughs again. "I could get used to a place like this."
+		<</if>>
+		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.<<if $SFColonel.Core === "shell shocked">>"<<else>> Two of them were the people I'd taken to bed. You can't even trust your drunken fucks anymore.
+		<<switch $SFColonel.Core>>
+			<<case "kind">>
+				It's a shame, but that's the world we live in."
+			<<case "cruel">>
+				Then again, who doesn't like a good hard fuck and stab?"
+			<<default>>
+				But what else is new?"
+		<</switch>><</if>>
+
+		<br><br>
+		<<if $SFColonel.Core === "jaded" || $SFColonel.Core === "shell shocked">>
+			"All I know how to do at this point is fight, and that's kept me alive this far.
+		<<else>>
+			"I like fighting, but I want to live somewhere where I can relax from life out there.
+		<</if>>
+		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," she grins, "I could get used to
+		<<switch $SFColonel.Core>>
+			<<case "brazen">>
+				crushing any enemy that looks our way."
+			<<case "cruel">>
+				having my own stable to abuse as I see fit. A terrified little slavegirl locked between my legs, struggling to breathe?"
+			<<default>>
+				spending my R&R time with a cold beer in one hand, a few lines of coke or a stack of pills in front of me."
+		<</switch>>
+		A glint runs through her eyes. "Sounds like a good fucking time."
+
+		<br><br>You quickly decide she'll do. You tap a few commands on your desk's console, assigning her personal quarters on the arcology's higher levels and transferring her first stipend to her new account. You also ask her what title she wants.
+
+		<br><br>"Title?" Another short laugh. "I guess I do need one, given that I'm all official and shit now." She thinks for a moment. "I was a major before I went freelance, and I think I'd like a promotion. Colonel sounds good." You make a note of this in her file. "You people don't seal contracts with a fuck do you?" Reassuring her you don't, she laughs again. "Good. I make it a point never to fuck the boss. It's bad for business." She turns around. "Well, I guess I'd better get to it. Your helper-thing assigned me space on the lower levels for the firebase. I brought a few squads of guys I know from the old days to start, but we'll grow fast once I put the word out, I guarantee it."
+
+		<br><br>[[Let her leave|Security Force Naming-Colonel][$NamingColonel = 2]]
+	<</if>>
+<</if>>
+<<if $NamingColonel === 2>>
+	<<set $nextLink = "Next Week",$nextButton = "Continue">> <<unset $NamingColonel>>
+	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 $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 <<if $SFColonel.Core === "cruel">>off the leash<<else>>do what I do<</if>> and throw any Old World complaints in the trash where they belong, I promise you'll have money pouring into your coffers, 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 arco owners, and that's your own deal, but I'd appreciate it if you could keep that stuff out of the new barracks. I'll have a hard time approaching potential recruits and telling them they should come live in a Roman apartment, an Egyptian temple, a goddamn Japanese teahouse, or some of the other crazy shit I've seen in the past. They're hard, nasty people, and trust me, I can tell you from experience that changing that is just not going to happen. Like I said, though, I can hold them back a bit if you like.
+
+	<br><br>Talk to you later, boss.// <<set $SF.Active = 2>>
+<</if>>
diff --git a/src/pregmod/SecForceEX/SpecialForceBarracksAdditionalColonelInteractions.tw b/src/pregmod/SecForceEX/SpecialForceBarracksAdditionalColonelInteractions.tw
deleted file mode 100644
index c0f6aecc27076a96b4a119d79fd21e1fc26da5f9..0000000000000000000000000000000000000000
--- a/src/pregmod/SecForceEX/SpecialForceBarracksAdditionalColonelInteractions.tw
+++ /dev/null
@@ -1,322 +0,0 @@
-:: SpecialForceBarracksAdditionalColonelInteractions [nobr]
-
-<<if $securityForceColonelToken == 0 && $securityForceSexedColonelToken == 0 && $CurrentTradeShowAttendance == 0>>
-	<br><br>
-	<span id="result3">
-	Where do you want to spend time with The Colonel this week?
-	<<if $ColonelRelationship >= 25>>
-		<br><<link "Up on the surface, along with an escort of course.">>
-			<<set $securityForceColonelToken = 1>>
-			<<replace "#result3">>
-				You ask The Colonel if she would like to stretch her legs up on the surface. It doesn't take much effort for her to agree.
-				<<if $PC.warfare < 10>>
-					<br>Your complete lack of skill at warfare ensures that <<if $Bodyguard != 0>>in addition to $Bodyguard.slaveName, <</if>>you need; two full squads of $securityForceName on foot, a squadron of fighters, a small convoy of $securityForceName's ground vehicles.
-				<<elseif $PC.warfare >= 100 && $PC.career == "mercenary">>
-					<br>Your mastery of wet work and prior experience in a PMC satisfies The Colonel that you only need one soldier and a single vehicle<<if $Bodyguard != 0>> plus $Bodyguard.slaveName<</if>>. Being able to see and interact with the arcology owner even more directly if they so wish boosts the mood of your citizen's while also giving them an increased opportunity to try gaining favor with you.
-					<<set $rep += 10, $cash += $EnvCash2>>
-				<<elseif $PC.warfare >= 100>>
-					<br>Your mastery of wet work satisfies The Colonel that you only need two soldiers and a single vehicle<<if $Bodyguard != 0>> plus $Bodyguard.slaveName<</if>>. Being able to see and interact with the arcology owner directly if they so wish boosts the mood of your citizens while also giving them the opportunity to try gaining favor with you.
-					<<set $rep += 5, $cash += $EnvCash3>>
-				<<elseif $PC.warfare >= 60>>
-					<br>Your expertise in warfare means that <<if $Bodyguard != 0>>in addition to $Bodyguard.slaveName <</if>>you need; two full squads of $securityForceName on foot, a squadron of fighters and a large convoy of $securityForceName's ground vehicles.
-				<<elseif $PC.warfare >= 30>>
-					<br>As you have some skill in warfare, you only need<<if $Bodyguard != 0>> in addition to $Bodyguard.slaveName<</if>>; two full squads of $securityForceName on foot, a squadron of fighters, a small convoy of $securityForceName's ground vehicles.
-				<<elseif $PC.warfare >= 10>>
-					<br>Your F.N.G. tier skill in warfare ensures that <<if $Bodyguard != 0>>in addition to $Bodyguard.slaveName, <</if>>you need; two full squads of $securityForceName on foot, a squadron of fighters, a small convoy of $securityForceName's ground vehicles.
-				<</if>>
-				<<if $arcologies[0].FSPaternalist != "unset">>
-					Stopping at a paternalist shop, you help The Colonel select some luxurious and relaxing treatments for her main slave.
-					<<if $PC.slaving < 10>>
-						Your total lack of slavery skill (which is very unusual and very concerning for an arcology owner) means that you are of little to no help or even a hindrance.
-					<<elseif $PC.slaving >= 100>>
-						Your mastery of slaving allows you assist The Colonel greatly. However the shop owner is so impressed by your understanding of slavery that she is more than happy for an endorsement from you. As you are exiting the shop you hear your pre-recorded message which bears the slogan "This is (<<if def $PC.customTitle>>$PC.customTitle <</if>> <<= PlayerName()>>) and this is my favorite Paternalist shop in $arcologies[0].name."
-						<<if $arcologies[0].prosperity < 20>>
-							<<set $arcologies[0].prosperity++>>
-						<</if>>
-					<<elseif $PC.slaving >= 60>>
-						Your expertise in slavery allows you to be more useful.
-					<<elseif $PC.slaving >= 30>>
-						Possessing some skill, you are slightly helpful.
-					<<elseif $PC.slaving >= 10>>
-						Your basic skill at slavery, allows you to neither be a hindrance or helpful.
-					<</if>>
-				<<else>>
-					Stopping at a shop.
-				<</if>>
-				<br>Soon the entourage heads back to the HQ of $securityForceName. Along the route you see a homeless citizen in great pain.
-				<<if $PC.medicine < 10>>
-					Your total lack of medical skill causes the death of the citizen.
-					<<set $arcologies[0].prosperity -= .25>>
-				<<elseif $PC.medicine >= 100 && $PC.career == "medicine">>
-					Your expertise in medicine ensures that the citizen is probably the best they have ever been. They are so grateful that they are more than happy to try and compensate your time. Word quickly spreads of the kindly medically trained arcology owner who took the time to heal a citizen, providing confidence to the rest of the citizens.
-					<<set $rep += 10, $cash += $EnvCash4>>
-				<<elseif $PC.medicine >= 100>>
-					Your expertise in medicine ensures that the citizen is probably the best they have ever been. Word quickly spreads of the kindly arcology owner who took the time to heal a citizen.
-					<<set $rep += 5>>
-				<<elseif $PC.medicine >= 60>>
-					Your mastery of medicine ensures that the citizen's condition is noticeably better.
-				<<elseif $PC.medicine >= 30>>
-					Your moderate skill in medicine ensures that the citizen's condition ever so slightly improves.
-				<<elseif $PC.medicine >= 10>>
-					Your basic skill in medicine is sufficient only to stabilize the citizen.
-				<</if>>
-			<<set $ColonelRelationship += 2>>
-			<</replace>>
-		<</link>>
-	<</if>>
-
-		<br><<link "In the HQ of $securityForceName.">>
-		<<replace "#result3">>
-		<span id="result10">
-		What do you want to do with The Colonel in the HQ of $securityForceName?
-					<<link "Go back">>
-						<<goto "SFM Barracks">>
-						<<set $securityForceColonelToken = 0>>
-					<</link>>
-					<br><<link "Learn">>
-					<<replace "#result10">>
-							<<set $securityForceColonelToken = 1, $ColonelRelationship += 1>>
-							<<link "Go back">>
-								<<goto "SFM Barracks">>
-								<<set $securityForceColonelToken = 0>>
-							<</link>>
-							<br>"Sure, boss." she says, nodding. "I can use a break from all of this." She laughs.
-							She can try teaching you a bit about;
-							<span id="result4">
-								<<link "field medicine">>
-									<<set $PC.medicine += 4>>
-									<<replace "#result4">>
-										<br>
-										<<if $PC.medicine < 10>>
-											//Hopefully now, you are less likely to cut yourself on the sharp things.//
-										<<elseif $PC.medicine >= 100>>
-											//Feel free to play 'doctor' with me any time.//
-										<<elseif $PC.medicine >= 60>>
-											//Feel free to apply 'pressure' anywhere.//
-										<<elseif $PC.medicine >= 30>>
-											//Yes that is how you use a tourniquet, good job.//
-										<<elseif $PC.medicine >= 10>>
-											//Yes that is a bandage, good job.//
-										<</if>>
-									<</replace>>
-								<</link>>
-								,
-								<<link "trading">>
-									<<set $PC.trading += 3>>
-									<<replace "#result4">>
-										<br>
-										<<if $PC.trading < 10>>
-											//Congratulations you have just passed economics 101, "black and red should balance".//
-										<<elseif $PC.trading >= 100>>//
-											//Now let's go crash some markets.//
-										<<elseif $PC.trading >= 60>>//
-											//Your auditing skills aren't half bad.//
-										<<elseif $PC.trading >= 30>>//
-											//Good, you can now spot numerical errors, most of the time.//
-										<<elseif $PC.trading >= 10>>//
-											//Now Good job you now know what NPV stands for.//
-										<</if>>
-									<</replace>>
-								<</link>>
-								,
-								<<link "slaving">>
-									<<set $PC.slaving += 3>>
-									<<replace "#result4">>
-										<br>
-										<<if $PC.slaving < 10>>
-											//Yes, the rope normally goes around the wrist first and nowhere near the mouth.//
-										<<elseif $PC.slaving >= 100>>
-											//Now should we go out and capture some slaves, master?//
-										<<elseif $PC.slaving >= 60>>
-											//Feel feel to tie me up any time.//
-										<<elseif $PC.slaving >= 30>>
-											//You can finally tie a knot correctly, most of the time anyway.//
-										<<elseif $PC.slaving >= 10>>
-											//Yes, having your slaves die on you is generally considered a bad thing, unless you are into that kind of thing you sick fuck. But who am I to judge.//
-										<</if>>
-									<</replace>>
-								<</link>>
-								,
-								<<link "combat engineering">>
-									<<set $PC.engineering += 3>>
-									<<replace "#result4">>
-										<br>
-										<<if $PC.engineering < 10>>
-											//Good job, you know what a hammer now looks like.//
-										<<elseif $PC.engineering >= 100>>
-											//Time to for you go out and build something.//
-										<<elseif $PC.engineering >= 60>>
-											//Feel free to 'nail' me any time.//
-										<<elseif $PC.engineering >= 30>>
-											//Yes that is the correct hammering position.//
-										<<elseif $PC.engineering >= 10>>
-											//Hammer meet nail.//
-										<</if>>
-									<</replace>>
-								<</link>>
-								,
-								<<link "hacking">>
-									<<set $PC.hacking += 3>>
-									<<replace "#result4">>
-										<br>
-										<<if $PC.hacking < 10>>
-											//Good job you know what pushing the power button does.//
-										<<elseif $PC.hacking >= 100>>
-											//Time to for you go out and tinker with a system.//
-										<<elseif $PC.hacking >= 60>>
-											//Feel free to 'plug into' me any time.//
-										<<elseif $PC.hacking >= 30>>
-											//Correct screw driver holding procedure acquired.//
-										<<elseif $PC.hacking >= 10>>
-											//You can now somewhat use a mouse.//
-										<</if>>
-									<</replace>>
-								<</link>>
-								,
-								<<link "general skills">>
-									<<set $PC.engineering + 2>>
-									<<set $PC.slaving += 2>>
-									<<set $PC.trading += 2>>
-									<<set $PC.warfare += 2>>
-									<<set $PC.medicine += 2>>
-									<<set $PC.hacking += 2>>
-									<<replace "#result4">>
-										//Hopefully this general education I could provide may be of use.//
-									<</replace>>
-									<<set $ColonelRelationship += 1>>
-								<</link>>
-								or you can <<link "listen to some war stories.">>
-									<<set $PC.warfare += 5>>
-									<<replace "#result4">>
-										<br>
-										<<if $PC.warfare < 10>>
-											//There, now you hopefully can hit the broad side of a barn, most of the time. What am I kidding you still suck.//
-										<<elseif $PC.warfare >= 100>>
-											//Now why don't you go deal with those dangerous watermelons?//
-										<<elseif $PC.warfare >= 60>>
-											//Feel free to shoot at or up me, any time.//
-										<<elseif $PC.warfare >= 30>>
-											//Grouping is slightly better.//
-										<<elseif $PC.warfare >= 10>>
-											//Slightly better but you still have a long way to go.//
-										<</if>>
-									<</replace>>
-								<</link>>
-							</span>
-						<</replace>>
-					<</link>>
-
-				<<if $ColonelRelationship >= 45>>
-					<br><<link "Have some fun">>
-					<<link "Go back">>
-						<<goto "SFM Barracks">>
-						<<set $securityForceSexedColonel = 0, $securityForceColonelToken = 0>>
-					<</link>>
-					<<replace "#result10">>
-							<<set $securityForceSexedColonel = 1, $securityForceColonelToken = 1, $ColonelRelationship += 3>>
-							<span id="result11">
-							Where should this fun take place?
-							<<link "Go back">>
-								<<goto "SFM Barracks">>
-								<<set $securityForceSexedColonel = 0, $securityForceColonelToken = 0>>
-							<</link>>
-								<br><<link "In private">>
-									<<replace "#result11">>
-										<span id="result6">
-										Which orifice do you wish to target?
-										<<link "Go back">>
-											<<goto "SFM Barracks">>
-										<</link>>
-											<br>
-											<<link "Pussy">>
-											<<replace "#result6">>
-											<<include "SpecialForceColonelSexDec">>
-											<</replace>>
-											<<set $securityForceSexedColonel += 1>>
-											<</link>>
-
-											<br><<link "Ass">>
-											<<replace "#result6">>
-											<<include "SpecialForceColonelSexDec">>
-											<</replace>>
-											<<set $securityForceSexedColonel += 1>>
-											<</link>>
-
-											<br><<link "Both pussy and ass">>
-											<<replace "#result6">>
-											<<include "SpecialForceColonelSexDec">>
-											<</replace>>
-											<<set $securityForceSexedColonel += 2>>
-											<</link>>
-
-											<br><<link "Mouth">>
-											<<replace "#result6">>
-											<<include "SpecialForceColonelSexDec">>
-											<</replace>>
-											<<set $securityForceSexedColonel += 1>>
-											<</link>>
-
-											<br><<link "All three holes">>
-											<<replace "#result6">>
-											<<include "SpecialForceColonelSexDec">>
-											<</replace>>
-											<<set $securityForceSexedColonel += 3>>
-											<</link>>
-										</span>
-									<</replace>>
-								<</link>>
-
-								<br><<link "On The Colonel's throne.">>
-									<<replace "#result11">>
-										<span id="result6">
-										Which orifice do you wish to target?
-										<<link "Go back">>
-											<<goto "SFM Barracks">>
-											<<set $securityForceSexedColonel = 0, $securityForceColonelToken = 0>>
-										<</link>>
-											<br><<link "Pussy">>
-											<<replace "#result6">>
-											<<include "SpecialForceColonelSexDec">>
-											<</replace>>
-											<<set $securityForceSexedColonel += 1>>
-											<</link>>
-
-											<br><<link "Ass">>
-											<<replace "#result6">>
-											<<include "SpecialForceColonelSexDec">>
-											<</replace>>
-											<<set $securityForceSexedColonel += 1>>
-											<</link>>
-
-											<br><<link "Both pussy and ass">>
-											<<replace "#result6">>
-											<<include "SpecialForceColonelSexDec">>
-											<</replace>>
-											<<set $securityForceSexedColonel += 2>>
-											<</link>>
-
-											<br><<link "Mouth">>
-											<<replace "#result6">>
-											<<include "SpecialForceColonelSexDec">>
-											<</replace>>
-											<<set $securityForceSexedColonel += 1>>
-											<</link>>
-
-											<br><<link "All three holes">>
-											<<replace "#result6">>
-											<<include "SpecialForceColonelSexDec">>
-											<</replace>>
-											<<set $securityForceSexedColonel += 3>>
-											<</link>>
-										</span>
-									<</replace>>
-								<</link>>
-							</span>
-					<</replace>>
-					<</link>>
-				<</if>>
-		</span>
-		<</replace>>
-		<</link>>
-	</span>
-<</if>>
diff --git a/src/pregmod/SecForceEX/SpecialForceBarracksCheatEdit.tw b/src/pregmod/SecForceEX/SpecialForceBarracksCheatEdit.tw
deleted file mode 100644
index 9c1d4a16217b56f1a210f6669f6cf1886f700571..0000000000000000000000000000000000000000
--- a/src/pregmod/SecForceEX/SpecialForceBarracksCheatEdit.tw
+++ /dev/null
@@ -1,77 +0,0 @@
-:: SpecialForceBarracksCheatEdit
-
-<<set $nextButton = "Back to SF Barracks", $nextLink = "SFM Barracks", $returnTo = "SFM Barracks">>
-<<include "SpecialForceUpgradeTree">>
-__Values__
-Upgrades: $SFAO/_max
-
-''Barracks:'' <<textbox "$securityForceArcologyUpgrades" $securityForceArcologyUpgrades "SpecialForceBarracksCheatEdit">>
-<br>Max: _BarracksMax
-
-/* ''SupportFacility:'' <<textbox "$SupportFacility" $SupportFacility "SpecialForceBarracksCheatEdit">> */
-
-''Armory:'' <<textbox "$securityForceInfantryPower" $securityForceInfantryPower "SpecialForceBarracksCheatEdit">>
-<br>Max: _ArmouryMax
-
-''Stimulant Lab:'' <<textbox "$securityForceStimulantPower" $securityForceStimulantPower "SpecialForceBarracksCheatEdit">>
-<br>Max: _StimulantLabMax
-
-<<if _Garage > 0 && $securityForceArcologyUpgrades >= 1>>
-	&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;''Garage:''
-	''LightAndMedium:'' <<textbox "$securityForceVehiclePower" $securityForceVehiclePower "SpecialForceBarracksCheatEdit">>
-	<br>Max: _LightAndMediumVehiclesMax
-	
-	''HeavyBattleTank:'' <<textbox "$securityForceHeavyBattleTank" $securityForceHeavyBattleTank "SpecialForceBarracksCheatEdit">> 
-	<br>Max: _HeavyBattleTankMax
-<</if>>
-
-<<if $securityForceArcologyUpgrades >= 4>>
-	&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;''Hangar:''
-	''Aircraft:'' <<textbox "$securityForceAircraftPower" $securityForceAircraftPower "SpecialForceBarracksCheatEdit">>
-	<br>Max: _AircraftMax
-
-	''Space Plane'': <<textbox "$securityForceSpacePlanePower" $securityForceSpacePlanePower "SpecialForceBarracksCheatEdit">>
-	<br>Max: _SpacePlaneMax
-
-	''Fortress Zeppelin:'' <<textbox "$securityForceFortressZeppelin" $securityForceFortressZeppelin "SpecialForceBarracksCheatEdit">>
-	<br>Max: _FortressZeppelinMax
-
-	''AC130:'' <<textbox "$securityForceAC130" $securityForceAC130 "SpecialForceBarracksCheatEdit">>
-	<br>Max: _AC130Max
-
-	''Heavy Transport:'' <<textbox "$securityForceHeavyTransport" $securityForceHeavyTransport "SpecialForceBarracksCheatEdit">>
-	<br>Max: _heavyTransportMax
-<</if>>
-
- ''DroneBay:'' <<textbox "$securityForceDronePower" $securityForceDronePower "SpecialForceBarracksCheatEdit">>
- <br>Max: _DroneBayMax
-
-<<if (_LaunchBayNO > 0 || _LaunchBayO > 0) && $securityForceArcologyUpgrades >= 4>>
-	&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;''LauchBay:''
-	<<if $terrain != "oceanic" && $terrain != "marine">>
-		''Satellite:'' <<textbox "$securityForceSatellitePower" $securityForceSatellitePower "SpecialForceBarracksCheatEdit">>
-		 <br>Max: _SatelliteMax
-		
-		''GiantRobot:'' <<textbox "$securityForceGiantRobot" $securityForceGiantRobot "SpecialForceBarracksCheatEdit">>
-		 <br>Max: _GiantRobotMax
-		
-		''MissileSilo:'' <<textbox "$securityForceMissileSilo" $securityForceMissileSilo "SpecialForceBarracksCheatEdit">>
-		 <br>Max: _MissileSiloMax
-	<<elseif $terrain == "oceanic" || $terrain == "marine">>
-		''Satellite:'' <<textbox "$securityForceSatellitePower" $securityForceSatellitePower "SpecialForceBarracksCheatEdit">>
-		<br>Max: _SatelliteMax
-	<</if>>
-<</if>>
-
-<<if $terrain == "oceanic" || $terrain == "marine">>
-	&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ''Naval Yard:''
-	
-	''AircraftCarrier:'' <<textbox "$securityForceAircraftCarrier" $securityForceAircraftCarrier "SpecialForceBarracksCheatEdit">>
-	<br>Max: _AircraftCarrierMax
-	
-	''Submarine:'' <<textbox "$securityForceSubmarine" $securityForceSubmarine "SpecialForceBarracksCheatEdit">>
-	<br>Max: _SubmarineMax
-	
-	''Amphibious Transport:'' <<textbox "$securityForceHeavyAmphibiousTransport" $securityForceHeavyAmphibiousTransport "SpecialForceBarracksCheatEdit">>
-	<br>Max: _HeavyAmphibiousTransportMax
-<</if>>
\ No newline at end of file
diff --git a/src/pregmod/SecForceEX/SpecialForceBarracksFlavourText.tw b/src/pregmod/SecForceEX/SpecialForceBarracksFlavourText.tw
deleted file mode 100644
index 55c562c4f9731994aa1971697fb5df150bdbc315..0000000000000000000000000000000000000000
--- a/src/pregmod/SecForceEX/SpecialForceBarracksFlavourText.tw
+++ /dev/null
@@ -1,84 +0,0 @@
-:: SpecialForceBarracksFlavourText [nobr]
-
-//You continue towards the common area, the soldiers you pass nodding respectfully, saluting, or giving slight bows, as they please, to you. You pass the briefing areas, the officers and sergeants of the force are conferring over planning tables and display screens regarding their upcoming deployments.//
-
-<br><br>
-
-<div style="margin-left:2em">
-<<if $securityForceFocus == "recruit">>
-	The commanders are viewing lists of potential recruits for $securityForceName, mercenaries and Old World soldiers who might be receptive to an offer of employment and residence within the arcology - in addition to some citizens of the arcology who wish to have some excitement in their lives.
-<<elseif $securityForceFocus == "secure">>
-	The commanders are reviewing maps of trade routes to the arcology as well as those nearby merchant hubs, arranging their future deployments to best protect them and encourage business and trade.
-<<elseif $securityForceFocus == "raiding">>
-	The commanders are reviewing maps of settlements and locations reported to have choice concentrations of material loot and potential slave stock, in preparation for their coming raids.
-<</if>>
-</div>
-
-<div style="margin-left:2em">
-<<if $securityForceRulesOfEngagement == "hold">>
-	There are posted (and very strict) guidelines for the use of force against non-citizens residents, forbidding the use of heavy weapons or indiscriminate fire.
-<<elseif $securityForceRulesOfEngagement == "limited">>
-	There are some guidelines posted regarding the use of force against non-citizens, forbidding general indiscriminate fire.
-<<elseif $securityForceRulesOfEngagement == "free">>
-	Guidelines regarding the use of force are completely absent from the deployment information screens. A note affixed to the screen, probably from a soldier, says: "Pop 'em if you see 'em - better than target practice!" Another one on top of that, from The Colonel, says: "Don't shoot the pretty ones, you fucking morons, or I'll kill you myself. They're worth good money or good for fun - do you idiots really want to have to fuck month-old stock?"
-<</if>>
-</div>
-
-<div style="margin-left:2em">
-<<if $securityForceAccountability == "strict">>
-	On several screens, there are prominent warnings regarding the severe disciplinary procedures that will be taken against soldiers who commit crimes while on deployment.
-<<elseif $securityForceAccountability == "some">>
-	On several screens, there are some minor warnings regarding the mild disciplinary procedures that may be taken against soldiers who commit especially severe crimes while on deployment.
-<<elseif $securityForceAccountability == "none">>
-	There are no warnings or information regarding disciplinary procedures on any of the screens. Near one of them, a waste basket has been dragged over and a soldier has posted a note above it that says: "For Old World Complaints and Warrants."
-<</if>>
-</div>
-
-<br>
-
-//You arrive at the barracks' common area, a nest of bars, pleasure dens, public spaces, and other facilities catering to the soldiers' needs and giving them somewhere to spend their free time, since they do not mingle with your citizens on the higher levels or exit the arcology except on deployment. It is well-occupied by the soldiers not currently tasked with duties, and they respectfully move out of your way as you approach, clearing a path for you to move forward.//
-
-<br><br>
-
-<div style="margin-left:2em">
-<<if $securityForceDepravity <= 0.3 && $ColonelCore == "kind">>
-	The amenities are staffed by menial slaves, captured by the soldiers on their excursions. They are wearing plain jumpsuits and slim identification collars to set them apart from the soldiers, and look resigned but not fearful. The soldiers themselves socialize at the bars, in small groups around tables, and in the gambling parlours. Many of them can be seen entering or leaving the dens occupied by the sexual slaves they have acquired. Laughter from the carousing soldiers can be heard at all times. Small groups of slaves move freely between the plaza and their basic accommodations attached to the barracks.
-<<elseif $securityForceDepravity <= 0.6 && $ColonelCore == "kind">>
-	The amenities are staffed by menial slaves, captured by the soldiers on their excursions. They are topless, wearing only utilitarian pants and leather collars to set them apart from the soldiers, and occasionally shoot fearful looks at the soldiers. The soldiers themselves socialize at the bars, or in large groups around tables, leering at and groping slaves of interest as they pass by. Many of them can be seen entering or leaving the dens occupied by the sexual slaves they have acquired, and often emerge only partially dressed, sometimes pulling half-naked slaves out with them.
-<<elseif $securityForceDepravity <= 0.9>>
-	The amenities are staffed by menial slaves, captured by the soldiers on their excursions. They are topless, wearing only utilitarian shorts and steel collars to set them apart from the soldiers, and often shoot fearful looks at the soldiers. The soldiers themselves socialize at the bars, or in large groups around tables, leering at and heavily groping slaves of interest as they pass by. Many of them can be seen entering or leaving the dens occupied by the sexual slaves they have acquired, and often emerge stark naked, sometimes pulling naked slaves out with them for one last servicing in public. A few soldiers stagger around in drunken hazes or drugged-out stupors.
-<<elseif $securityForceDepravity <= 1.2>>
-	The amenities are staffed by menial slaves, captured by the soldiers on their excursions. They are topless, wearing only a single undergarment and heavy steel collars to set them apart from the soldiers, and often shoot fearful looks at the soldiers. The soldiers occupy themselves primarily with sex, pulling slaves onto benches and fucking them hard in public. Many soldiers stagger around or lie passed out from drug and alcohol abuse.
-<<elseif $securityForceDepravity >= 1.5 && ($ColonelCore == "Warmonger" || $ColonelCore != "Shell Shocked")>>
-	The amenities are staffed by menial slaves, captured by the soldiers on their excursions. To a one, they are naked, and are wearing heavy shock collars to force obedience. Most are wild-eyed with fear or dull-eyed from mental collapse, and many others bear marks of abuse. Few of the slaves are here long-term, the depraved pleasures of the soldiers resulting in enormous turnover and loss of 'damaged' stock. The extreme libations of the soldiers are ever-present. Drunken soldiers stagger around everywhere, beating slaves too slow to get out of their way. Others lie sprawled out on the ground, rendered senseless from heavy drug abuse. Some walk around naked, and hold slaves down on the benches scattered around, raping or sodomizing them with their cocks or their personal strap-ons as they desire. In alcoves, some soldier-lover pairs fuck loudly, moaning in pleasure.
-	<<if random(1,100) > 50>>
-		Off to the side, a group of soldiers brutally gangbang a very young slave girl, with one soldier buried balls-deep in her ass, another brutally sawing a barbed strap-on in and out of her pussy, and a third with his cock forced deep down her throat. The slave girl struggles and gags, desperate for breath or relief.
-	<<elseif random(1,100) > 50>>
-		Off to the side, a group of soldiers cackle amongst themselves as they take turns beating a very young slave girl with heavy batons. Sickening crunches can be heard from the screaming slave.
-	<<elseif random(1,100) > 75>>
-		Off to the side, still more soldiers crowd around an above-ground pit built from empty crates, gambling on slave gladiator fights. There's a drunken cheer as one of the fighters, a very young slave girl, straddles another one and smashes her face in with a blood-slick ammo crate. As she stands, shaking from fear and adrenaline, one of the soldiers laughs and throws a small incendiary grenade at her, changing the cheers to curses as the other soldiers jump away from the flaming, screeching slave.
-	<<else>>
-		Screams and cries of pain can be heard echoing around the area as the soldiers have their fun with their property.
-	<</if>>
-<<else>>
-	The amenities are staffed by menial slaves, captured by the soldiers on their excursions.
-<</if>>
-</div>
-
-<br>
-
-//In the middle of the common area is a pile of supply crates with a pavilion on top - The Colonel's personal throne and open quarters, the result of her preferring to live an extreme lifestyle amongst her soldiers rather than in her empty quarters on the upper levels. It's draped with the 'flag' of $securityForceName, one of her inventions. Sprawled all around it is an immense quantity of; alcohol, hard drugs, clothes, electronic devices, huge amounts of cash, jewels and precious metals looted from the outside world.//
-
-<br><br>
-
-<div style="margin-left:2em">
-<<if random(1,100) > 50>>
-	_Name raises a hand in greeting and nods as you approach. She is sprawled on a couch, wearing only her combat suit tank top and fingerless gloves. She's holding a near-empty bottle of strong liquor in her hand and you can see a naked slave girl kneeling on the floor between her legs. The Colonel has her legs wrapped tightly around the girl's head, forcing the girl to service her if she wants to breathe. The Colonel is close to her climax then suddenly tenses her lower body thus gripping the girl even tighter and throws her head back in ecstasy as she orgasms. She lets out a long breath finally releasing the girl, giving her a hard smack and shouting at her to fuck off.<br><br> The Colonel finishes off her bottle, tossing it over her shoulder then leaning back on the couch and spreading her legs wide. You look down briefly, falling into your habits of inspection. Her pussy is completely devoid of hair with heavy labia in with a very large and hard clit peaking out. Beads of moisture, the result of her excitation, are visible, and you can tell from long experience that she would be tight as a vise. You return your gaze to her face to find her smirking at you. "Like what you see, boss?" She waves her hand at the plaza around her, "So do they. But you're not here for pussy. You're here to talk business. So, what's up?"
-<<elseif random(1,100) > 50>>
-	_Name is in no condition initially to greet you. She's naked except for one sock that gives you a very good view of her muscled, taut body while lounging with her feet on the table and the rest on her couch. She is face down in a drugged-out stupor in the middle of a wide variety of powders and pills. Perhaps sensing your approach, her head suddenly shoots up and looks at you with unfocused, bloodshot eyes. "Sorry, boss," she slurs, wiping her face and weakly holding up a hand. "Hold on a second, I need something to help me out here. Long fucking night." She struggles to sit on the couch and bending over the table, loudly snorts up some of the white powder on it. "Ahhh, fuck," she says, breathing heavily.<br><br> She shakes her head powerfully now looking at you, her eyes once again alert and piercing. "That's better," she says, leaning back on the couch and giving you another good view of her assets. "So, boss," she begins, "what brings you down here to our little clubhouse? I trust you're happy with how we've been handling things out there?" You nod. "Excellent", she laughs. "I have to say; it's nice to have a place like this while having some top-end gear and to be able to have fun out there without worrying about anyone coming back on us. Good fucking times." She laughs again. "So - I'm assuming you want something?"
-<<elseif random(1,100) > 70 && $securityForceDepravity >= 1.5 && ($ColonelCore == "cruel")>>
-	_Name is relaxing on her couch stark naked, greeting you with a raised hand. Between her tightly clenched legs is a slave girl being forced to eat her out. "Hey, boss, what's -" she breaks off as a flash of pain crosses her features. "Fucking bitch!" she exclaims, pulling her legs away and punching the slave girl in the face. She pushes the girl to the ground, straddling her then begins hitting. You hear one crunch after another as The Colonel's powerful blows shatter the girl's face. She hisses from between clenched teeth, each word accompanied by a brutal punch. "How. Many. Fucking. Times. Have. I. Told. You. To. Watch. Your. Fucking. Teeth. On. My. Fucking. Clit!" She leans back, exhaling heavily. Before leaning back down to grip apply pressure onto the girl's neck with her powerful hands. Wordlessly, she increases the pressure and soon the girl begins to turn blue as she struggles to draw breath. Eventually her struggles weaken and then finally, end.<br><br> The Colonel relaxes her grip then wipes her brow, clearing away the sweat from her exertion. Finally rising from the girl's body, relaxing back on the couch and putting her feet back up on the table. "Sorry about that boss," she says, shrugging. "So many of these bitches we pick up from the outside don't understand that they have to behave." Shaking her head in frustration, "Now I need to find another one. But that's not your problem - you're here to talk business. So, what's up?"
-<<else>>
-	_Name is topless while reviewing the particulars of her unit on a tablet as you approach. She raises a hand in greeting. "Hey boss," she says, noticing you looking at her chest. She laughs. "Nice, aren't they? But they're not for you or them." She throws a thumb at the plaza around her. "You're down here for a reason, though. What can I do for you?"
-<</if>>
-</div>
diff --git a/src/pregmod/SecForceEX/SpecialForceUpgradeDec.tw b/src/pregmod/SecForceEX/SpecialForceUpgradeDec.tw
deleted file mode 100644
index 8d399a0b529ae29a93fa7d782355bccb9ddca4ce..0000000000000000000000000000000000000000
--- a/src/pregmod/SecForceEX/SpecialForceUpgradeDec.tw
+++ /dev/null
@@ -1,470 +0,0 @@
-:: SpecialForceUpgradeDec [nobr]
-
-&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ''Barracks:''
-<<switch $securityForceArcologyUpgrades>>
-<<case 0>>
-	 Is currently quite basic, consisting of little more than a dormitory, armory, a processing facility for human spoils, and a common area, sectioned off by stacks of empty supply crates. The cavernous space, however, is ripe for expansion.
-<<case 1>>
-	 Has become more permanent, expanding into free space, erecting permanent dividers, and sectioning off an area for use as a garage and vehicle maintenance bay.
-<<case 2>>
-	 Has added a facility for the storage, maintenance, and deployment of armed combat drones, and added storage facilities for the soldiers to store their personal spoils in.
-<<case 3>>
-	 Has added additional support personnel and equipment, allowing the potential procurement of heavier infantry armor, fighting vehicles, and combat drones.
-<<case 4>>
-	 Has expanded tremendously, adding an aerial control facility and express elevator connecting to a ring of launch pads and hangars built around the arcology's upper levels. Additional facilities have been added for soldier recreation, and Spartan quarters for live-in slaves, both menial and service, have been installed.
-<<case 5>>
-	 Has (mostly) taken on the appearance of a professional military installation, with clearly delineated soldier and logistical areas, dedicated support and recreation facilities, in addition to advanced command and control apparatus. As a final measure, heavy, long range, electromagnetic railgun artillery pieces have been installed in casemates along the aerial launch pads, giving $securityForceName an immense superiority in local firepower.
-<<case 6>>
-	 Has (mostly) taken on the appearance of a professional military installation, with clearly defined soldier and logistical areas, dedicated support and recreation facilities, and advanced command and control apparatus. As a final measure, quad heavy, long range, electromagnetic railgun artillery pieces have been installed in casemates along the aerial launch pads, giving $securityForceName an immense superiority in local firepower.
-<<case 7>>
-	 Has (mostly) taken on the appearance of a professional military installation, with clearly defined soldier and logistical areas, dedicated support and recreation facilities, and advanced command and control apparatus. As a final measure, quad heavy, long range, electromagnetic railgun artillery pieces have been installed in fortified EMP/jammer resistant casemates along the aerial launch pads, giving $securityForceName an immense superiority in local firepower.
-<<case 8>>
-	 Has (mostly) taken on the appearance of a professional military installation, with clearly defined soldier and logistical areas, dedicated support and recreation facilities, and advanced command and control apparatus. As final measures, quad heavy, long range, electromagnetic railgun artillery pieces have been installed in fortified EMP/jammer resistant casemates along the aerial launch pads and a powerful arcology wide electromagnetic force field has been installed, giving $securityForceName an immense superiority in local firepower.
-<<case 9>>
-	 Has (mostly) taken on the appearance of a professional military installation, with clearly defined soldier and logistical areas, dedicated support and recreation facilities, and advanced command and control apparatus. As final measures, quad heavy, long range, electromagnetic railgun artillery 356 cm pieces have been installed in fortified EMP/jammer resistant casemates along the aerial launch pads and a powerful arcology wide electromagnetic force field has been installed, giving $securityForceName an immense superiority in local firepower.
-<<case 10>>
-	 Has (mostly) taken on the appearance of a professional military installation, with clearly defined soldier and logistical areas, dedicated support and recreation facilities, and advanced command and control apparatus. As final measures, quad heavy, long range, electromagnetic railgun artillery 406 cm pieces have been installed in fortified EMP/jammer resistant casemates along the aerial launch pads and a powerful arcology wide electromagnetic force field has been installed, giving $securityForceName an immense superiority in local firepower.
-<<case 11>>
-	 Has (mostly) taken on the appearance of a professional military installation, with clearly defined soldier and logistical areas, dedicated support and recreation facilities, and advanced command and control apparatus. As final measures, quad heavy, long range, double-barreled electromagnetic railgun artillery 406 cm pieces have been installed in fortified EMP/jammer resistant casemates along the aerial launch pads and a powerful arcology wide electromagnetic force field has been installed, giving $securityForceName an immense superiority in local firepower.
-<<case 12>>
-	 Has (mostly) taken on the appearance of a professional military installation, with clearly defined soldier and logistical areas, dedicated support and recreation facilities, and advanced command and control apparatus. As final measures, quad heavy, long range, tri-barreled electromagnetic railgun artillery 406 cm pieces have been installed in fortified EMP/jammer resistant casemates along the aerial launch pads and a powerful arcology wide electromagnetic force field has been installed, giving $securityForceName an immense superiority in local firepower.
-<<case 13>>
-	 Has (mostly) taken on the appearance of a professional military installation, with clearly defined soldier and logistical areas, dedicated support and recreation facilities, and advanced command and control apparatus. As final measures, quad heavy, long range, tri-barreled electromagnetic railgun artillery 406 cm pieces have been installed in fortified EMP/jammer resistant casemates along the aerial launch pads and a powerful arcology wide electromagnetic force field has been installed, giving $securityForceName an immense superiority in local firepower.
-	<br>After pooling resources between several departmental R&D teams, $securityForceName now has a faster and much more efficient custom network.
-<<case 14>>
-	 Has (mostly) taken on the appearance of a professional military installation, with clearly defined soldier and logistical areas, dedicated support and recreation facilities, and advanced command and control apparatus. As final measures, quad heavy, long range, tri-barreled electromagnetic railgun artillery 406 cm pieces have been installed in fortified EMP/jammer resistant casemates along the aerial launch pads and a powerful arcology wide electromagnetic force field has been installed, giving $securityForceName an immense superiority in local firepower.
-	<br>After pooling resources between several departmental R&D teams, $securityForceName now has a faster and much more efficient custom network. <br>'Borrowed' old world designs for a kill house.
-<<case 15>>
-	 Has (mostly) taken on the appearance of a professional military installation, with clearly defined soldier and logistical areas, dedicated support and recreation facilities, and advanced command and control apparatus. As final measures, quad heavy, long range, tri-barreled electromagnetic railgun artillery 406 cm pieces have been installed in fortified EMP/jammer resistant casemates along the aerial launch pads and a powerful arcology wide electromagnetic force field has been installed, giving $securityForceName an immense superiority in local firepower.
-	<br>After pooling resources between several departmental R&D teams, $securityForceName now has a faster and much more efficient custom network. <br>Added electronics to the kill house.
-<<case 16>>
-	 Has (mostly) taken on the appearance of a professional military installation, with clearly defined soldier and logistical areas, dedicated support and recreation facilities, and advanced command and control apparatus. As final measures, quad heavy, long range, tri-barreled electromagnetic railgun artillery 406 cm pieces have been installed in fortified EMP/jammer resistant casemates along the aerial launch pads and a powerful arcology wide electromagnetic force field has been installed, giving $securityForceName an immense superiority in local firepower.
-	<br>After pooling resources between several departmental R&D teams, $securityForceName now has a faster and much more efficient custom network. <br>Added VR support to the kill house.
-<</switch>>
-
-<br><br>
-&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;
-<<if $securityForcePersonnel < 100>>
-	The barrack's large dormitories are sparsely occupied, the few members of $securityForceName residing within them concentrating together in a corner. The hundreds of empty beds and lockers visible herald the future.
-<<elseif $securityForcePersonnel < 300>>
-	The barrack's large dormitories are lightly occupied, with the <<print commaNum($securityForcePersonnel)>> members of $securityForceName starting to spread out across them.
-<<elseif $securityForcePersonnel < 500>>
-	The barrack's large dormitories are moderately occupied, though the <<print commaNum($securityForcePersonnel)>> members of $securityForceName residing within have a considerable amount of extra room.
-<<elseif $securityForcePersonnel < 700>>
-	The barrack's large dormitories are well-occupied, and the <<print commaNum($securityForcePersonnel)>> members of $securityForceName within have started to form small cliques based on section and row.
-<<elseif $securityForcePersonnel < 1500>>
-	The barrack's large dormitories are near capacity, and the <<print commaNum($securityForcePersonnel)>> members of $securityForceName often barter their personal loot, whether it be monetary or human, for the choicest bunks.
-<</if>>
-
-/*
-<<if $SupportFacility == 1>>
-	<br><br>
-	&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ''$SupportFacilityName:''
-	<<if $LieutenantColonel == 1>>
-		<<= SlaveFullName($LieutenantColonel)>> is the Lieutenant Colonel of $securityForceName, primarily in charge of this facility.
-	<</if>>
-	There are
-	<<if $SupportFacilitySlaves > 0>>
-		 ''$SupportFacilitySlaves''
-	<<else>>
-			''zero''
-	<</if>>
-	slaves serving in $SupportFacilityName.
-	The use of
-	<<if $SupportFacilityUpgrade == 3>>
-		a quantum teleportation system provides a massive
-	<<elseif $SupportFacilityUpgrade == 2>>
-		a rapid tube system provides a noticeable
-	<<elseif $SupportFacilityUpgrade == 1>>
-		specialized pathways provides a minor
-	<<else>>
-		general pathways does not provide a
-	<</if>>
-	boost to efficiency.
-	<br><<link "Enter the building then send a slave to serve in the HQ and facilities of $securityForceName">>
-		<<goto "SupportFacility">>
-	<</link>>
-<</if>>
-*/
-
-<br><br>
-&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ''Armoury:''
-<<switch $securityForceInfantryPower>>
-<<case 0>>
-	 Is well-stocked with high-quality personal weapons and light armour, but contains little in the way of exceptional armament.
-<<case 1>>
-	 Has large stocks of the absolute latest personal weapons and light armour, and has added first-generation exo-suits to improve soldier lethality.
-<<case 2>>
-	 Acquired advanced tactical helmets and second-generation exo-suits to further improve soldier lethality.
-<<case 3>>
-	 Replaced deployed exo-suits with basic enclosed combat armour suits, and has further begun to deploy early electromagnetic (coilgun) weaponry.
-<<case 4>>
-	 Has begun to equip the soldiers with more advanced combat armour suits, and has expanded its inventory of electromagnetic weaponry.
-<<case 5>>
-	 Acquired heavy weapon attachments for its combat armour suits, and has further sourced small advanced electromagnetic weaponry (miniaturized railguns) for the soldiers, ensuring that the infantry of $securityForceName is perhaps the most well-equipped in the world.
-<<case 6>>
-	 Acquired heavy weapon attachments for its combat armour suits, and has further sourced both small and medium advanced electromagnetic weaponry (miniaturized railguns) for the soldiers, ensuring that the infantry of $securityForceName is perhaps the most well-equipped in the world.
-<<case 7>>
-	 Acquired heavy weapon attachments for its combat armour suits, and has further sourced small/medium and large advanced electromagnetic weaponry (miniaturized railguns) for the soldiers, ensuring that the infantry of $securityForceName is perhaps the most well-equipped in the world.
-<<case 8>>
-	 Acquired heavy weapon attachments for its combat armour suits with basic thrusters, and has further sourced both small/medium and large advanced electromagnetic weaponry (miniaturized railguns) for the soldiers, ensuring that the infantry of $securityForceName is perhaps the most well-equipped in the world.
-<<case 9>>
-	 Acquired heavy weapon attachments for its combat armour suits with advanced thrusters, and has further sourced both small/medium and large advanced electromagnetic weaponry (miniaturized railguns) for the soldiers, ensuring that the infantry of $securityForceName is perhaps the most well-equipped in the world.
-<<case 10>>
-	 Acquired heavy weapon attachments for its combat armour suits with advanced thrusters,basic optical illusion kits, and has further sourced small/medium and large advanced electromagnetic weaponry (miniaturized railguns) for the soldiers, ensuring that the infantry of $securityForceName is perhaps the most well-equipped in the world.
-<<case 11>>
-	 Acquired heavy weapon attachments for its combat armour suits with advanced thrusters,advanced optical illusion kits, and has further sourced small/medium and large advanced electromagnetic weaponry (miniaturized railguns) for the soldiers, ensuring that the infantry of $securityForceName is perhaps the most well-equipped in the world.
-<<case 12>>
-	 Acquired heavy weapon attachments for its combat armour suits with advanced thrusters,advanced optical illusion kits, and has further sourced small/medium and large advanced nanite rather than electromagnetic weaponry (miniaturized nanite rifes) for the soldiers, ensuring that the infantry of $securityForceName is perhaps the most well-equipped in the world.
-<</switch>>
-
-<br><br>
-&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ''Stimulant Lab:''
-<<switch $securityForceStimulantPower>>
-<<case 0>>
-	 Is providing the soldiers with standard ephedrine-based stimulants.
-<<case 1>>
-	 Improved the formula of the ephedrine-based stimulants, concentrating them and increasing both their potency, and the effectiveness of the soldiers under their influence.
-<<case 2>>
-	 Replaced the soldiers' stimulants with methamphetamine-based variants, greatly increasing their alertness and aggressiveness when under their influence.
-<<case 3>>
-	 Improved and concentrated the methamphetamine-based stimulants, and has also begun providing soldiers with phencyclidine-based dissociatives, allowing the soldiers to excuse their actions in the field and reducing any reluctance to follow severe orders.
-<<case 4>>
-	 Has further refined the formulas of the methamphetamine-based stimulants and phencyclidine-based dissociatives, and has also begun providing tryptamine-based psychedelics to the soldiers, allowing them to avoid traumatic stress in the field.
-<<case 5>>
-	 Has maximally refined the formulas of the methamphetamine-based stimulants, phencyclidine-based dissociatives, and tryptamine-based psychedelics, increasing their effectiveness in all aspects and ensuring that the soldiers of $securityForceName go into combat wired, aggressive, and euphoric (if needed).
-<<case 6>>
-	 Has slightly refined the formulas of higher purity methamphetamine-based stimulants, phencyclidine-based dissociatives, and tryptamine-based psychedelics, increasing their effectiveness in all aspects and ensuring that the soldiers of $securityForceName go into combat wired, aggressive, and euphoric (if needed).
-<<case 7>>
-	 Has maximally refined the formulas of higher purity methamphetamine-based stimulants, phencyclidine-based dissociatives, and tryptamine-based psychedelics, increasing their effectiveness in all aspects and ensuring that the soldiers of $securityForceName go into combat wired, aggressive, and euphoric (if needed).
-<<case 8>>
-	 Has mixed the higher purity methamphetamine-based stimulants, phencyclidine-based dissociatives, and tryptamine-based psychedelics into a single dose further increasing their effectiveness in all aspects and ensuring that the soldiers of $securityForceName go into combat wired, aggressive, and euphoric (if needed). However side effects may include (no particular order): Dissociative Identity Disorder , severe clinical depression, unstoppable vomiting, extreme paranoia, PTSD, finally total organ failure. Recommended by 9/10 doctors*. <br>* Only the doctors of $securityForceName were consulted to ensure a completely unbiased result.
-<<case 9>>
-	 Has mixed the higher purity methamphetamine-based stimulants, phencyclidine-based dissociatives, and tryptamine-based psychedelics into a single dose further increasing their effectiveness in all aspects and ensuring that the soldiers of $securityForceName go into combat wired, aggressive, and euphoric (if needed). Potential side effects have been reduced slightly to "only mildly" severe ones: Dissociative Identity Disorder , severe clinical depression, unstoppable vomiting, extreme paranoia and PTSD. Now recommended by 15/10 doctors*. <br>* Only the doctors of $securityForceName were consulted to ensure a completely unbiased result.
-<<case 10>>
-	 Has increased the single dose strength of the mixture of higher purity methamphetamine-based stimulants, phencyclidine-based dissociatives, and tryptamine-based psychedelics which further increases their effectiveness in all aspects and ensuring that the soldiers of $securityForceName go into combat wired, aggressive, and euphoric (if needed) at the cost of lengthening the effects.
-	 <br>Potentinal side effects have been reduced slightly to "only mildly" severe ones: Dissociative Identity Disorder , severe clinical depression, unstoppable vomiting, extreme paranoia and PTSD. Now recommended by 15/10 doctors*. <br>* Only the doctors of $securityForceName were consulted to ensure a completely unbiased result.
-<</switch>>
-
-<<if _Garage > 0 && $securityForceArcologyUpgrades >= 1>>
-<br><br>
-&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ''Garage:''
-<<switch $securityForceVehiclePower>>
-<<case 0>>
-	 Contains basic, unarmoured vehicles for use by the soldiers, primarily high-end civilian vehicles with jury-rigged crew-served weapons.
-<<case 1>>
-	 Replaced its technical fleet with armed military utility vehicles. It has also sourced customized, high-volume slave transports for better securing human spoils.
-<<case 2>>
-	 Has added a number of light infantry fighting vehicles to its fleet, and acquired more slave transports to keep up with demand.
-<<case 3>>
-	 Acquired improved infantry fighting vehicles, and has also added some mobile artillery and other support vehicles.
-<<case 4>>
-	 Acquired some heavier armoured vehicles to augment the infantry fighting vehicles and expanded their inventory of artillery and support vehicles.
-<<case 5>>
-	 Replaced both its armoured and support vehicles with the most advanced variants possible, making the mobile unit of $securityForceName far superior to anything in the arcology's immediate area.
-<<case 6>>
-	 Replaced both its armoured and support vehicles with the most advanced light variants possible, making the mobile unit of $securityForceName far superior to anything in the arcology's immediate area.
-<<case 7>>
-	 Replaced both its armoured and support vehicles with the most advanced light and medium variants possible, making the mobile unit of $securityForceName far superior to anything in the arcology's immediate area.
-<<case 8>>
-	 Replaced both its armoured and support vehicles with the most advanced light, medium and heavy variants possible, making the mobile unit of $securityForceName far superior to anything in the arcology's immediate area.
-<</switch>>
-
-<<if $securityForceHeavyBattleTank > 0>>
-<br>''Heavy Battle Tank:''
-<<switch $securityForceHeavyBattleTank>>
-<<case 1>>
-	A basic heavy battle tank has been 'borrowed' from the old world.
-<<case 2>>
-	Modernised the armour.
-<<case 3>>
-	Modernised the armour and upgraded the main gun to a 356 cm barrel.
-<</switch>>
-<</if>>
-<</if>>
-
-<<if $securityForceArcologyUpgrades >= 4>>
-<br><br>
-&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ''Hangar:''
-<br>
-''Airforce:''
-<<switch $securityForceAircraftPower>>
-<<case 0>>
-	Primarily consists of light transport VTOL's equipped with non-lethal weaponry.
-<<case 1>>
-	Upgraded light transport VTOL's with additional fire-power and lethal weaponry.
-<<case 2>>
-	The VTOL's have been upgraded to higher-capacity variants with heavier weaponry.
-<<case 3>>
-	The medium transport VTOL's have been upgraded with enhanced armour and customized cargo compartments to better transport captured stock.
-<<case 4>>
-	Acquired specialized attack VTOL's to complement and escort its advanced transport fleet, as well as to provide close air support.
-<<case 5>>
-	Upgraded its attack VTOL's for enhanced lethality, and further improved the armour and armament of its transport VTOL's, ensuring that the airfleet of $securityForceName is amongst the most capable still in operation in the area.
-<<case 6>>
-	Upgraded its attack VTOL's for enhanced lethality/speed, and further improved the armour and armament of its transport VTOL's, ensuring that the airfleet of $securityForceName is amongst the most capable still in operation in the area.
-<<case 7>>
-	Upgraded its attack VTOL's for enhanced lethality/speed/armour, and further improved the armour and armament of its transport VTOL's, ensuring that the airfleet of $securityForceName is amongst the most capable still in operation in the area.
-<<case 8>>
-	Upgraded its attack VTOL's for enhanced lethality/speed/armour, and further improved the armour and armament of its transport VTOL's, ensuring that the airfleet of $securityForceName is amongst the most capable still in operation in the area. <br>Also It now possesses a basic old world bomber.
-<<case 9>>
-	Upgraded its attack VTOL's for enhanced lethality/speed/armour, and further improved the armour and armament of its transport VTOL's, ensuring that the airfleet of $securityForceName is amongst the most capable still in operation in the area. <br>Improved the bomber's engines.
-<<case 10>>
-	Upgraded its attack VTOL's for enhanced lethality/speed/armour, and further improved the armour and armament of its transport VTOL's, ensuring that the airfleet of $securityForceName is amongst the most capable still in operation in the area. <br>Improved the bomber's engines and armour.
-<</switch>>
-<<if $securityForceSpacePlanePower > 0>>
-<br>''Space Plane:''
-<<switch $securityForceSpacePlanePower>>
-	<<case 1>>
-		A basic twin engine space plane has been 'borrowed' from the old world.
-	<<case 2>>
-		Upgraded the shielding, reducing both potential heat damage and radar signature.
-	<<case 3>>
-		Upgraded the shielding, reducing both potential heat damage and radar signature, also mounted another engine on top of the tail.
-	<<case 4>>
-		Upgraded the shielding, reducing both potential heat damage and radar signature, mounted another engine on top of the tail and modernized the electronics.
-	<<case 5>>
-		Upgraded the shielding, reducing both potential heat damage and radar signature, mounted another engine on top of the tail, modernized the electronics in addition to the fuel lines to increase efficiency.
-		<<case 6>>
-		Upgraded the shielding, reducing both potential heat damage and radar signature, mounted another engine on top of the tail. Modernized the electronics in addition to the fuel lines to increase efficiency and the engines to allow for more efficient fuel.
-	<<case 7>>
-		Upgraded the shielding, reducing both potential heat damage and radar signature, mounted another engine on top of the tail. Modernized the electronics in addition to the fuel lines to increase efficiency and the engines to allow for more efficient fuel. Reduced the weight and reworked the body to reduce drag.
-	<<case 8>>
-		Upgraded the shielding, reducing both potential heat damage and radar signature, mounted another engine on top of the tail. Modernized the electronics in addition to the fuel lines to increase efficiency and the engines to allow for more efficient fuel. Reduced the weight and reworked the body to reduce drag. Increased the crew comfort and life support systems to increase operational time.
-	<<case 9>>
-		Upgraded the shielding, reducing both potential heat damage and radar signature, mounted another engine on top of the tail. Modernized the electronics in addition to the fuel lines to increase efficiency and the engines to allow for more efficient fuel. Reduced the weight and reworked the body to reduce drag. Increased the crew comfort and life support systems to increase operational time. Added an engine per wing which greatly increases acceleration and raises the top speed to mach 15, making the Space Plane of $securityForceName untouchable.
-	<<case 10>>
-		Upgraded the shielding, reducing both potential heat damage and radar signature, mounted another engine on top of the tail. Modernized the electronics in addition to the fuel lines to increase efficiency and the engines to allow for more efficient fuel. Reduced the weight and reworked the body to reduce drag. Increased the crew comfort and life support systems to increase operational time. Added an engine per wing which greatly increases acceleration and raises the top speed to mach 15, making the Space Plane of $securityForceName untouchable. Replaced the skin with a basic optical illusion kit.
-	<<case 11>>
-		Upgraded the shielding, reducing both potential heat damage and radar signature, mounted another engine on top of the tail. Modernized the electronics in addition to the fuel lines to increase efficiency and the engines to allow for more efficient fuel. Reduced the weight and reworked the body to reduce drag. Increased the crew comfort and life support systems to increase operational time. Added an engine per wing which greatly increases acceleration and raises the top speed to mach 15, making the Space Plane of $securityForceName untouchable. Replaced the skin with an advanced optical illusion kit.
-	<<case 12>>
-		Upgraded the shielding, reducing both potential heat damage and radar signature, mounted another engine on top of the tail. Modernized the electronics in addition to the fuel lines to increase efficiency and the engines to allow for more efficient fuel. Reduced the weight and reworked the body to reduce drag. Increased the crew comfort and life support systems to increase operational time. Added VTOL capabilities into an additional engine per wing which greatly increases acceleration and raises the top speed to Mach 15, making the Space Plane of $securityForceName untouchable. Replaced the skin with an advanced optical illusion kit.
-<</switch>>
-<</if>>
-<<if $securityForceFortressZeppelin > 0>>
-<br>''Fortress Zeppelin:''
-<<switch $securityForceFortressZeppelin>>
-	<<case 1>>
-		A basic fortress Zeppelin has been 'borrowed' from the old world.
-	<<case 2>>
-		Modernized the armour.
-	<<case 3>>
-		Modernized the armour and weaponry.
-	<<case 4>>
-		Modernized the armour and weaponry. Improved the speaker system.
-<</switch>>
-<</if>>
-<<if $securityForceAC130 > 0>>
-<br>''AC130:''
-<<switch $securityForceAC130>>
-	<<case 1>>
-		A basic AC-130 has been 'borrowed' from the old world.
-	<<case 2>>
-		Modernized the armour.
-	<<case 3>>
-		Modernized the armour and weaponry.
-	<<case 4>>
-		Modernized the armour, weaponry and electronics.
-	<<case 5>>
-		Modernized the armour, weaponry, electronics and crew seating.
-	<<case 6>>
-		Modernized the armour, weaponry, electronics and crew seating. Increased the speed and maneuverability.
-<</switch>>
-<</if>>
-<<if $securityForceHeavyTransport > 0>>
-<br>''Heavy Transport:''
-<<switch $securityForceHeavyTransport>>
-	<<case 1>>
-		A basic heavy transport has been 'borrowed' from the old world.
-	<<case 2>>
-		Modernized the armour.
-	<<case 3>>
-		Modernized the armour and engines.
-	<<case 4>>
-		Modernized the armour and engines. Replaced the ballistic gun mounts with electromagnetic ones.
-<</switch>>
-<</if>>
-<</if>>
-
-<<if $securityForceArcologyUpgrades >= 2>>
-<br><br>
-&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ''Drone Bay:''
-<<switch $securityForceDronePower>>
-<<case 0>>
-	 Contains a small number of 're-purposed' non-military drones from the arcology's original contingent.
-<<case 1>>
-	 Replaced the security drones with basic, lightly-armored military combat models possessing integrated small arms.
-<<case 2>>
-	 Replaced its basic military drones with more advanced models and added a number of support drones carrying heavy weaponry to its fleet.
-<<case 3>>
-	 Acquired even more advanced models of both the standard combat drones and the heavy support drones, and expanded its numbers of both.
-<<case 4>>
-	 Has acted to upgrade both the standard and support models of drones to carry basic electromagnetic weaponry, improving their overall combat effectiveness.
-<<case 5>>
-	 Improved the electromagnetic armament of its drones by mounting both miniaturized and heavy railguns on them. In addition further sourcing numerous models of drones for roles as diverse as reconnaissance, independent slave capture and swarming tactics.
-<<case 6>>
-	 Acquired even lighter advanced armored combat Drones with electromagnetic weaponry, advanced heavy Drones with electromagnetic support weaponry along with specialized Drones for reconnaissance, capture, and swarm tactics.
-<<case 7>>
-	 Acquired even lighter advanced thicker armored combat Drones with electromagnetic weaponry, advanced heavy Drones with electromagnetic support weaponry along with specialized Drones for reconnaissance, capture, and swarm tactics.
-<<case 8>>
-	 Acquired even lighter advanced thicker armored combat Drones with nanite rather than electromagnetic weaponry, advanced heavy Drones with electromagnetic support weaponry along with specialized Drones for reconnaissance, capture, and swarm tactics.
-<</switch>>
-<</if>>
-
-<<if (_LaunchBayNO > 0 || _LaunchBayO > 0) && $securityForceArcologyUpgrades >= 4>>
-<br><br>
-&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ''Launch Bay:''
-<<if $securityForceSatellitePower > 0>>
-<br>''Satellite:''
-<<switch $securityForceSatellitePower>>
-	<<case 1>>
-		A basic Satellite has been 'borrowed' from the old world.
-	<<case 2>>
-		Modernized the electronics.
-	<<case 3>>
-		Modernized the electronics, wiring, and circuitry.
-	<<case 4>>
-		Modernized the electronics, wiring, and circuitry. Installed a basic localized communications jammer to the Satellite (excludes your own frequencies with little to no leeway) that will "slightly" anger locals until it is deactivated.
-	<<case 5>>
-		Modernized the electronics, wiring, and circuitry. An advanced communications jammer is installed in the Satellite, increasing the AO localization, reducing the number of affected equipment.
-	<<case 6>>
-		Modernized the electronics, wiring, and circuitry. Boosted the advanced comms jammer power by 25% (now can damage affected equipment).
-	<<case 7>>
-		Modernized the electronics, wiring, and circuitry. Boosted the power of the advanced comms jammer by 50% (now can destroy affected equipment).
-	<<case 8>>
-		Modernized the electronics, wiring, and circuitry. Boosted the power of the advanced comms jammer by 50% (now can destroy affected equipment). The Satellite is now equipped with a basic EMP generator (advanced EMP hardening was applied before the insulation and activation) that will "slightly" anger locals until it is deactivated.
-	<<case 9>>
-		Modernized the electronics, wiring, and circuitry. Boosted the power of the advanced comms jammer by 50% (now can destroy affected equipment). The Satellite is now equipped with an advanced EMP generator by, increasing the AO localization which reduces the quantity of affected equipment.
-	<<case 10>>
-		Modernized the electronics, wiring, and circuitry. Boosted the power of the advanced comms jammer by 50% (now can destroy affected equipment) and the output of the advanced EMP generator by 25% (now can damage affected equipment).
-	<<case 11>>
-		Modernized the electronics, wiring, and circuitry. Boosted the power of the advanced comms jammer by 50% (now can destroy affected equipment) and the output of the advanced EMP generator by 50% (now can destroy affected equipment).
-	<<case 12>>
-		Modernized the electronics, wiring, and circuitry. Boosted the power of the advanced comms jammer by 50% (now can destroy affected equipment) and the output of the advanced EMP generator by 50% (now can destroy affected equipment). Provided R&D funds to be able to shoot a concentrated beam of pure energy that is able to level an entire city block. It required overhauling the battery system and shielding.
-	<<case 13>>
-		Modernized the electronics, wiring, and circuitry. Boosted the power of the advanced comms jammer by 50% (now can destroy affected equipment) and the output of the advanced EMP generator by 50% (now can destroy affected equipment). Provided R&D funds to focus the beam enough to level a suburb.
-	<<case 14>>
-		Modernized the electronics, wiring, and circuitry. Boosted the power of the advanced comms jammer by 50% (now can destroy affected equipment) and the output of the advanced EMP generator by 50% (now can destroy affected equipment). Provided R&D funds to focus the beam enough to level a block of houses.
-	<<case 15>>
-		Modernized the electronics, wiring, and circuitry. Boosted the power of the advanced comms jammer by 50% (now can destroy affected equipment) and the output of the advanced EMP generator by 50% (now can destroy affected equipment). Provided R&D funds to focus the beam enough to level a single house.
-	<<case 16>>
-		Modernized the electronics, wiring, and circuitry. Boosted the power of the advanced comms jammer by 50% (now can destroy affected equipment) and the output of the advanced EMP generator by 50% (now can destroy affected equipment). Provided R&D funds to focus the beam enough to level 366 cm.
-	<<case 17>>
-		Modernized the electronics, wiring, and circuitry. Boosted the power of the advanced comms jammer by 50% (now can destroy affected equipment) and the output of the advanced EMP generator by 50% (now can destroy affected equipment). Provided R&D funds to focus the beam enough to level 30 cm.
-	<<case 18>>
-		Modernized the electronics, wiring, and circuitry. Boosted the power of the advanced comms jammer by 50% (now can destroy affected equipment) and the output of the advanced EMP generator by 50% (now can destroy affected equipment). Provided R&D funds to focus the beam enough to level 15 cm.
-	<<case 19>>
-		Modernized the electronics, wiring, and circuitry. Boosted the power of the advanced comms jammer by 50% (now can destroy affected equipment) and the output of the advanced EMP generator by 50% (now can destroy affected equipment). Provided R&D funds to switch the 15 cm wide beam from laser to nanites.
-	<<case 20>>
-		Modernized the electronics, wiring, and circuitry. Boosted the power of the advanced comms jammer by 50% (now can destroy affected equipment) and the output of the advanced EMP generator by 50% (now can destroy affected equipment). Provided R&D funds to switch the 15 cm wide beam from laser to nanites and allow the beam to be split (if needed).
-	<<case 21>>
-		Modernized the electronics (in addition to overclocking), wiring and circuitry. Boosted the power of the advanced comms jammer by 50% (now can destroy affected equipment) and the output of the advanced EMP generator by 50% (now can destroy affected equipment). Provided R&D funds to switch the 15 cm wide beam from laser to nanites and allow the beam to be split (if needed).
-<</switch>>
-<</if>>
-<<if $securityForceGiantRobot > 0>>
-<br>''Giant Robot'':
-<<switch $securityForceGiantRobot>>
-	<<case 1>>
-		An old world giant robot has been 'Borrowed'.
-	<<case 2>>
-		Upgraded the wiring and circuitry.
-	<<case 3>>
-		Upgraded the wiring, circuitry, and power efficiency.
-	<<case 4>>
-		Upgraded the wiring, circuitry, and power efficiency. Reduced the weight.
-	<<case 5>>
-		Upgraded the wiring, circuitry, power efficiency, and battery capacity. Reduced the weight.
-	<<case 6>>
-		Upgraded the wiring, circuitry, power efficiency, battery capacity, and armor. Reduced the weight.
-	<<case 7>>
-		Upgraded the wiring, circuitry, power efficiency, battery capacity, armor and weapons to include heat seeking missiles plus a massive long sword in addition to quad 356 cm back mounted electromagnetic cannons.
-	<<case 8>>
-		Upgraded the wiring, circuitry, power efficiency, battery capacity, armor and weapons to include heat seeking missiles plus a massive long sword in addition to quad 356 cm back mounted electromagnetic cannons and the amount of pilots to two via a synced neural link.
-	<<case 9>>
-		Upgraded the wiring, circuitry, power efficiency, battery capacity, armor and weapons to include heat seeking missiles plus a massive long sword in addition to quad 356 cm back mounted electromagnetic cannons. Increased the number of pilots to two via a synced neural link. Improved the life support systems, allowing for longer operational time.
-	<<case 10>>
-		Upgraded the wiring, circuitry, power efficiency, battery capacity, armor and weapons to include heat seeking missiles plus a massive long sword in addition to quad 356 cm back mounted electromagnetic cannons. Increased the number of pilots to two via a synced neural link. Improved the life support systems, allowing for longer operational time. Replaced the skin of $securityForceName's giant robot with a basic optical illusion kit.
-	<<case 11>>
-		Upgraded the wiring, circuitry, power efficiency, battery capacity, armor and weapons to include heat seeking missiles plus a massive long sword in addition to quad 356 cm back mounted electromagnetic cannons. Increased the number of pilots to two via a synced neural link. Improved the life support systems, allowing for longer operational time. Replaced the skin of $securityForceName's giant robot with an advanced optical illusion kit.
-	<<case 12>>
-		Upgraded the wiring, circuitry, power efficiency, battery capacity, armor and weapons to include heat seeking missiles, a massive long sword, quad 356 cm back mounted nanite rather than electromagnetic cannons. Increased the number of pilots to two via a synced neural link. Improved the life support systems, allowing for longer operational time. Replaced the skin of $securityForceName's giant robot with an advanced optical illusion kit.
-	<<case 13>>
-		Upgraded the wiring, circuitry, power efficiency, battery capacity, armor and weapons to include heat seeking missiles, a massive long sword, quad 356 cm back mounted nanite rather than electromagnetic cannons. Increased the number of pilots to two via a synced neural link. Improved the life support systems, allowing for longer operational time. Replaced the skin of $securityForceName's giant robot with an advanced optical illusion kit. Added hover capabilities.
-	<<case 14>>
-		Upgraded the wiring, circuitry, power efficiency, battery capacity, armor and weapons to include heat seeking missiles, a massive long sword, quad 356 cm back mounted nanite rather than electromagnetic cannons and a massive wrist mounted shield. Increased the number of pilots to two via a synced neural link. Improved the life support systems, allowing for longer operational time. Replaced the skin of $securityForceName's giant robot with an advanced optical illusion kit. Added hover capabilities.
-	<<case 15>>
-		Upgraded the wiring, circuitry, power efficiency, battery capacity, armor and weapons to include heat seeking missiles, a massive long sword, quad 356 cm back mounted nanite rather than electromagnetic cannons, a massive wrist mounted shield and electric fists. Increased the number of pilots to two via a synced neural link. Improved the life support systems, allowing for longer operational time. Replaced the skin of $securityForceName's giant robot with an advanced optical illusion kit. Added hover capabilities.
-	<<case 16>>
-		Upgraded the wiring, circuitry, power efficiency, battery capacity, armor and weapons to include heat seeking missiles, a massive long sword, quad 356 cm back mounted nanite rather than electromagnetic cannons, a massive wrist mounted shield and electric fists. Increased the number of pilots to two via a synced neural link. Improved the life support systems, allowing for longer operational time. Replaced the skin of $securityForceName's giant robot with an advanced optical illusion kit. Added hover capabilities. Overclocked the movement systems allowing for greater mobility.
-<</switch>>
-<</if>>
-<<if $securityForceMissileSilo > 0>>
-<br>''Missile Silo:''
-<<switch $securityForceMissileSilo>>
-	<<case 1>>
-		A basic missile silo has been 'borrowed' from the old world.
-	<<case 2>>
-		Modernized the launching electronics.
-	<<case 3>>
-		Modernized the launching electronics, wiring and circuitry.
-<</switch>>
-<</if>>
-<</if>>
-
-<<if _NavalYard > 0 && ($terrain == "oceanic" || $terrain == "marine")>>
-<br><br>
-&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp; ''Naval Yard:''
-<<if $securityForceAircraftCarrier > 0>>
-<br>''Aircraft Carrier:''
-<<switch $securityForceAircraftCarrier>>
-	<<case 1>>
-		A basic aircraft carrier has been 'borrowed' from the old world.
-	<<case 2>>
-		Modernized the electronics.
-	<<case 3>>
-		Modernized the electronics and weaponry.
-	<<case 4>>
-		Modernized the electronics, weaponry and armor.
-	<<case 5>>
-		Modernized the electronics, weaponry and armor. Added an EMP generator.
-	<<case 6>>
-		Modernized the electronics, weaponry and armor. Added an EMP generator and laser designator.
-<</switch>>
-<</if>>
-<<if $securityForceSubmarine > 0>>
-<br>''Submarine:''
-<<switch $securityForceSubmarine>>
-	<<case 1>>
-		A basic submarine has been 'borrowed' from the old world.
-	<<case 2>>
-		Modernized the engines for speed.
-	<<case 3>>
-		Modernized the engines for speed and silence.
-	<<case 4>>
-		Modernized the engines for speed and silence. Upgraded the hull for silence.
-	<<case 5>>
-		Modernized the engines for speed and silence. Upgraded the hull for silence and weaponry.
-	<<case 6>>
-		Modernized the engines for speed and silence. Upgraded the hull for silence, weaponry and air scrubbers, allowing it to stay submerged for longer.
-	<<case 7>>
-		Modernized the engines for speed and silence. Upgraded the hull for silence, weaponry and air scrubbers, allowing it to stay submerged for longer. Overclocked the sonar, increasing its ping speed.
-<</switch>>
-<</if>>
-<<if $securityForceHeavyAmphibiousTransport > 0>>
-<br>''Heavy Amphibious Transport:''
-<<switch $securityForceHeavyAmphibiousTransport>>
-	<<case 1>>
-		A basic heavy amphibious transport has been 'borrowed' from the old world.
-	<<case 2>>
-		Modernized the armor.
-	<<case 3>>
-		Modernized the armor and speed.
-	<<case 4>>
-		Modernized the armor and speed. Added miniaturized railguns in all four corners.
-	<<case 5>>
-		Modernized the armor and speed. Added miniaturized railguns in all four corners and a laser designator in the middle.
-	<<case 6>>
-		Modernized the armor and speed. Replaced the corner miniaturized railguns with nanite ones while keeping the laser designator in the middle.
-<</switch>>
-<</if>>
-<</if>>
\ No newline at end of file
diff --git a/src/pregmod/SecForceEX/SpecialForceUpgradeTree.tw b/src/pregmod/SecForceEX/SpecialForceUpgradeTree.tw
deleted file mode 100644
index c7b3a5dd58a065bdf6dfabe6a71c5baf771f8b48..0000000000000000000000000000000000000000
--- a/src/pregmod/SecForceEX/SpecialForceUpgradeTree.tw
+++ /dev/null
@@ -1,97 +0,0 @@
-:: SpecialForceUpgradeTree
-
-<<silently>>
-	<<set _BarracksMax = 16>>
-	<<set $securityForceArcologyUpgrades = Math.clamp($securityForceArcologyUpgrades, 0 , _BarracksMax)>>
-	<<set _Barracks = $securityForceArcologyUpgrades>>
-
-	
-	<<set _SupportFacilityMax = 1>>
-	<<set $SupportFacility = Math.clamp($SupportFacility, 0 , _SupportFacilityMax)>>
-	<<set _SupportFacility = $SupportFacility>>
-
-	<<set _ArmouryMax = 12>>
-	<<set $securityForceInfantryPower = Math.clamp($securityForceInfantryPower, 0 , _ArmouryMax)>>
-	<<set _Armoury = $securityForceInfantryPower>>
-
-	<<set _StimulantLabMax = 10>>
-	<<set $securityForceStimulantPower = Math.clamp($securityForceStimulantPower, 0 , _StimulantLabMax)>>
-	<<set _StimulantLab = $securityForceStimulantPower>>
-
-<<set _Garage = $securityForceVehiclePower+$securityForceHeavyBattleTank>>
-	<<set _LightAndMediumVehiclesMax = 8>>
-		<<set $securityForceVehiclePower = Math.clamp($securityForceVehiclePower, 0 , _LightAndMediumVehiclesMax)>>
-	<<set _HeavyBattleTankMax = 3>>
-		<<set $securityForceHeavyBattleTank = Math.clamp($securityForceHeavyBattleTank, 0 , _HeavyBattleTankMax)>>
-<<set _GarageMax = _LightAndMediumVehiclesMax+_HeavyBattleTankMax>>
-<<set _Garage = Math.clamp(_Garage, 0 , _GarageMax)>>
-
-<<set _Hangar = $securityForceAircraftPower+$securityForceSpacePlanePower+$securityForceFortressZeppelin+$securityForceAC130+$securityForceHeavyTransport>>
-	<<set _AircraftMax = 10>>
-		<<set $securityForceAircraftPower = Math.clamp($securityForceAircraftPower, 0 , _AircraftMax)>>
-	<<set _SpacePlaneMax = 12>>
-		<<set $securityForceSpacePlanePower = Math.clamp($securityForceSpacePlanePower, 0 , _SpacePlaneMax)>>
-	<<set _FortressZeppelinMax = 4>>
-		<<set $securityForceFortressZeppelin = Math.clamp($securityForceFortressZeppelin, 0 , _FortressZeppelinMax)>>
-	<<set _AC130Max = 6>>
-		<<set $securityForceAC130 = Math.clamp($securityForceAC130, 0 , _AC130Max)>>
-	<<set _heavyTransportMax = 4>>
-		<<set $securityForceHeavyTransport = Math.clamp($securityForceHeavyTransport, 0 , _heavyTransportMax)>>
-<<set _HangarMax = _AircraftMax+_SpacePlaneMax+_FortressZeppelinMax+_AC130Max+_heavyTransportMax>>
-<<set _Hangar = Math.clamp(_Hangar, 0 , _HangarMax)>>
-
-	<<set _DroneBayMax = 8>>
-<<set $securityForceDronePower = Math.clamp($securityForceDronePower, 0 , _DroneBayMax)>>
-<<set _DroneBay = $securityForceDronePower>>
-
-/* Launch Bay */
-	<<if $PC.hacking >= 75>>
-		<<set _SatelliteMax = 21>>
-		<<set _GiantRobotMax = 16>>
-	<<else>>
-		<<set _SatelliteMax = 20>>
-		<<set _GiantRobotMax = 15>>
-	<</if>>
-	<<set $securityForceSatellitePower = Math.clamp($securityForceSatellitePower , 0 ,	_SatelliteMax)>>
-	<<set $securityForceGiantRobot = Math.clamp($securityForceGiantRobot , 0 ,	_GiantRobotMax)>>
-	<<set _MissileSiloMax = 3>>
-		<<set $securityForceMissileSilo = Math.clamp($securityForceMissileSilo , 0 ,	_MissileSiloMax)>>
-	<<set _LaunchBayNO = $securityForceSatellitePower+$securityForceGiantRobot+$securityForceMissileSilo, _LaunchBayNOMax = _SatelliteMax+_GiantRobotMax+_MissileSiloMax>>
-<<set _LaunchBayNO = Math.clamp(_LaunchBayNO , 0 ,	_LaunchBayNOMax)>>
-
-	<<set _LaunchBayO = $securityForceSatellitePower>> 
-	<<if $PC.hacking >= 75>>
-		<<set _LaunchBayOMax = 21>>
-	<<else>>
-		<<set _LaunchBayOMax = 20>>
-	<</if>>
-	<<set _LaunchBayO = Math.clamp(_LaunchBayO , 0 ,	_LaunchBayOMax)>>
-	
-	<<set _AircraftCarrierMax = 6>>
-	<<if $PC.hacking >= 75>>
-		<<set _SubmarineMax = 7>>
-	<<else>>
-		<<set _SubmarineMax = 6>>
-	<</if>>
-	<<set _HeavyAmphibiousTransportMax = 6>>
-	<<set $securityForceAircraftCarrier = Math.clamp($securityForceAircraftCarrier , 0 ,	_AircraftCarrierMax)>>
-	<<set $securityForceSubmarine = Math.clamp($securityForceSubmarine , 0 ,	_SubmarineMax)>>
-	<<set $securityForceHeavyAmphibiousTransport = Math.clamp($securityForceHeavyAmphibiousTransport , 0 ,	_HeavyAmphibiousTransportMax)>>
-<<set _NavalYardMax = _AircraftCarrierMax+_SubmarineMax+_HeavyAmphibiousTransportMax>>
-
-<<set _maxNO = _BarracksMax+_ArmouryMax+_StimulantLabMax+_GarageMax+_HangarMax+_DroneBayMax+_LaunchBayNOMax+_SupportFacilityMax>>
-<<set _maxO = _BarracksMax+_ArmouryMax+_StimulantLabMax+_GarageMax+_HangarMax+_DroneBayMax+_LaunchBayOMax+_NavalYardMax+_SupportFacilityMax>>
-
-<<if $terrain != "oceanic" && $terrain != "marine">>
-	<<set $SFNO = _Barracks+_Armoury+_StimulantLab+_Garage+_Hangar+_DroneBay+_LaunchBayNO+_SupportFacility>>
-	<<set _max = _BarracksMax+_ArmouryMax+_StimulantLabMax+_GarageMax+_HangarMax+_DroneBayMax+_LaunchBayNOMax+_SupportFacilityMax>>
-	<<set $SFO = 0>>
-	<<set $SFNO = Math.clamp($SFNO , 0, _max)>>
-<<elseif $terrain == "oceanic" || $terrain == "marine">>
-	<<set _NavalYard = $securityForceAircraftCarrier+$securityForceSubmarine+$securityForceHeavyAmphibiousTransport>>
-	<<set $SFO = _Barracks+_Armoury+_StimulantLab+_Garage+_Hangar+_DroneBay+_LaunchBayO+_NavalYard+_SupportFacility>>
-	<<set _max = _BarracksMax+_ArmouryMax+_StimulantLabMax+_GarageMax+_HangarMax+_DroneBayMax+_LaunchBayOMax+_NavalYardMax+_SupportFacilityMax>>
-	<<set $SFNO = 0>>
-	<<set $SFO = Math.clamp($SFO , 0, _max)>>
-<</if>>
-<</silently>>
diff --git a/src/pregmod/SecForceEX/TrickShotNight.tw b/src/pregmod/SecForceEX/TrickShotNight.tw
new file mode 100644
index 0000000000000000000000000000000000000000..206a35ed7214682e4d2a6f5beb7cf00b20f155a4
--- /dev/null
+++ b/src/pregmod/SecForceEX/TrickShotNight.tw
@@ -0,0 +1,105 @@
+:: Trick Shot Night  [nobr]
+
+<<set $nextButton = "Continue", $nextLink = "RIE Eligibility Check", $returnTo = "RIE Eligibility Check">>
+
+Despite your direct elevator, interaction with the majority of your security force is relatively scarce. Aside from mutually exchanged nods in the firebase and the occasional briefing, your $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 $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 $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 $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>>
+
+<<if $cash < 500000>>
+	<br>//You lack the necessary funds to attend.//
+<<else>> /* cash >= 500000 */
+
+<br><<link "Attend the trick shot night">>
+	<<replace "#result">> <<set $PC.warfare += 1>>
+		You instruct to $assistantName to inform $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">>
+		<<replace "#bountyresult">>
+			<<if random(1,100) > 50>>
+			Despite your attempts to mitigate risk and play the safest shots possible, it seems lady luck has conspired against you this evening. However, even when your last bullet is shot, your security force pitch you a few bullets to keep you in the game for the rest of the night. You may have lost most of your ¤, but it seems you've @@.green;made some friends.@@
+			<<set $rep += 1000, $cash -= 250000>>
+			<<else>>
+			While a careful eye for accuracy has buoyed you through the evening, ultimately lady luck is the decider in handing you the win in a number of close shots. Unfortunately your meticulous play limited your chance at a larger payout, and you only come away from the evening with @@.yellowgreen;<<print cashFormat(100000)>>@@ more than you arrived with and @@.green;the respect of your security force.@@
+			<<set $rep += 1000, $cash += 100000>>
+			<</if>>
+		<</replace>>
+	<</link>>
+
+	<br> <<link "Up the ante">>
+		<<replace "#bountyresult">>
+			Some aggressive play and an eye for riling up your fellow players has resulted in an immense payout, and all but one of your adversaries have folded as the situation has escalated. The only player still in contention is a wily old mercenary, the veteran of her fair share of battles on the battlefield and at the firing range. She's short on bullets, however, and she'll have to buy in with something else as collateral.
+			<br><br> <span id="aliveresult">
+
+				<<link "A year of servitude">>
+					<<replace "#aliveresult">>
+						<<if random(1,100) > 50>>
+						For all your skillful maneuvering to reach this position, ultimately the win comes down to chance. This time, however, luck was not on your side. As the victor sweeps up her spoils, the other security force clap you on the back and offer their condolences for your defeat. Though you may have lost your ¤, it seems you've @@.green;made some friends.@@
+						<<set $rep += 1000, $cash -= 500000>>
+						<<else>>
+						For all your skillful maneuvering to reach this position, ultimately the win comes down to chance. This time, however, luck has rendered you the victor. A silence falls over the room as the result is declared, but after some time your opponent breaks the hush by joking that life as your slave is probably easier than fighting for $arcologies[0].name. After some awkward laughter the night continues, and at the end your former mercenary joins you on your trip back to the penthouse to submit to processing and to begin her new life as your sexual servant. She's not young, but she's tough and not distrusting of you due to her service in $SF.Lower.
+						<br>
+						<<set $activeSlaveOneTimeMinAge = 25>>
+						<<set $activeSlaveOneTimeMaxAge = 35>>
+						<<set $one_time_age_overrides_pedo_mode = 1>>
+						<<if $arcologies[0].FSSupremacistLawME == 1>><<set $fixedRace = $arcologies[0].FSSupremacistRace>><</if>>
+						<<include "Generate XX Slave">>
+						<<set $activeSlave.origin = "$He put herself up as collateral at a trick shot game, and lost.">>
+						<<set $activeSlave.career = "a soldier">>
+						<<set $activeSlave.indentureRestrictions = 2>>
+						<<set $activeSlave.indenture = 52>>
+						<<if $activeSlave.eyes == -2>>
+							<<set $activeSlave.eyes = -1>>
+						<</if>>
+						<<set $activeSlave.devotion = random(45,60)>>
+						<<set $activeSlave.trust = random(55,65)>>
+						<<set $activeSlave.health = random(60,80)>>
+						<<set $activeSlave.muscles = 60>>
+						<<if $activeSlave.weight > 130>>
+							<<set $activeSlave.weight -= 100>>
+							<<set $activeSlave.waist = random(-10,50)>>
+						<</if>>
+						<<set $activeSlave.anus = 0>>
+						<<set $activeSlave.analSkill = 0>>
+						<<set $activeSlave.whoreSkill = 0>>
+						<<set $activeSlave.combatSkill = 1>>
+						<<set $activeSlave.behavioralFlaw = "arrogant">>
+						<<set $activeSlave.hStyle = "buzzcut">>
+						<<include "New Slave Intro">>
+						<</if>>
+					<</replace>>
+				<</link>>
+
+				<br> <<link "Dock her wages">>
+					<<replace "#aliveresult">>
+						<<if random(1,100) > 50>>
+						For all your skillful maneuvering to reach this position, ultimately the win comes down to chance. This time, however, luck was not on your side. As the victor sweeps up her spoils, the other security force members clap you on the back and offer their condolences for your defeat. Though you may have lost your ¤, it seems you've @@.green;made some friends.@@
+						<<set $rep += 1000, $cash -= 500000>>
+						<<else>>
+						For all your skillful maneuvering to reach this position, ultimately the win comes down to chance. This time, however, luck has rendered you the victor. Your opponent accepts her defeat with grace and jokes to her comrades that she'll be fighting in her underwear for the next few months, and their uproar of laughter fills the room. Though you take the lion's share of the ¤, your security force also @@.green;had a good time fraternizing with you.@@
+						<<set $rep += 2000, $cash += 500000>>
+						<</if>>
+					<</replace>>
+				<</link>>
+
+			</span>
+		<</replace>>
+	<</link>>
+
+	</span>
+	<</replace>>
+<</link>> // It will cost @@.yellowgreen;<<print cashFormat(500000)>>@@ to participate in the trick shot night.//
+<</if>>
+</span>
\ No newline at end of file
diff --git a/src/pregmod/SecForceEX/WeeklyChoices.tw b/src/pregmod/SecForceEX/WeeklyChoices.tw
new file mode 100644
index 0000000000000000000000000000000000000000..aac1bdac321a4425d6412a6e41ab24bffa406307
--- /dev/null
+++ b/src/pregmod/SecForceEX/WeeklyChoices.tw
@@ -0,0 +1,197 @@
+:: WC [nobr]
+
+<<if $SF.WG === 0 && $SFTradeShow.CanAttend === -1 && ($SFColonel.Talk + $SFColonel.Fun !== 1)>>
+	The Colonel looks down a list on her tablet. "There's some things we can do to help you out, boss.
+	<br>We've had some good prizes turn up, that's made us some extra money we could turn over. | <<link "Request cash""Firebase">>
+	/*<<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>>
+	<<set $CashGift = ($CashGift > 5000 ? $CashGift : 5000),$cash += $CashGift>>
+	<</link>>
+	<<if $rep < 20000>>
+		<br>If you want we could throw a quick military parade, get the people feeling extra patriotic. | <<link "Request military parade""Firebase">>
+		<<set $GoodWords1 += 50*(Math.ceil($SF.Units*0.03*_Env))>>
+		<<set $GoodWords1 = (Number($GoodWords1) ? $GoodWords1 : 500),$SF.WG = 1>>
+		<<set $rep += $GoodWords1,$choice = 2>>
+		<</link>><</if>>
+	<<if $arcologies[0].prosperity < $AProsperityCap>>
+		<br>Or we could hit some businesses that rival the ones in $arcologies[0].name with some sabotage. | <<link "Request sabotage""Firebase">>
+		<<set $GoodWords2 = _EnvProsp+(Math.ceil($SF.Units/100*_Env)),$SF.WG = 1,$choice = 3>>
+		<<if $arcologies[0].prosperity + $GoodWords2 > $AProsperityCap>>
+			<<set $arcologies[0].prosperity = $AProsperityCap>>
+		<<else>><<set $arcologies[0].prosperity += $GoodWords2>><</if>> <</link>> <</if>>
+<<elseif $SF.WG == 0 && ($SFTradeShow.CanAttend > -1 || ($SFColonel.Talk + $SFColonel.Fun > 0))>>
+	<br>He looks down a list on his tablet. "<<if $PC.title != 0>>Sir<<else>>Ma'am<</if>>, how can $SF.Lower help you this week?
+	<br>$SF.Caps can spare some profits from our recent operations. | <<link "Request cash""Firebase">>
+	<<set $CashGift = 25000*($SF.Units/10)*_Env,$SF.WG = 1,$choice = 1>>
+	<<set $CashGift = ($CashGift > 5000 ? $CashGift : 5000),$cash += Math.ceil($CashGift * 0.8)>>
+	<</link>>
+	<<if $rep < 20000>>
+		<br>We can set some units aside for a ceremonial march through the arcology. | <<link "Request a parade""Firebase">>
+		<<set $GoodWords1 += 50*(Math.ceil($SF.Units*0.03*_Env))>>
+		<<set $GoodWords1 = (Number($GoodWords1) ? $GoodWords1 : 500),$SF.WG = 1>>
+		<<set $rep += Math.ceil($GoodWords1*0.8),$choice = 2>>
+		<</link>> <</if>>
+	<<if $arcologies[0].prosperity < $AProsperityCap>>
+		<br>Or we can target rival businesses for sabotage. | <<link "Request sabotage""Firebase">>
+		<<set $GoodWords2 = _EnvProsp+(Math.ceil($SF.Units/100*_Env)),$SF.WG = 1,$choice = 3>>
+		<<if $arcologies[0].prosperity + $GoodWords2 * 0.8 > $AProsperityCap>>
+			<<set $arcologies[0].prosperity = $AProsperityCap>>
+		<<else>><<set $arcologies[0].prosperity += Math.ceil($GoodWords2*0.8)>><</if>> <</link>> <</if>>
+<</if>>
+
+<<if $SFColonel.Talk === 0 && $SFColonel.Fun === 0 && $SFTradeShow.CanAttend === -1>> <span id="result0">
+<br><br>If you need me for anything else, let me know."<br>
+<<if $SFColonel.Status >= 25>>
+	<<link "Walk with the Colonel on the surface.">> <<replace "#result0">>
+		<<set $SFColonel.Talk = 1>>
+		<br><br>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 >= 100 && $PC.career == "mercenary">>
+			Your mastery of wet work and prior experience in a PMC satisfies the Colonel that between you<<if $Bodyguard != 0>> , $Bodyguard.slaveName,<</if>> and her, there should be little threat to walking around the arcology. Being able to see and interact with the arcology owner directly maintains the false idea that you're just like one of them while also giving them an increased opportunity to try gaining your favor.
+			<<set $rep += 10, $cash += _EnvCash2>>
+		<<elseif $PC.warfare >= 100>>
+			Your mastery of wet work satisfies the Colonel that you only need two soldiers <<if $Bodyguard != 0>> plus $Bodyguard.slaveName<</if>> to walk safely around the arcology. Being able to see and interact with the arcology owner directly maintains the false idea that you're just like one of them while also giving them an increased opportunity to try gaining your favor.
+			<<set $rep += 5, $cash += _EnvCash3>>
+		<<elseif $PC.warfare >= 60>>
+			With some expertise in warfare, the Colonel believes <<if $Bodyguard != 0>>with $Bodyguard.slaveName <</if>>you only need a squad of armed soldiers for a walk through the arcology.
+		<<elseif $PC.warfare >= 30>>
+			As you have some skill in warfare, the Colonel believes<<if $Bodyguard != 0>> with $Bodyguard.slaveName<</if>> you only need two full squads of armed soldiers for a walk around the arcology.
+		<<elseif $PC.warfare >= 10>>
+			Your minor skill in warfare convinces the Colonel that <<if $Bodyguard != 0>>in addition to $Bodyguard.slaveName, <</if>>you need two full squads of armed soldiers and an armored car escort for a simple walk around the arcology.
+		<<else>>
+			Your complete lack of combat skill convinces the Colonel that <<if $Bodyguard != 0>>in addition to $Bodyguard.slaveName, <</if>>you need two full squads of armed soldiers, an armored car escort, and a sniper overwatch for a simple walk around the arcology.
+		<</if>><br>As you make your way through the arcology you stop at a 
+		<<if $arcologies[0].FSPaternalist != "unset">>
+			paternalist shop, <<if $SFColonel.Core == "cruel">>earning a sneer from the Colonel.<<else>>helping the Colonel select some luxurious and relaxing slave treatments.<</if>>
+		<<elseif $arcologies[0].FSPastoralist != "unset">>
+			pastoralist shop, helping the Colonel select a more comfortable breast pump.
+		<<else>>shop that catches the Colonel's eye. <</if>>
+		<<if $PC.slaving >= 100 && $PC.career == "slaver">>
+			Your mastery and extensive history of slaving allows you assist the Colonel greatly. The shop owner is so impressed by your understanding of slavery that she asks you for some advice. Before you leave, you manage to pass on a few tips, helping the business with future customers.
+			<<if $arcologies[0].prosperity < $AProsperityCap>>
+				<<set $arcologies[0].prosperity++>> <</if>>
+		<<elseif $PC.slaving >= 100>>
+			Your mastery and extensive history of slaving allows you assist the Colonel greatly. The shop owner is so impressed by your understanding of slavery that she asks you for some advice. Before you leave, you manage to pass on a few tips, helping the business with future customers.
+			<<if $arcologies[0].prosperity < $AProsperityCap>>
+				<<set $arcologies[0].prosperity++>> <</if>>
+		<<elseif $PC.slaving >= 60>>
+			Your expertise in slavery allows you to help the Colonel decide what to buy for her main slave.
+		<<elseif $PC.slaving >= 30>>
+			Your moderate skill in slavery makes you somewhat helpful to the Colonel in deciding what to buy for her main slave.
+		<<elseif $PC.slaving >= 10>>
+			Your basic skill level of slavery doesn't allow you to help the Colonel at all.
+		<<elseif $PC.slaving < 10>>
+			Your total lack of slavery skill (which is very unusual and very concerning for an arcology owner) means that you are of little to no help or even a hindrance. The shopkeeper notices your complete ineptitude, and as soon as you've left the rumor mill begins.
+			<<set $rep -= 20>><</if>>
+		<br>Soon the entourage heads back to the HQ of $SF.Lower.
+		<<if random(1,100) > 50>>Along the route you see a homeless citizen with a serious injury begging for help.
+			<<if $PC.medicine >= 100 && $PC.career == "medicine">>
+				Your expertise in surgery ensures that the citizen receives the best care they'll ever experience in their life. They are so grateful that they are more than happy to try and compensate your time. Word quickly spreads of the kindly medically trained arcology owner who took the time to heal a citizen, providing confidence to the rest of the citizens.
+				<<set $rep += 10, $cash += _EnvCash4>>
+			<<elseif $PC.medicine >= 100>>
+				Your expertise in surgery ensures that the citizen receives the best care they'll ever experience in their life. Word quickly spreads of the kindly arcology owner who took the time to heal a citizen.
+				<<set $rep += 5>>
+			<<elseif $PC.medicine >= 60>>
+				Your proficiency in surgery allows you to properly close their wound with minimal trauma to the patient.
+			<<elseif $PC.medicine >= 30>>
+				Your moderate surgical skill ensures that you can close the citizen's wound, though not without likely scarring.
+			<<elseif $PC.medicine >= 10>>
+				Your basic surgical skill in medicine is sufficient only to stabilize the citizen's wounds before medical assistnance arrives.
+			<<else>>
+				Your total lack of surgical skill causes the death of the citizen through repeated medical blunders.
+				<<set $arcologies[0].prosperity -= .25>><</if>><</if>>
+		<<set $SFColonel.Status += 2>><</replace>> <</link>><</if>>
+
+<br><<link "Talk in $SF.Lower's HQ.">> <<replace "#result0">> <span id="result1">
+<br><br>What do you want to do with the Colonel in the HQ?
+<br><<link "Talk">><<replace "#result1">>
+<br><br>You and the Colonel talk over some $PC.refreshment, where she ends up talking about her past. You learn a little more about her.
+<<set $SFColonel.status +=3>>
+<<switch random(1,6)>>
+<<case 1>>
+	<<set $PC.medicine += 1>><<set $PC.trading += 1>><<set $PC.slaving += 1>>
+<<case 2>>
+	<<set $PC.trading += 1>><<set $PC.slaving += 1>><<set $PC.engineering += 1>>
+<<case 3>>
+	<<set $PC.slaving += 1>><<set $PC.engineering += 1>><<set $PC.hacking += 1>>
+<<case 4>>
+	<<set $PC.engineering += 1>><<set $PC.hacking += 1>><<set $PC.warfare += 1>>
+<<case 5>>
+	<<set $PC.hacking += 1>><<set $PC.warfare += 1>><<set $PC.medicine += 1>>
+<<case 6>>
+	<<set $PC.warfare += 1>><<set $PC.medicine += 1>><<set $PC.trading += 1>>
+<</switch>>
+<</replace>><</link>>
+
+<br><<link "Learn">> <<replace "#result1">>
+<<set $SFColonel.Talk = 1,$SFColonel.Status += 1>>
+<br><br>"Sure boss, I can use a break from all of this," she laughs. The Colonel tells a story about one time when she 
+<<switch random(1,6)>>
+<<case 1>>
+	used field medicine to save another merc's life, teaching you some medical procedures in the process.
+	<<set $PC.medicine += 5>>
+<<case 2>>
+	haggled for necessary gear with a stingy quartermaster, teaching you how to get what you want from traders.
+	<<set $PC.trading += 5>>
+<<case 3>>
+	found a load of human chattel in a raid and had to manage them before they could later be unloaded, teaching you how to better care for your slaves.
+	<<set $PC.slaving += 5>>
+<<case 4>>
+	was responsible for rebuilding a fort she had seized, teaching you how to better manage construction in your arcology.
+	<<set $PC.engineering += 5>>
+<<case 5>>
+	was forced to hack her way out of a trap, teaching you how to better penetrate digital security.
+	<<set $PC.hacking += 5>>
+<<case 6>>
+	fought off an entire battalion with only a small squad, teaching you how to think tactically in battle.
+	<<set $PC.warfare += 5>>
+<</switch>>
+<</replace>> <</link>>
+
+<<if $SFColonel.Status >= 45>>
+<br><<link "Have some fun.">> <<replace "#result1">>
+	@@.orange;<<link "Go back""Firebase">>
+		<<set $SFColonel.Fun = 0, $SFColonel.Talk = 0,$SFColonel.Status -= 3>>
+	<</link>>@@
+	<<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 $SFColonel.Fun += 1>> <</link>>@@
+				<br>@@.orange;<<link "Ass">> <<replace "#result6">>
+					<<include "SFColonelSexDec">>
+					<</replace>> <<set $SFColonel.Fun += 1>> <</link>>@@
+				<br>@@.orange;<<link "Both pussy and ass">> <<replace "#result6">>
+					<<include "SFColonelSexDec">>
+					<</replace>> <<set $SFColonel.Fun += 2>> <</link>>@@
+				<br>@@.orange;<<link "Mouth">> <<replace "#result6">>
+					<<include "SFColonelSexDec">>
+					<</replace>> <<set $SFColonel.Fun += 1>> <</link>>@@
+				<br>@@.orange;<<link "All three holes">> <<replace "#result6">>
+					<<include "SFColonelSexDec">>
+					<</replace>> <<set $SFColonel.Fun += 3>> <</link>>@@
+	</span> <</link>>@@
+
+	<br>@@.orange;<<link "On The Colonel's throne.">> <span id="result6">
+			Which orifice do you wish to target?
+			@@.orange;<<link "Go back""Firebase">> <</link>>@@
+				<br>@@.orange;<<link "Pussy">> <<replace "#result6">>
+					<<include "SFColonelSexDec">>
+					<</replace>> <<set $SFColonel.Fun += 1>> <</link>>@@
+				<br>@@.orange;<<link "Ass">> <<replace "#result6">>
+					<<include "SFColonelSexDec">>
+					<</replace>> <<set $SFColonel.Fun += 1>> <</link>>@@
+				<br>@@.orange;<<link "Both pussy and ass">> <<replace "#result6">>
+					<<include "SFColonelSexDec">>
+					<</replace>> <<set $SFColonel.Fun += 2>> <</link>>@@
+				<br>@@.orange;<<link "Mouth">> <<replace "#result6">>
+					<<include "SFColonelSexDec">>
+					<</replace>> <<set $SFColonel.Fun += 1>> <</link>>@@
+				<br>@@.orange;<<link "All three holes">> <<replace "#result6">>
+					<<include "SFColonelSexDec">>
+					<</replace>> <<set $SFColonel.Fun += 3>> <</link>>@@
+		</span> <</link>>@@
+<</replace>><</link>><</if>><br>[[Go back|Firebase]]/*Closes fun*/
+</span> <</replace>> <</link>>@@ <</if>> /*Closes spend time with The Colonel*/
\ No newline at end of file
diff --git a/src/pregmod/SecForceEX/securityForceTradeShow.tw b/src/pregmod/SecForceEX/securityForceTradeShow.tw
deleted file mode 100644
index c3037fc70415e49ab243fc179de9e842391cfcf0..0000000000000000000000000000000000000000
--- a/src/pregmod/SecForceEX/securityForceTradeShow.tw
+++ /dev/null
@@ -1,135 +0,0 @@
-:: securityForceTradeShow [nobr]
-
-<<set $nextButton = "Continue", $nextLink = "RIE Eligibility Check", $returnTo = "RIE Eligibility Check">>
-<<set $Env = simpleWorldEconomyCheck()>>
-<<if ndef $TradeShowAttendanceGranted>> <<set $TradeShowAttendanceGranted = 0>> <</if>>
-
-<<if $OverallTradeShowAttendance == 0>>
-
-	<<if def $PC.customTitle>>$PC.customTitle<<elseif $PC.title != 0>>Sir<<else>>Ma'am<</if>>, back when I was a major before I joined $securityForceName. Me and a couple of colleagues went to a bi-yearly international security trade show, I would very much like to continue doing so. Can I?<span id="choice1">
-
-	<<link "Yes,">>
-	<<replace "#choice1">>
-	<br><br>"Thank you <<if def $PC.customTitle>>$PC.customTitle<<elseif $PC.title != 0>>sir<<else>>ma'am<</if>>."
-	<<set $OverallTradeShowAttendance += 1, $CurrentTradeShowAttendanceGranted = 1, $TradeShowAttendanceGranted = 1>>
-	<</replace>>
-	<</link>>
-
-	<<link "No">>
-	<<replace "#choice1">>
-	<br><br>"I understand <<if def $PC.customTitle>>$PC.customTitle<<elseif $PC.title != 0>>sir<<else>>ma'am<</if>>."
-	<</replace>>
-	<</link>>
-	</span>
-
-<<elseif $OverallTradeShowAttendance >= 1>>
-The (bi-yearly) security trade show has finally come around and even though you've already granted The Colonel permission to attend, she's decided to come and ask for the leave personally.
-
-	<span id="choice2">
-
-	<br><br>
-	<<link "Grant leave">>
-	<<replace "#choice2">><br>
-	<br>"Thanks <<if def $PC.customTitle>>$PC.customTitle<<elseif $PC.title != 0>>sir<<else>>ma'am<</if>>"
-
-	<<set $CurrentTradeShowAttendanceGranted = 1, _TradeShowAttendes = 150, _BonusProviderPercentage = .15, _MenialSlavesPerAttendee = 15>>
-
-	<<include "SpecialForceUpgradeTree">>
-
-	<<if $arcologies[0].prosperity < 25>>
-		<<set _TradingPower = 15>>
-	<<elseif $arcologies[0].prosperity > 70>>
-		<<set _TradingPower = 25>>
-	<<elseif $arcologies[0].prosperity > 65>>
-		<<set _TradingPower = 24>>
-	<<elseif $arcologies[0].prosperity > 60>>
-		<<set _TradingPower = 23>>
-	<<elseif $arcologies[0].prosperity > 55>>
-		<<set _TradingPower = 22>>
-	<<elseif $arcologies[0].prosperity > 50>>
-		<<set _TradingPower = 21>>
-	<<elseif $arcologies[0].prosperity > 45>>
-		<<set _TradingPower = 20>>
-	<<elseif $arcologies[0].prosperity > 40>>
-		<<set _TradingPower = 19>>
-	<<elseif $arcologies[0].prosperity > 35>>
-		<<set _TradingPower = 18>>
-	<<elseif $arcologies[0].prosperity > 30>>
-		<<set _TradingPower = 17>>
-	<<elseif $arcologies[0].prosperity > 25>>
-		<<set _TradingPower = 16>>
-	<</if>>
-
-	<<set _SuccesfulPersuationAttempt = 0>>
-	<<if ($SFNO || $SFO) < 10 && random(0,100)+_TradingPower > 90>>
-		<<set _SuccesfulPersuationAttempt = 1>>
-		<<set _PersuationBonus = 1.05>>
-	<<elseif ($SFNO || $SFO) >= 110 && random(0,100)+_TradingPower > 40>>
-		<<set _SuccesfulPersuationAttempt = 1>>
-		<<set _PersuationBonus = 1.95>>
-	<<elseif ($SFNO || $SFO) >= 100 && random(0,100)+_TradingPower > 45>>
-		<<set _SuccesfulPersuationAttempt = 1>>
-		<<set _PersuationBonus = 1.90>>
-	<<elseif ($SFNO || $SFO) >= 90 && random(0,100)+_TradingPower > 50>>
-		<<set _SuccesfulPersuationAttempt = 1>>
-		<<set _PersuationBonus = 1.80>>
-	<<elseif ($SFNO || $SFO) >= 80 && random(0,100)+_TradingPower > 55>>
-		<<set _SuccesfulPersuationAttempt = 1>>
-		<<set _PersuationBonus = 1.70>>
-	<<elseif ($SFNO || $SFO) >= 70 && random(0,100)+_TradingPower > 60>>
-		<<set _SuccesfulPersuationAttempt = 1>>
-		<<set _PersuationBonus = 1.60>>
-	<<elseif ($SFNO || $SFO) >= 60 && random(0,100)+_TradingPower > 65>>
-		<<set _SuccesfulPersuationAttempt = 1>>
-		<<set _PersuationBonus = 1.50>>
-	<<elseif ($SFNO || $SFO) >= 50 && random(0,100)+_TradingPower > 70>>
-		<<set _SuccesfulPersuationAttempt = 1>>
-		<<set _PersuationBonus = 1.40>>
-	<<elseif ($SFNO || $SFO) >= 40 && random(0,100)+_TradingPower > 75>>
-		<<set _SuccesfulPersuationAttempt = 1>>
-		<<set _PersuationBonus = 1.30>>
-	<<elseif ($SFNO || $SFO) >= 30 && random(0,100)+_TradingPower > 80>>
-		<<set _SuccesfulPersuationAttempt = 1>>
-		<<set _PersuationBonus = 1.20>>
-	<<elseif ($SFNO || $SFO) >= 10 && random(0,100)+_TradingPower > 85>>
-		<<set _SuccesfulPersuationAttempt = 1>>
-		<<set _PersuationBonus = 1.10>>
-	<</if>>
-
-	<<if _SuccesfulPersuationAttempt == 0>>
-		<<set _PersuationBonus = 1>>
-	<</if>>
-
-	<<set _MenialSlaves = Math.ceil(random(0,_TradeShowAttendes)*_BonusProviderPercentage*_MenialSlavesPerAttendee*_PersuationBonus)>>
-	<<set _Profit = Math.ceil($cash*.010*$SFNO || $SFO*$arcologies[0].prosperity*$Env)*_PersuationBonus>>
-
-		<br>During a break, The Colonel manages to sell some generic schematics to the _TradeShowAttendes people present, some decided to also give her some menial slaves as a bonus.
-
-			<<set $helots = $helots+_MenialSlaves>>
-			<<set $TradeShowHelots += _MenialSlaves>>
-			<<set $TotalTradeShowHelots += _MenialSlaves>>
-
-			<<set $cash = $cash+_Profit>>
-			<<set $TradeShowIncome += _Profit>>
-			<<set $TotalTradeShowIncome += _Profit>>
-
-		<<if $ColonelRelationship >= 65 && $LieutenantColonel == 1 && $ColonelCore == "brazen">>
-			<br><br>
-			<<link "Have sex with The Colonel in a bathroom stall">>
-				The crowd are shocked by the loud noises coming from a bathroom stall.
-				<<set $rep -= 150, $securityForceSexedColonel += 1>>
-			<</link>>
-		<</if>>
-
-	<</replace>>
-	<</link>>
-
-	<br><<link "Request she remain on base">>
-	<<replace "#choice2">>
-		<br>The look of disappointment is barely noticeable on The Colonel's face.
-	<</replace>>
-	<</link>>
-
-	</span>
-
-<</if>>
diff --git a/src/pregmod/eliteTakeOver.tw b/src/pregmod/eliteTakeOver.tw
index 32ab19a419a8b8b60a9045f5e9e2b13820fefbb8..e812c96022082a1c9db7508e1aa5971054e2a231 100644
--- a/src/pregmod/eliteTakeOver.tw
+++ b/src/pregmod/eliteTakeOver.tw
@@ -74,12 +74,12 @@ You look up from your desk as the locked door to your office unseals, and a doze
 			<</replace>>
 		<</link>>
 	<</if>>
-	<<if $securityForceActive == 1>>
-		<br>
-		<<link "Send a message to The Colonel">>
-			<<set $finalChoice = "colonel">>
+	<<if $SF.Toggle && $SF.Active >= 1>>
+		<br> <<set _N = SFC()>>
+		<<link "Send a message to _N">>
+			<<set $finalChoice = "SF">>
 			<<replace "#fate">>
-				send a message to The Colonel.
+				send a message to <<print SFC()>>.
 			<</replace>>
 		<</link>>
 	<</if>>
@@ -111,4 +111,4 @@ You look up from your desk as the locked door to your office unseals, and a doze
 	<<link "Confirm">>
 		<<goto "eliteTakeOverFight">>
 	<</link>>
-<</if>>
\ No newline at end of file
+<</if>>
diff --git a/src/pregmod/eliteTakeOverFight.tw b/src/pregmod/eliteTakeOverFight.tw
index 11d33b570ad18502ebe6566a99ef44abee19dcc8..dce7bf2f5ac7ba63e1752bd720c591d171a5577b 100644
--- a/src/pregmod/eliteTakeOverFight.tw
+++ b/src/pregmod/eliteTakeOverFight.tw
@@ -30,8 +30,8 @@
 <<case "mercenaries">>
 	<br>You send a quick message to the leader of your $mercenariesTitle, about your situation, then you pick up the revolver and quickly take aim.
 	<<set $MercenariesMessageSent = 1>>
-<<case "colonel">>
-	<br>You send a quick message to The Colonel about your situation, then you pick up the revolver and quickly take aim.
+<<case "SF">>
+	<br>You send a quick message to <<print SFC()> about your situation, then you pick up the revolver and quickly take aim.
 	<<set $SpecialForcesMessageSent = 1>>
 <<case "enrage">>
 	<<if $PC.career != "wealth" && $PC.career != "engineer" && $PC.career != "medicine">>
@@ -242,8 +242,8 @@
 		<<set $eliteFate = 2>>
 		<<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.
+<<elseif $SpecialForcesMessageSent>>
+	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">>
@@ -299,4 +299,4 @@
 	<<set $ui = "start">>
 	<br><br>
 	''GAME OVER''
-<</if>>
\ No newline at end of file
+<</if>>
diff --git a/src/pregmod/eliteTakeOverResult.tw b/src/pregmod/eliteTakeOverResult.tw
index 2e5a5778eb80df238e3ed51bb908f0b9c2f7cec6..fc70c7a61838938b869c3b91e3378d2ef325636f 100644
--- a/src/pregmod/eliteTakeOverResult.tw
+++ b/src/pregmod/eliteTakeOverResult.tw
@@ -44,7 +44,7 @@
 	<</if>>
 	<<if $MercenariesMessageSent == 1>>
 		<br>The <<if $eliteLeft < $eliteTotal>>remaining<</if>> elite are quickly captured, abused and enslaved.
-		The officer is thankful for giving the troops a chance to let off some stream. Two soldiers decide to double team an elite; one ass fucks while the other facefucks. 
+		The officer is thankful for giving the troops a chance to let off some stream. Two soldiers decide to double team an elite; one ass fucks while the other facefucks.
 		Another soldier takes a particular interest in an elite and politely asks you
 		"<<if def $PC.customTitle>>$PC.customTitle<<elseif $PC.title != 0>>sir<<else>>ma'am<</if>> can I keep her?"
 		<br><span id="choice1">
@@ -60,12 +60,12 @@
 					For a second your acceptance shocks them. Once they recover they are very grateful. "Thank you <<if def $PC.customTitle>>$PC.customTitle<<elseif $PC.title != 0>>sir<<else>>ma'am<</if>>, I'll make sure to look after her. Soon the story spreads of the kind arcology owner, enhancing your reputation.
 				<</replace>>
 			<</link>>
-		</span> 
-	<<elseif $SpecialForcesMessageSent == 1>>
+		</span>
+	<<elseif $SpecialForcesMessageSent>>
 		<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.
@@ -85,14 +85,16 @@
 					For a second your acceptance shocks them. Once they recover they are very grateful. "Thank you <<if def $PC.customTitle>>$PC.customTitle<<elseif $PC.title != 0>>sir<<else>>ma'am<</if>>, I'll make sure to look after her. Soon the story spreads of the kind arcology owner, enhancing your reputation.
 				<</replace>>
 			<</link>>
-		</span> 
-		<<switch $ColonelCore>>
-			<<case "kind">>
-				The Colonel is shocked that you would allow her troops to do this but understands that it comes with the territory. <<if _SFHappyEverAfter == 1>>Thanks for being kind to one of my soldiers.<</if>>
-			<<case "warmonger" "cruel" "sociopathic" "jaded" "brazen" "psychopathic" "mischievous">>
-				The Colonel is grateful that you let her troops let off some steam. <<if _SFHappyEverAfter == 1>>Thanks for being kind to one of my soldiers.<</if>>
-		<</switch>>
-		<<set $securityForceDepravity += 0.05>>
+		</span>
+		<<if $SFTradeShow.CanAttend === -1>>
+			<<switch $ColonelCore>>
+				<<case "kind">>
+					The Colonel is shocked that you would allow her troops to do this but understands that it comes with the territory. <<if _SFHappyEverAfter == 1>>Thanks for being kind to one of my soldiers.<</if>>
+				<<case "warmonger" "cruel" "sociopathic" "jaded" "brazen" "psychopathic" "mischievous">>
+					The Colonel is grateful that you let her troops let off some steam. <<if _SFHappyEverAfter == 1>>Thanks for being kind to one of my soldiers.<</if>>
+			<</switch>>
+		<</if>>
+		<<set $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/REroyalblood.tw b/src/uncategorized/REroyalblood.tw
index 87ed821241f60b813be1982105a058f2ed5a2431..b9c314aed4cfcb8ba48fc1395138cfcf55a7fd40 100644
--- a/src/uncategorized/REroyalblood.tw
+++ b/src/uncategorized/REroyalblood.tw
@@ -159,7 +159,7 @@ 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.Toggle && $SF.Active >= 1>>, or the use of $SF.Lower<</if>>, of course.
 
 <br><br>
 
@@ -188,10 +188,10 @@ Time is short, but you are well placed to acquire some choice slaves. With an ad
 	//You lack the necessary funds and reputation to enslave a princess.//
 <</if>>
 
-<<if $securityForceActive == 1>>
-<br><<link "Dispatch a $securityForceName on a night time raid to acquire a pretty princess.">>
+<<if $SF.Toggle && $SF.Active >= 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 The Colonel. After dark, a flight of VTOLs land in the new arcology laden with troops. When they take off again they have the princess aboard clad in chains and make a direct course towards your waiting penthouse.
+		Seizing a tablet, you quickly send a message to <<print SFC()>>. After dark, a flight of VTOLs land in the new arcology laden with troops. When they take off again they have the princess aboard clad in chains and make a direct course towards your waiting penthouse.
 		<br><br>
 		Eventually she arrives in your penthouse, the perfect image of a demure yet composed princess. Her clearly practiced facade of poise and grace fades under scrutiny, however. The slightest trembling of her balled up fists, the minute tremors that mar her immaculate posture, her inability to meet your eyes with her own - all signs that she is still a scared girl despite all her royal trappings. Nonetheless, though the princess's court training is unlikely to be very beneficial to her in her new life in the penthouse, it does stand in stark contrast to her more common slave peers.
 		<br><br>
@@ -789,4 +789,4 @@ Time is short, but you are well placed to acquire some choice slaves. With an ad
 	<</replace>>
 <</link>> //You will be loathed for this action and trade will be crippled.//
 <</if>>
-</span>
\ No newline at end of file
+</span>
diff --git a/src/uncategorized/corporationDevelopments.tw b/src/uncategorized/corporationDevelopments.tw
index e2dd544a3baebe5ada418dc6837e8344d4ba25ec..933061777e1e2b676ba9b627755ebbf12bf054c1 100644
--- a/src/uncategorized/corporationDevelopments.tw
+++ b/src/uncategorized/corporationDevelopments.tw
@@ -21,9 +21,21 @@
 <<set $corpCash = Math.trunc($corpCash + $corpProfit)>>
 Your corporation was valued at @@.yellowgreen;<<print cashFormat($corpValue)>>@@ and made a profit of @@.yellowgreen;<<print cashFormat($corpProfit)>>@@ last week.
 <<set _addedSlaves = Math.ceil(Math.log($captureAssets+$entrapmentAssets))>>
-<<if $mercenariesHelpCorp > 0>>
-	The $mercenariesTitle assist it with difficult enslavement targets. Otherwise, it
-	<<set _addedSlaves = Math.ceil(_addedSlaves * (1 + .04 * $mercenaries))>> /* increase by 12-20% ($mercenaries == 3 - 5) */
+<<if $mercenariesHelpCorp > 0 || ($SF.Units >= 10 && $SFSupportLevel >= 4)>>
+	<<if $mercenariesHelpCorp > 0>>
+		The $mercenariesTitle
+		<<set _addedSlaves += Math.ceil(_addedSlaves * (1.04*$mercenaries))>> /* increase by 12-20% ($mercenaries == 3 - 5) */
+	<</if>>
+	<<if $mercenariesHelpCorp > 0 && $SF.Units >= 10>>
+		and a
+	<<elseif $SF.Units >= 10>>
+		A
+	<</if>>
+	<<if $SF.Units >= 10>>
+		small portion of $SF.Lower
+		<<set _addedSlaves += Math.ceil(_addedSlaves * (1.04*($SF.Units/10)))>>
+	<</if>>
+	assist it with difficult enslavement targets. Otherwise, it
 <<else>>
 	It
 <</if>>
diff --git a/src/uncategorized/costsReport.tw b/src/uncategorized/costsReport.tw
index af4b0d7f7cfccc0f37f681061b0e2963352e62ef..38a57dfda34649e3049ec7fa47893b35fe05365e 100644
--- a/src/uncategorized/costsReport.tw
+++ b/src/uncategorized/costsReport.tw
@@ -48,6 +48,9 @@ your __personal living expenses__ are <<print cashFormat(($girls*(250+($economy*
 	<<print cashFormat($peacekeepers.undermining)>> to undermine political support for the nearby old world peacekeeping mission.
 <</if>>
 
+<<if $SF.Toggle && $SF.Active >= 1 && $SF.Subsidy>>
+	<br>__Finacinally supporting $SF.Caps unitll self sufficiency:__ <<print cashFormat(Math.ceil((10000*($SFUnit.Troops/10))*1+($arcologies[0].prosperity/100)*1+($SF.Units/100)))>>
+<</if>>
 <<if $mercenaries > 0>>
 	<<set _mercCosts = $mercenaries*2000>>
 	<<if $barracks>><<set _mercCosts *= 0.5>><</if>>
diff --git a/src/uncategorized/fsDevelopments.tw b/src/uncategorized/fsDevelopments.tw
index aaa5221f734083fecf1e426daf8298b51bcbe321..2a10f22ea9055f2465295e4f6905ab1bc0a36dc7 100644
--- a/src/uncategorized/fsDevelopments.tw
+++ b/src/uncategorized/fsDevelopments.tw
@@ -94,6 +94,10 @@
 
 /* Spending, terrain, rep effects */
 <<set _broadProgress = 0>>
+<<if $SF.Toggle && $SF.Active >= 1 && $SF.SpecOps > 0>>
+	Assigning a <<if $SF.SpecOps === 1>>small<<else>>large<</if>> portion of $SF.Lower to under cover work helps forward your goals for the arcology's future.
+	<<set _broadProgress += $SFUC/10>> <br>
+<</if>>
 <<if $FSSpending > 1>>
 	Your @@.yellowgreen;societal spending@@ helps forward your goals for the arcology's future.
 	<<set _broadProgress += Math.trunc($FSSpending/(1000-(500*$arcologies[0].FSEdoRevivalistLaw)-(250*$arcologies[0].FSArabianRevivalistLaw)))>>
diff --git a/src/uncategorized/nextWeek.tw b/src/uncategorized/nextWeek.tw
index db9ea93914e2dd7a095321d1dd879dda3447a769..154ce0fc17725631cc429db3d2dc6837a6e7d4fe 100644
--- a/src/uncategorized/nextWeek.tw
+++ b/src/uncategorized/nextWeek.tw
@@ -326,4 +326,7 @@
 	<<script>>Save.autosave.save("Week Start Autosave")<</script>>
 <</if>>
 
+<<if $SF.Toggle && $SF.Active >= 1 && $SFTradeShow.CanAttend > -1 && $SFTradeShow.CanAttend > -2>>
+	<<set $SFTradeShow.CanAttend = -1>>
+<</if>>
 <<goto "Main">>
diff --git a/src/uncategorized/nonRandomEvent.tw b/src/uncategorized/nonRandomEvent.tw
index b93d083eee15698689b2e71c89c078dfdf7fe9c8..10f2817344400988f5c28236d9008df8e89d5545 100644
--- a/src/uncategorized/nonRandomEvent.tw
+++ b/src/uncategorized/nonRandomEvent.tw
@@ -98,6 +98,8 @@
 	<</if>>
 <<elseif (_effectiveWeek == 72)>>
 	<<goto "P coup aftermath">>
+<<elseif $SF.Toggle && _effectiveWeek >= 72 && $SF.Active === -1>>
+	<<goto "Security Force Proposal">>
 <<elseif $failedElite > 300 && $eugenicsFullControl != 1>>
 	<<goto "eliteTakeOver">>
 <<elseif (_effectiveWeek > 5) && ($rep > 3000) && ($FSAnnounced == 0)>>
@@ -126,10 +128,6 @@
 	<<goto "P peacekeepers independence">>
 <<elseif def $peacekeepers && $peacekeepers.strength >= 50 && $peacekeepers.influenceAnnounced == 0>>
 	<<goto "P peacekeepers influence">>
-<<elseif (_effectiveWeek > 80) && (random(1,100) > 66) && ($securityForceCreate != 1) && ($securityForceEventSeen != 1) && ($SFMODToggle == 1)>>
-	<<goto "Security Force Proposal">>
-<<elseif ($securityForceCreate == 1) && ($securityForceActive == 0)>>
-	<<goto "Security Force Naming-Colonel">>
 <<elseif ($cash > 30000) && ($rep > 4000) && ($corpAnnounced == 0)>>
 	<<goto "P Corp Announcement">>
 <<elseif ($rivalOwner > 0)>>
@@ -166,8 +164,6 @@
 	<<goto "secExpSmilingMan">>
 <<elseif $rivalOwner == 0 && $smilingManProgress == 3 && $secExp == 1>>
 	<<goto "secExpSmilingMan">>
-<<elseif $TierTwoUnlock == 1 && ($securityForceCreate == 1) && ($SFMODToggle == 1) && $OverallTradeShowAttendance == 0>>
-	<<goto "securityForceTradeShow">>
 <<else>>
 	<<if random(1,100) > _effectiveWeek+25>>
 		<<goto "RIE Eligibility Check">>
diff --git a/src/uncategorized/options.tw b/src/uncategorized/options.tw
index fd0bc85ba9a7ca577ea97319982233f40e501189..04048c2ab2a12d956fa6458abfab26be9bb04762 100644
--- a/src/uncategorized/options.tw
+++ b/src/uncategorized/options.tw
@@ -423,18 +423,20 @@ Curative side effects are @@.red;DISABLED@@. [[Enable|Options][$curativeSideEffe
 
 <br><br>
 ''MODS''
-<br>
-<<if ($SFMODToggle == 0)>>
-	The Special Force Mod is @@.red;DISABLED@@. [[Enable|Options][$SFMODToggle = 1]]
+<br>The Special Force Mod is currently
+<<if ($SF.Toggle === 0)>>
+	@@.red;DISABLED@@. [[Enable|Options][$SF.Toggle = 1]]
 <<else>>
-	The Special Force Mod is currently @@.cyan;ENABLED@@. [[Disable|Options][$SFMODToggle = 0]]
+	@@.cyan;ENABLED@@. [[Disable|Options][$SF.Toggle = 0]]
 <</if>> //Will not affect mod content that has already been encountered.//
 <<if ndef $SFSaveRepair>> <<set $SFSaveRepair = 1>> <</if>>
 <br>&nbsp;Save repair is
-<<if ($SFSaveRepair === 1)>>
-	@@.cyan;ENABLED@@. [[Disable|Options][$SFSaveRepair = 0]]
-<<else>>
-	@@.red;DISABLED@@. [[Enable|Options][$SFSaveRepair = 1]]
+<<if $SFSaveRepair === 1>>
+	@@.cyan;ON@@. [[OFF|Options][$SFSaveRepair = 0]]|[[DISABLE|Options][$SFSaveRepair = -1]]
+<<elseif $SFSaveRepair === 0>>
+	@@.red;OFF@@. [[ON|Options][$SFSaveRepair = 1]]|[[DISABLE|Options][$SFSaveRepair = -1]]
+<<elseif $SFSaveRepair === -1>>
+	@@.red;DISABLED@@. [[ON|Options][$SFSaveRepair = 1]]|[[OFF|Options][$SFSaveRepair = 0]]
 <</if>> //If the SF barracks has disappeared leave it enabled then run BC. Else disable and then run BC.//
 
 <br>
diff --git a/src/uncategorized/persBusiness.tw b/src/uncategorized/persBusiness.tw
index 150461e1e8bb5ddc425333314cd99441491c5f56..cdd4e7db332ddd6074008058af978f198d0564ab 100644
--- a/src/uncategorized/persBusiness.tw
+++ b/src/uncategorized/persBusiness.tw
@@ -913,6 +913,4 @@ Routine upkeep of your demesne costs @@.yellow;<<print cashFormat($costs)>>.@@
 	<<set $menialDemandFactor += random(-250, 250)>>
 <</if>>
 
-<<if $securityForceActive == 1>>
-	<<include "Security Force EOW Report">>
-<</if>>
+<<if $SF.Toggle && $SF.Active >= 1>> <<include "SF_Report">> <</if>>
diff --git a/src/uncategorized/randomNonindividualEvent.tw b/src/uncategorized/randomNonindividualEvent.tw
index d891ba2decdd1a248e780254f3cb79ba194b2168..006cbf759403c0f2146f33c6bbd685fd0d3e6995 100644
--- a/src/uncategorized/randomNonindividualEvent.tw
+++ b/src/uncategorized/randomNonindividualEvent.tw
@@ -1281,6 +1281,10 @@
 		<</if>>
 	<</if>>
 
+	<<if $SF.Toggle && $SF.Active >= 1>>
+		<<set $events.push("Trick Shot Night")>>
+	<</if>>
+
 	<<if $RegularParties == 1>>
 		<<if ($PC.vagina == 1 && $PC.title == 0) && (random(0,99) < $seeDicks)>>
 			<<set $events.push("RE male citizen hookup")>>
diff --git a/src/uncategorized/reAWOL.tw b/src/uncategorized/reAWOL.tw
index b3b9091633d9b0b9f50669ebd69bf9a76f62072e..d396608c2bed140f5e6c4b7bb239a54233f6e04c 100644
--- a/src/uncategorized/reAWOL.tw
+++ b/src/uncategorized/reAWOL.tw
@@ -42,16 +42,16 @@ Your window of opportunity to act is closing. If you have plans for punishing th
 
 <br>
 
-<<if $securityForceActive == 1>>
-	<<link "Let your $securityForceName handle her">>
+<<if $SF.Toggle && $SF.Active >= 1>>
+	<<link "Let your $SF.Lower handle her">>
 		<<replace "#result">>
-				You take a tablet and send The Colonel a notice about the mutinous mercenary. When you have the majority of the pertinent details committed to text, all that remains is to decide the fate of your quarry.
+				You take a tablet and send <<print SFC()>> a notice about the mutinous mercenary. When you have the majority of the pertinent details committed to text, all that remains is to decide the fate of your quarry.
 				<br><br>
 				<span id="SFresult">
 
 					<<link "You want her dead">>
 						<<replace "#SFresult">>
-							Despite the trouble she has caused you, the culmination of this mercenary's wanton flight from the rest of the $mercenariesTitle is decidedly anti-climatic. The last you hear of her is in the footnote of one of your daily reports, with some minute yet suitably gory pictures as an accompaniment. When the stolen weapons are returned to their rightful place in your arcology, the unfortunate matter is concluded once and for all. @@.green;Your reputation improves@@, a result of the fear of crossing you that your result have inspired. Also the @@.green;arcology's prosperity improves@@, a result of showing your citizens that you are willing and able to deal with such matters in-house.
+							Despite the trouble she has caused you, the culmination of this mercenary's wanton flight from the rest of the $mercenariesTitle is decidedly anti-climatic. The last you hear of her is in the footnote of one of your daily reports, with some minute yet suitably gory pictures as an accompaniment. When the stolen weapons are returned to their rightful place in your arcology, the unfortunate matter is concluded once and for all. @@.green;Your reputation and $arcologies[0].name's prosperity improves@@, a result of the fear crossing you will bring, in addition toshowing your citizens that you are willing and able to deal with such matters in-house.
 							<<set $rep += 1000,$arcologies[0].prosperity += 2>>
 							<<if $arcologies[0].prosperity > $AProsperityCap>>
 								<<set $arcologies[0].prosperity = $AProsperityCap>>
@@ -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 1825758a4366b106f6ca350fe51d1f6796d33357..9b4030b9f951edddf2b0e0fcb80f2c9ae5e13437 100644
--- a/src/uncategorized/seIndependenceDay.tw
+++ b/src/uncategorized/seIndependenceDay.tw
@@ -375,88 +375,83 @@ In the Free Cities, Independence Day falls on the day when the Free City achieve
 <span id="result2">
 <br><<link "Pay for a lavish fireworks display">>
 	<<replace "#result2">>
-	Once darkness falls outside the arcology, a traditional fireworks display erupts from mortars mounted on your penthouse balconies. The noise and light @@.green;delights@@ your citizens, terrifies the arcology's stupider slaves, and serves a useful ancillary purpose in defense preparedness. The arcology's radar and laser sensors track the display, using it as an opportunity to calibrate the point defense systems on real targets. There is general agreement that this sort of thing should be a yearly tradition here, just like it was in some parts of the old world: old ideas aren't all bad.
+	<br><br>Once darkness falls outside the arcology, a traditional fireworks display erupts from mortars mounted on your penthouse balconies. The noise and light @@.green;delights@@ your citizens, terrifies the arcology's stupider slaves, and serves a useful ancillary purpose in defense preparedness. The arcology's radar and laser sensors track the display, using it as an opportunity to calibrate the point defense systems on real targets. There is general agreement that this sort of thing should be a yearly tradition here, just like it was in some parts of the old world: old ideas aren't all bad.
 	<<set $rep += 1000, $cash -= 10000>>
 	<</replace>>
-<</link>> //Costs <<print cashFormat(10000)>>//
+<</link>> //Costs @@.yellowgreen;<<print cashFormat(10000)>>@@// </span>
 
-<<if $securityForceActive == 1>>
+<<if $SF.Toggle && $SF.Active >= 1>> <span id="result3">
 <br><<link "Host a parade">>
-	<<replace "#result2">>
-	<<if $securityForcePersonnel < 100>>
-		The tiny size of $securityForceName does not inspire confidence in your citizens.
+	<<replace "#result3">><br><br>
+	<<if $SFUnit.Troops < 100>>
+		The tiny size of $SF.Lower does not inspire confidence in your citizens.
 		<<set $rep -= 200>>
-	<<elseif $securityForcePersonnel < 1500>>
-		The almost full size of $securityForceName inspires confidence in your citizens.
-		<<set $rep += 100>>
+	<<elseif $SFUnit.Troops < 2000>>
+		The almost full size of $SF.Lower inspires confidence in your citizens.
+		<<set $rep += 250>>
 	<</if>>
-	<<if $securityForceInfantryPower == 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.
+	<<if $SFUnit.Armoury === 0>>
+		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 $securityForceInfantryPower == 11>>
-		The citizens of $arcologies[0].name are relieved to see that $securityForceName's troops are out fitted the absolutely latest in gear.
-		<<set $rep += 100>>
+	<<else>>
+		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 $securityForceStimulantPower == 0>>
-		Seeing $securityForceName being relaxed inspires confidence that they are unlikely to get a face full of lead.
-		<<set $rep += 100>>
-	<<elseif $securityForceStimulantPower == 7>>
-		The slight twitchiness and high-end alertness of $securityForceName's troops makes your citizens afraid that they may get a face full of lead.
+	<<if $SFUnit.Drugs === 0>>
+		Seeing $SF.Lower being relaxed inspires confidence that they are unlikely to
+		<<set $rep += 250>>
+	<<else>>
+		The slight twitchiness and high-end alertness of $SF.Lower's troops makes your citizens afraid that they may
 		<<set $rep -= 200>>
-	<</if>>
-	<<if $securityForceVehiclePower == 0>>
-		The use of basic, unarmored mainly high-end civilian vehicles with jury-rigged crew-served weapons by $securityForceName does not inspire confidence in your citizens.
+	<</if>> get a face full of lead.
+	<<if $SFUnit.AV < 1 && $SFUnit.TV < 1>>
+		The use of basic, unarmored mainly high-end civilian vehicles with jury-rigged crew-served weapons by $SF.Lower does not
 		<<set $rep -= 200>>
-	<<elseif $securityForceVehiclePower == 7>>
-		$securityForceName's use of the most advanced heavy armored and support vehicles possible inspires confidence in your citizens.
-		<<set $rep += 100>>
-	<</if>>
-	<<if $securityForceAircraftPower == 0>>
-		Seeing $securityForceName's air force primarily consist of light transport VTOLs equipped with non-lethal weaponry, does not assure your citizens.
+	<<elseif $SFUnit.AV < 11 && $SFUnit.TV < 11>>
+		$SF.Lower's use of the most advanced heavy armored and support vehicles possible
+		<<set $rep += 250>>
+	<</if>> inspires confidence in your citizens.
+	<<if $SFUnit.AA < 1 && $SFUnit.TA < 1>>
+		Seeing $SF.Lower's air force only number enough to be a squadron and armed with just a Gatling cannon does not assure your citizens.
 		<<set $rep -= 200>>
-	<<elseif $securityForceAircraftPower == 7>>
-		Seeing $securityForceName's air force using latest equipment assures your citizens that they are safe from the air.
-		<<set $rep += 100>>
+	<<elseif $SFUnit.AA < 11 && $SFUnit.TA < 11>>
+		Seeing $SF.Lower's air force using more advanced equipment assures your citizens that they are safe from the air.
+		<<set $rep += 250>>
 	<</if>>
-	<<if $securityForceDronePower == 0>>
+	<<if $SFUnit.Drones === 0>>
 		Seeing "re-purposed" non-military drones from the arcology's original contingent flying around, does not inspire confidence in your citizens.
 		<<set $rep -= 200>>
-	<<elseif $securityForceDronePower == 5>>
+	<<else>>
 		Seeing the latest and greatest drones buzzing over head assures your citizens that they are unmatched.
-		<<set $rep += 100>>
+		<<set $rep += 250>>
 	<</if>>
-	<<if $securityForceGiantRobot == 1>>
+	<<if $SFUnit.GiantRobot === 1>>
 		Seeing a basic old world rusted looking Giant Robot, doesn't provide your citizens with much assurance that they are protected.
 		<<set $rep -= 200>>
-	<<elseif $securityForceGiantRobot == 7>>
+	<<else>>
 		Seeing that the Giant Robot has been fully upgraded provides your citizens with a feeling of safety.
-		<<set $rep += 100>>
+		<<set $rep += 250>>
 	<</if>>
-	<<if ($securityForceRulesOfEngagement == "hold") && ($securityForceDepravity >= 1.5)>>
-		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 $rep -= 200>>
-	<<elseif ($securityForceRulesOfEngagement == "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 $rep -= 200>>
-	<<elseif ($securityForceRulesOfEngagement == "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 $rep -= 200>>
 	<</if>>
-	<<if ($securityForceRulesOfEngagement == "hold") && ($securityForceDepravity <= 0.3)>>
-		The sight of $securityForceName's professionally holstering their weapons provides your citizens with a sense of safety.
-		<<set $rep += 100>>
-	<<elseif ($securityForceRulesOfEngagement == "limited") && ($securityForceDepravity <= 0.3)>>
-		The sight of $securityForceName's professionally keeping their finger on the trigger provides your citizens with a sense of safety.
-		<<set $rep += 100>>
-	<<elseif ($securityForceRulesOfEngagement == "free") && ($securityForceDepravity <= 0.3)>>
-		The sight of $securityForceName's professionally being alert and to ready to act at a moment's notice provides your citizens with a sense of safety.
-		<<set $rep += 100>>
+	<<if ($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 $rep += 250>>
+	<<elseif ($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 $rep += 250>>
+	<<elseif ($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. */
-	
-	/* I was thinking providing a option (potentially #result3) of giving a speech with it being a duplicate of the above speech just for completeness sake however it would be redundant except for a line or two about the outcome of attack if it fired (i.e listing the number of dead/captured attackers (potentially #result4) and dead soldiers with a couple of potential options (potentially #result5) ;to erect a statute or such acknowledge them and if one is already present to add them on to it, to provide support for their families. Also the amount of monetary damage, did $bodyguard die or just get wounded and if so how severely. Finally a closing message with how the PC wishes to react to it (potentially #result6); e.g. be vigilant, it's a one off, act of war, we will not give into terrorist attacks, etc. */	
-	<</replace>>
-<</link>>
-<</if>>
-</span>
\ No newline at end of file
+	/* I was thinking providing a option (potentially #result3) of giving a speech with it being a duplicate of the above speech just for completeness sake however it would be redundant except for a line or two about the outcome of attack if it fired (i.e listing the number of dead/captured attackers (potentially #result4) and dead soldiers with a couple of potential options (potentially #result5) ;to erect a statute or such acknowledge them and if one is already present to add them on to it, to provide support for their families. Also the amount of monetary damage, did $bodyguard die or just get wounded and if so how severely. Finally a closing message with how the PC wishes to react to it (potentially #result6); e.g. be vigilant, it's a one off, act of war, we will not give into terrorist attacks, etc. */
+	<</replace>> <</link>> </span> <</if>>
diff --git a/src/uncategorized/seRaiding.tw b/src/uncategorized/seRaiding.tw
index e24fd2c5479fc1f774af8f66ab69fc0542323a6a..5dbe46ec9f57e23c0f100e9835dca0d126437ebd 100644
--- a/src/uncategorized/seRaiding.tw
+++ b/src/uncategorized/seRaiding.tw
@@ -3,8 +3,22 @@
 <<set $nextLink = "Scheduled Event", $returnTo = "Scheduled Event", $nextButton = "Continue", $raided = $week>>
 
 The leader of your $mercenariesTitle has contacted you from the world outside your arcology. It seems that your $mercenariesTitle have enjoyed a profitable series of raids in their time outside the arcology and have decided to push their luck by plundering one last location on their way back to the arcology. As their nominal leader, they ask your opinion of a small number of potential targets. Given the distance from the arcology and the time sensitivity of conducting such a mission, you have little to base your decision on besides a brief description.
-<<if $securityForceSatellitePower >= 1>>
-	By having access to the use of $securityForceName's Satellite it is less likely that the target will escape.
+<<if $SF.Toggle && $SF.Active >= 1 && (($SFUnit.Satellite >= 1 && $SatLaunched > 0) || $SFUnit.SpacePlane >= 1)>>
+	By having access to the use of $SF.Lower's
+	<<if $SFUnit.Satellite >= 1 && $SatLaunched > 0>>
+		 satellite
+	<</if>>
+	<<if $SFUnit.SpacePlane >= 1>>
+		space plane
+	<</if>>
+	<<if ($SFUnit.Satellite >= 1 && $SatLaunched > 0) && $SFUnit.SpacePlane >= 1>>
+		satellite and space plane
+	<</if>>
+	it is
+	<<if $SFUnit.Satellite >= 1 && $SatLaunched > 0 && $SFUnit.SpacePlane >= 1>>
+		even
+	<</if>>
+	less likely that the target will escape.
 <</if>>
 
 <br><br>
diff --git a/src/uncategorized/seRaidingAssault.tw b/src/uncategorized/seRaidingAssault.tw
index 448f4be348c37eff05bf75d3c805a1954c43f22e..c4a01255cce4de8bb25d991a435c20235e31aaff 100644
--- a/src/uncategorized/seRaidingAssault.tw
+++ b/src/uncategorized/seRaidingAssault.tw
@@ -2,13 +2,21 @@
 
 You make your selection and direct your $mercenariesTitle to attack the target.
 
-<<if $securityForceSatellitePower >= 1>>
-	<<set _MercCapture = random(-3,5)>>
-	<<set _raidescape = random(1,2)>>
-<<else>>
-	<<set _MercCapture = random(-4,4)>>
-	<<set _raidescape = random(1,3)>>
+<<set _MercCaptureL = -4,_MercCaptureU = 4>>
+<<set _raidescapeL = 1,_raidescapeU = 3>>
+
+<<if $SF.Toggle && $SF.Active >= 1
+ <<if $SFUnit.Satellite >= 1 && $SatLaunched > 0>>
+		<<set _MercCaptureL += 1,_MercCaptureU +1>>
+		<<set _raidescapeL -= 1,_raidescapeU -= 1>>
+	<</if>>
+	<<if $SFUnit.SpacePlane >= 1>>
+		<<set _MercCaptureL += 1,_MercCaptureU +1>>
+		<<set _raidescapeL -= 1>>
+	<</if>>
 <</if>>
+<<set _MercCapture = random(_MercCaptureL,_MercCaptureU)>>
+<<set _raidescape = random(_raidescapeL,_raidescapeU)>>
 
 <<switch $origin>>
 <<case "housewife">>
@@ -205,4 +213,4 @@ You make your selection and direct your $mercenariesTitle to attack the target.
 <<if ($targetEscape >= _MercCapture) || (_raidescape == 1)>>
 	Your $mercenariesTitle return without their final prize, but remain in high spirits given their other successes out in the field.
 <</if>>
-<<unset $targetEscape, $origin>>
\ No newline at end of file
+<<unset $targetEscape, $origin>>
diff --git a/src/uncategorized/securityForceNamingColonel.tw b/src/uncategorized/securityForceNamingColonel.tw
deleted file mode 100644
index 69dbbe34b5864f1cd8b6078659543faf54e74361..0000000000000000000000000000000000000000
--- a/src/uncategorized/securityForceNamingColonel.tw
+++ /dev/null
@@ -1,169 +0,0 @@
-:: Security Force Naming-Colonel [nobr]
-
-<<set $nextLink = "Random Nonindividual Event", $nextButton = " ">>
-
-<span id="address">
-It's been a short while since you told your citizens that you were going to talk to them about their security, and by all accounts, they've turned out in force to watch your address over the arcology's internal communications system. You wake up early, relieve your frustrations on a few slaves woken out of deep sleep, and take position behind your desk. You also call over a slave and push her under your desk. The unspoken instruction is clear, and she begins <<if $PC.dick == 1>> enthusiastically (but silently) sucking your cock, taking it as deep as she can without gagging. <<else>> enthusiastically eating you out, pressing her face into your pussy and forcing her tongue deep inside you. <</if>>
-
-<br><br>
-
-A blinking light tells you that the channel is open. You take a deep breath, and begin. You greet your citizens and explain that while you believe deeply in the underlying principles of the Free Cities, that of contract law, minimal to no governmental oversight, and slaveholding, recent events have forced you to modify some of your views. The Old World attack, and especially the assault by the Daughters of Liberty who, as you remind them, were aided by a distressingly large number of now-dead traitors, has proven that some form of permanent, organized standing force is needed to ensure the personal safety of the citizen body.
-
-<br><br>
-
-You tell them that the Old World continues to deteriorate (it does). You tell them that it is only a matter of time before the poor, diseased, starving, and unwashed masses try their hand at invading the arcology again (it is). You tell them that such a force would be good for business, securing trade routes and conducting slaving raids far greater in scale than those performed by private slaving corporations (it would). And finally, to quell their greatest fear, you tell them that you would personally support the force financially.
-
-<br><br>
-
-As you speak, you carefully monitor the citizens' opinions as indicated on their communication devices. It is uniformly positive - they know whom they have to thank for their continued survival and dominance. You also monitor your arousal given the ministrations of your slave. A few small movements on your part communicate to your citizens what is happening without being too obvious. Free Cities business etiquette respects business conducted while being subtly serviced (and your doing so during such a public and important broadcast signals how seriously you are taking it), but a climax would be seen as a serious lack of discipline.
-
-<br><br>
-
-You finally wrap up your speech, announcing to your citizens the immediate formation, with yourself as Marshal, of the: <<textbox "$securityForceName" $securityForceName>>
-
-<br><br>
-
-You close the link to the communication system and read a message from your assistant that appeared during the last moments of your address. In consultation with major figures in the mercenary community, a suitable candidate for day-to-day command of the new unit has been found. Your instructions were to keep you in the dark about them so avoid pre-judgment. They are waiting outside your office.
-<br>--------------------
-<br><<link "Invite them inside">>
-	<<replace "#address">>
-	The figure that enters is not what you were expecting, given your previous experiences with the mercenary groups that work with the arcology owners of the Free Cities. Most mercenaries you've worked with have been grizzled stout men, veterans of the Old World militaries that finally had too much and went private. This one's different, <<if $ColonelCore != "">> likely to be ''$ColonelCore'' <</if>>
-		<span id="result0">
-		<<if $ColonelCore == "">> you can guess from her face that at her core she is likely to be:
-		<<link "Kind" "Security Force Naming-Colonel">>
-			<<replace "#result0">>
-			she strikes you as a kind person.
-			<<set $ColonelCore = "kind">>
-			<</replace>>
-		<</link>> | <<link "Mischievous" "Security Force Naming-Colonel">>
-			<<replace "#result0">>
-			she strikes you as someone who enjoys playfully causing trouble.
-			<<set $ColonelCore = "mischievous">>
-			<</replace>>
-		<</link>> | <<link "Cruel" "Security Force Naming-Colonel">>
-			<<replace "#result0">>
-			she strikes you as terribly cruel.
-			<<set $ColonelCore = "cruel">>
-			<</replace>>
-		<</link>> | <<link "Psychopathic" "Security Force Naming-Colonel">>
-			<<replace "#result0">>
-			she strikes you as a complete psychopath.
-			<<set $ColonelCore = "psychopathic">>
-			<</replace>>
-		<</link>> | <<link "Sociopathic" "Security Force Naming-Colonel">>
-			<<replace "#result0">>
-			she strikes you as a complete sociopath.
-			<<set $ColonelCore = "sociopathic">>
-			<</replace>>
-		<</link>> | <<link "A warmonger" "Security Force Naming-Colonel">>
-			<<replace "#result0">>
-			she strikes you as someone who just loves war.
-			<<set $ColonelCore = "warmonger">>
-			<</replace>>
-		<</link>> | <<link "Jaded" "Security Force Naming-Colonel">>
-			she strikes you as someone who's seen too much to really care anymore.
-			<<replace "#result0">>
-			<<set $ColonelCore = "jaded">>
-			<</replace>>
-		<</link>> | <<link "Shell shocked" "Security Force Naming-Colonel">>
-			<<replace "#result0">>
-			she strikes you as someone who's been through hell.
-			<<set $ColonelCore = "shell shocked">>
-			<</replace>>
-		<</link>> | <<link "Brazen" "Security Force Naming-Colonel">>
-			<<replace "#result0">>
-			she strikes you as someone who doesn't know shame.
-			<<set $ColonelCore = "brazen">>
-			<</replace>>
-		<</link>> | <<link "Collected" "Security Force Naming-Colonel">>
-			<<replace "#result0">>
-			she seems calm and collected.
-			<<set $ColonelCore = "collected">>
-			<</replace>>
-		<</link>>
-		<</if>>
-		</span>	
-
-<<if $ColonelCore != "">>
-	<br><br>
-	
-	She strides in, stopping in front of your desk, not bothering to put on even the semi-military air (complete with salute) that most mercenaries tend to adopt when meeting new clients. She's very tall and wearing the pants, boots, gloves, and tank top of a female combat armor under-suit. Her bare arms and upper body are corded with muscle, and through the tank top's thin fabric you can see both the shape of her muscled abdomen and the curves of her small but perky breasts, complete with what your experience tells you are barbell nipple piercings. Her eyes are alive with intelligence, and you can see her scanning your office, clearly impressed by its opulence. Her hair is shaved close to the scalp, and her ears and nose are heavily pierced. You can make out three long, ugly scars running over top of the mottled tissue of a previous, severe burn along one side of her face, as well as numerous smaller scars and burns on her bare arms. She's been disarmed prior to meeting you, and you see, in addition to an empty pistol holster on her hip, at least three empty knife holsters.
-
-	<br><br>
-
-	Returning your gaze to her face, she crosses her arms underneath her chest, pressing her breasts up and forward. You have her measure. Given the generally patriarchal nature of both the mercenary community, and the same nature combined with the heavily sexualized lifestyle of the Free Cities, she's decided to embrace her position rather than fight it.
-
-	<br><br>
-
-	"So," she begins, "you're the boss." You invite her to sit down. "No thanks, boss. Besides," she indicates the slave under your desk, "you look a little occupied." She nods at the desk. "Saw the speech. Very nice. I'd heard you crazy bastards do business while getting <<if $PC.dick == 1>>sucked off, <<else>>eaten out, <</if>>but I've never seen anyone actually do it. Hell, most of you people don't want to have to have too much to do with me. I usually get my instructions remotely." A short, harsh laugh escapes her. "But I guess it keeps you focused. Can't have the entire arcology seeing you cum."
-
-	<br><br>
-
-	She moves a step closer. "Your computer told me you wanted me to be a surprise, so I guess I'll tell you why you want me to run the $securityForceName for you. I'm a killer, pure and simple, and you need that. I looked into those attacks you've suffered. Nasty business. I'll make sure that an attack like that never happens again. I was a soldier out there, in charge of about a thousand men, when the Free Cities first started going up, and I knew they were the future. Eventually I deserted, found the first refugee convoy I could, killed the moron protecting it, sold the girls off to the slavers, and bought enough gear to start killing for people like you. Ran my own merc crew, did well till we tried to take on a bigger one and everyone died. Joined with another big outfit, became the number two, then shit went bad and I had to run. Been a solo fighter and slaver ever since. I know my work, and I know I can make this work."
-
-	<br><br>
-
-	You feel your climax approaching and hold up a finger. The merc pauses while you <<if $PC.dick == 1>>grab the slave's head, forcing your cock roughly down her throat while you cum. She swallows as much as she can before pulling away, coughing. <<else>>grip the slave's head tightly with your thighs, pressing her face tightly against your pussy as you cum. When you release her, she pulls away, coughing.<</if>>
-
-	<br><br>
-
-	The merc laughs again. "I could get used to a place like this." She waves her hand around the office. "I bet you want to know why I'd be trustworthy for something like this." You don't correct her. "Thought so." Her demeanor softens, and you can detect a hit of nervousness. "I would say that I've never turned on a client and leave it at that, but this is different. It's getting worse out there. I'm sure you know that." You give her a slight nod. "Four times now I've woken up in the middle of the night and had to kill someone. Two of them were the people I'd taken to bed. You can't even trust your drunken fucks anymore." 
-	<<switch $ColonelCore>>
-		<<case "kind">>
-			What a shame but that is the world today.
-		<<case "cruel" "sociopathic">>
-			Who doesn't like a good hard fuck and stab?
-		<<case "jaded">>
-			Meh, what else is new?
-	<</switch>>
-
-	<br><br>
-
-	"I like fighting, but I want to live somewhere where I can relax from life out there. You give me the job and a place to live, let me hang up the uncertainty of being a merc, and I'll die for you if it comes to that. I promise the people I recruit will feel the same. Besides, I could get used to 
-	<<switch $ColonelCore>>
-	<<case "warmonger">> 
-		fighting vastly out matched foes.
-	<<case "cruel">> 
-		having my own stable to abuse as I see fit. 
-	<<case "mischievous">> 
-		causing a little chaos.
-	<</switch>> 
-	Spending my R&R time with a cold beer in one hand, a few lines of coke or a stack of pills in front of me, 
-	<<if $ColonelCore == "cruel">> 
-		and a terrified little slavegirl locked between my legs, struggling to breathe,
-	<</if>> 
-	sounds pretty fucking good to me."
-
-	<br><br>
-
-	You decide quickly. She'll do. You tap a few commands on your desk's console, assigning her personal quarters on the arcology's higher levels and transferring her first stipend to her new account. You also ask her what title she wants.
-
-	<br><br>
-
-	"Title?" Another short laugh. "I guess I do need one, given that I'm all official and shit now." She thinks for a moment. "I was a major before I went freelance, and I think I'd like a promotion. Colonel sounds good." You make a note of this in her file. "You people don't seal contracts with a fuck do you?" You shake your head, and she laughs again. "Good. I make it a point never to fuck the boss. It's bad for business." She turns around. "Well, I guess I'd better get to it. Your computer thing assigned me space on the lower levels for the barracks. I brought a few squads of guys I know from the old days to start, but we'll grow fast once I put the word out, I guarantee it."
-
-	<br><br>
-
-	<<link "Let her leave">>
-	<<replace "#address">>
-	She turns and leaves, and you chase the slave out after her. A few minutes later, a soft chime announces the arrival of a message. It's from The Colonel.
-
-	<br><br>
-
-	//Hey boss, just wanted to mention something else. In your speech you said that you were going to be paying for the $securityForceName. In my mind that means it's yours, no matter what anyone else here might think. I do what you tell me to do. I make sure the troops behave as you want them to behave. I've worked for some 'nice guys' in the past, and I can do that job if you want. It's boring, but sustainable, and I'll have the $securityForceName turning a profit and supporting the arcology in good order. But if you let me off the leash, and throw any Old World complaints in the trash where they belong, I promise you'll have money pouring in your office, even accounting for the good amounts me and my boys will pocket along the way. You'll have an empire in short order. <<if $mercenaries > 1>>Either way, I'll keep my hands off those mercs you've already installed. I figure that you've reasons for having two different death squads under contract.<</if>>
-
-	<br><br>
-
-	Oh, one last thing. I know you've got some kind of grand social experiment going on up there like all the other owners, and that's your own deal, but I'd appreciate it if you could keep that stuff out of the new barracks. I'll have a hard time approaching potential recruits and telling them they should come live in a Roman apartment, an Egyptian temple, a goddamn Japanese teahouse, or some of the other crazy shit I've seen in the past. They're hard, nasty people, and trust me, I can tell you from experience that changing that is just not going to happen. Like I said, though, I can hold them back a bit if you like.
-
-	<br><br>
-
-	Talk to you later, boss.//
-	<<set $nextButton = "Continue">><<UpdateNextButton>> /* unlock Continue button */
-	<<set $securityForceActive = 1, $securityForceSubsidyActive = 1>>
-	<</replace>>
-	<</link>>
-<</if>>
-	<</replace>>
-<</link>>
-</span>
\ No newline at end of file
diff --git a/src/uncategorized/storyCaption.tw b/src/uncategorized/storyCaption.tw
index 72446a727758930ef7d86c76a43b6074d62b9694..aa8ddda322d4c4d09cf6f051f27184cb9a4186d6 100644
--- a/src/uncategorized/storyCaption.tw
+++ b/src/uncategorized/storyCaption.tw
@@ -507,8 +507,8 @@
 			<</if>>
 		<</if>>
 		<br>
-		<<if ($securityForceActive)>>
-			<br><span id="SFMButton"> <<link "$securityForceName's Barracks""SFM Barracks">><</link>> </span> @@.cyan;[Z]@@
+		<<if $SF.Toggle && $SF.Active >= 1>>
+			<br><span id="SFMButton"> <<link "$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>>
@@ -532,8 +532,8 @@
 		<<if $cyberMod != 0 && $researchLab.built == "true">>
 			<br>[[Manage Research Lab|Research Lab][$temp = 0]]
 		<</if>>
-		<<if ($securityForceActive)>>
-			<br><span id="SFMButton"> <<link "$securityForceName's Barracks""SFM Barracks">><</link>> </span> @@.cyan;[Z]@@
+		<<if $SF.Toggle && $SF.Active >= 1>>
+			<br><span id="SFMButton"> <<link "$SF.Caps's Firebase""Firebase">><</link>> </span> @@.cyan;[Z]@@
 		<</if>>
 
 		<br>
@@ -573,8 +573,8 @@
 	<<if $cyberMod != 0 && $researchLab.built == "true">>
 	<br>[[Manage Research Lab|Research Lab][$temp = 0]]
 	<</if>>
-	<<if ($securityForceActive)>>
-	<br><span id="SFMButton"> <<link "$securityForceName's Barracks""SFM Barracks">><</link>> </span> @@.cyan;[Z]@@
+	<<if $SF.Toggle && $SF.Active >= 1>>
+	<br><span id="SFMButton"> <<link "$SF.Caps's Firebase""Firebase">><</link>> </span> @@.cyan;[Z]@@
 	<</if>>
 
 	<br>