From fe984ca3a4ecdf455e74621df6c3c44dfb3e1ac1 Mon Sep 17 00:00:00 2001
From: Blank <blank@national.shitposting.agency>
Date: Sat, 2 May 2020 10:35:15 +1200
Subject: [PATCH] Inital commit

---
 src/002-config/fc-version.js             |  2 +-
 src/Mods/SecExp/rebellionOptions.tw      |  8 +--
 src/Mods/SecExp/unitsBattleReport.tw     |  8 +--
 src/Mods/SecExp/unitsRebellionReport.tw  |  8 +--
 src/Mods/SecExp/widgets/battleWidgets.js |  8 +--
 src/Mods/SpecialForce/Firebase.tw        | 11 ++--
 src/Mods/SpecialForce/SpecialForce.js    | 67 +++++++++++++-----------
 src/js/economyJS.js                      |  2 +-
 src/uncategorized/fsDevelopments.tw      |  4 +-
 src/uncategorized/manageArcology.tw      |  2 +-
 src/uncategorized/reputation.tw          |  6 +--
 src/uncategorized/seIndependenceDay.tw   |  4 +-
 12 files changed, 68 insertions(+), 62 deletions(-)

diff --git a/src/002-config/fc-version.js b/src/002-config/fc-version.js
index 35a951cc169..d0214570e62 100644
--- a/src/002-config/fc-version.js
+++ b/src/002-config/fc-version.js
@@ -1,7 +1,7 @@
 App.Version = {
 	base: "0.10.7.1", // The vanilla version the mod is based off of, this should never be changed.
 	pmod: "3.4.0",
-	release: 1067,
+	release: 1068,
 };
 
 /* Use release as save version */
diff --git a/src/Mods/SecExp/rebellionOptions.tw b/src/Mods/SecExp/rebellionOptions.tw
index 9fb989e19bb..e314f4c5dd5 100644
--- a/src/Mods/SecExp/rebellionOptions.tw
+++ b/src/Mods/SecExp/rebellionOptions.tw
@@ -97,10 +97,10 @@
 				<</if>>
 			<</if>>
 		<</for>>
-	<<if $SF.Toggle && $SF.Active >= 1>>and $SF.Lower, <<print num($SF.Squad.Troops)>> strong<</if>>
+	<<if $SF.Toggle && $SF.Active >= 1>>and $SF.Lower, <<print num($SF.ArmySize)>> strong<</if>>
 		are called to defend the arcology from this menace.
 	<<else>>
-		<<if $arcologyUpgrade.drones == 1>>Your security drones<<if $SF.Toggle && $SF.Active >= 1>>and $SF.Lower, <<print num($SF.Squad.Troops)>> strong<</if>> <</if>>
+		<<if $arcologyUpgrade.drones == 1>>Your security drones<<if $SF.Toggle && $SF.Active >= 1>>and $SF.Lower, <<print num($SF.ArmySize)>> strong<</if>> <</if>>
 		are called to defend the arcology from this menace.
 	<</if>>
 	<hr>
@@ -192,10 +192,10 @@
 				<</if>>
 			<</if>>
 		<</for>>
-		<<if $SF.Toggle && $SF.Active >= 1>>and $SF.Lower, <<print num($SF.Squad.Troops)>> strong<</if>>
+		<<if $SF.Toggle && $SF.Active >= 1>>and $SF.Lower, <<print num($SF.ArmySize)>> strong<</if>>
 		are called to defend the arcology from this menace.
 	<<else>>
-		<<if $arcologyUpgrade.drones == 1>>Your security drones<<if $SF.Toggle && $SF.Active >= 1>>and $SF.Lower, <<print num($SF.Squad.Troops)>> strong<</if>><</if>>
+		<<if $arcologyUpgrade.drones == 1>>Your security drones<<if $SF.Toggle && $SF.Active >= 1>>and $SF.Lower, <<print num($SF.ArmySize)>> strong<</if>><</if>>
 		are called to defend the arcology from this menace.
 	<</if>>
 	<hr>
diff --git a/src/Mods/SecExp/unitsBattleReport.tw b/src/Mods/SecExp/unitsBattleReport.tw
index 8130374dc3b..74082e8238b 100644
--- a/src/Mods/SecExp/unitsBattleReport.tw
+++ b/src/Mods/SecExp/unitsBattleReport.tw
@@ -7,7 +7,7 @@
 	<</if>>
 	<<if $SF.Toggle && $SF.Active >= 1 && $SFIntervention>>
 		<br>
-		<<print num($SF.Squad.Troops)>> soldiers from $SF.Lower joined the battle: no casualties suffered.
+		<<print num($SF.ArmySize)>> soldiers from $SF.Lower joined the battle: no casualties suffered.
 	<</if>>
 	<<if App.SecExp.conflict.deployedUnits('militia') >= 1>>
 		<<for _j = 0; _j < $militiaUnits.length; _j++>>
@@ -122,8 +122,8 @@
 	<<if $SF.Toggle && $SF.Active >= 1 && $SFIntervention>>
 		<br>
 		<<set _loss = _lossesList.pluck()>>
-		<<set _loss = Math.clamp(_loss,0,$SF.Squad.Troops)>>
-		<<print num($SF.Squad.Troops)>> soldiers from $SF.Lower joined the battle:
+		<<set _loss = Math.clamp(_loss,0,$SF.ArmySize)>>
+		<<print num($SF.ArmySize)>> soldiers from $SF.Lower joined the battle:
 		<<if _loss <= 0>>
 			no casualties
 		<<elseif _loss <= 10>>
@@ -136,7 +136,7 @@
 			catastrophic casualties
 		<</if>>
 		suffered.
-		<<set $SF.Squad.Troops -= _loss>>
+		<<set $SF.ArmySize -= _loss>>
 		<br>
 	<</if>>
 	<<if App.SecExp.conflict.deployedUnits('militia') >= 1>>
diff --git a/src/Mods/SecExp/unitsRebellionReport.tw b/src/Mods/SecExp/unitsRebellionReport.tw
index 148bf30aa0d..65ed13047d1 100644
--- a/src/Mods/SecExp/unitsRebellionReport.tw
+++ b/src/Mods/SecExp/unitsRebellionReport.tw
@@ -9,7 +9,7 @@
 		Security drones: no casualties suffered.
 	<</if>>
 	<<if $SF.Toggle && $SF.Active >= 1>>
-		<br>$SF.Lower, <<print num($SF.Squad.Troops)>> strong, was called to join the battle: no casualties suffered.
+		<br>$SF.Lower, <<print num($SF.ArmySize)>> strong, was called to join the battle: no casualties suffered.
 	<</if>>
 	<<set _count = 0>>
 	<<if $loyalID.length > 0>>
@@ -359,9 +359,9 @@
 	<<if $SF.Toggle && $SF.Active >= 1>>
 		<br><br>
 		<<set _loss = _lossesList.pluck()>>
-		<<set _loss = Math.clamp(_loss,0,$SF.Squad.Troops)>>
-		<<= App.SF.Caps()>>, $SF.Squad.Troops strong, is called to join the battle:
-		<<set $SF.Squad.Troops -= _loss>>
+		<<set _loss = Math.clamp(_loss,0,$SF.ArmySize)>>
+		<<= App.SF.Caps()>>, $SF.ArmySize strong, is called to join the battle:
+		<<set $SF.ArmySize -= _loss>>
 		<<if _loss <= 0>>
 			no casualties
 		<<elseif _loss <= 10>>
diff --git a/src/Mods/SecExp/widgets/battleWidgets.js b/src/Mods/SecExp/widgets/battleWidgets.js
index 4a677410e70..c0e7504999e 100644
--- a/src/Mods/SecExp/widgets/battleWidgets.js
+++ b/src/Mods/SecExp/widgets/battleWidgets.js
@@ -11,12 +11,12 @@ globalThis.calcSFStatistics = function() {
 		/* hp */
 		V.carriableSoldiers = 125 * (V.SF.Squad.GunS + ((V.SF.Squad.AV + V.SF.Squad.TV)/2));
 		if (!Number.isInteger(V.carriableSoldiers)) {
-			V.carriableSoldiers = V.SF.Squad.Troops / 10;
+			V.carriableSoldiers = V.SF.ArmySize / 10;
 		}
-		if (V.SF.Squad.Troops > V.carriableSoldiers) {
+		if (V.SF.ArmySize > V.carriableSoldiers) {
 			V.SFhp = V.carriableSoldiers * V.SFBaseHp;
 		} else {
-			V.carriableSoldiers = V.SF.Squad.Troops;
+			V.carriableSoldiers = V.SF.ArmySize;
 			V.SFhp = V.carriableSoldiers * V.SFBaseHp;
 		}
 	} else {
@@ -24,7 +24,7 @@ globalThis.calcSFStatistics = function() {
 		V.SFatk = Math.trunc(0.75 * upgradesSum);
 		V.SFdef = Math.trunc(0.50 * upgradesSum);
 		/* hp */
-		V.SFhp = V.SF.Squad.Troops * V.SFBaseHp;
+		V.SFhp = V.SF.ArmySize * V.SFBaseHp;
 	}
 };
 
diff --git a/src/Mods/SpecialForce/Firebase.tw b/src/Mods/SpecialForce/Firebase.tw
index 80c7448c379..07eb1d1b420 100644
--- a/src/Mods/SpecialForce/Firebase.tw
+++ b/src/Mods/SpecialForce/Firebase.tw
@@ -2,7 +2,6 @@
 <<= App.SF.Count()>>
 <<if $SF.FS.Tension > 100>> <<= App.SF.fsIntegration('BadOutcome')>>
 <<else>>
- <<set _S=$SF.Squad>>
 	<<if $SF.tour === 0>>
 		<<switch _Env>> <<case 4>>
 				<<set _EnvCash2 = 450,_EnvCash3 = 200,_EnvCash4 = 100,_EnvProsp = 3>>
@@ -156,7 +155,7 @@
 		<<= App.SF.fsIntegration('OptionsFlavourText',40)>>
 		<<= App.SF.fsIntegration('OptionsFlavourText',-1)>>
 		<<= App.SF.fsIntegration('OptionsFlavourText')>>
-		<<if _S.Firebase === 10>>
+		<<if $SF.Squad.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 throughout the firebase.<br>
 		<</if>>
@@ -170,8 +169,8 @@
 		<<= App.SF.UnitText('drugs')>> <<= App.SF.fsIntegration('OptionsFlavourText',45)>>
 		<<= App.SF.UnitText('UAV')>> <<= App.SF.fsIntegration('OptionsFlavourText',55)>>
 
-			<<if _G > 0 && _S.Firebase >= 1>> <br><br>''Garage:''
-				<<if _S.AV+_S.TV > 0>> <br>&nbsp;''Vehicles:''
+			<<if _G > 0 && $SF.Squad.Firebase >= 1>> <br><br>''Garage:''
+				<<if $SF.Squad.AV+$SF.Squad.TV > 0>> <br>&nbsp;''Vehicles:''
 					<<= App.SF.UnitText('AV')>> <<= App.SF.UnitText('TV')>>
 				<</if>>
 				<<= App.SF.UnitText('PGT')>>
@@ -179,9 +178,9 @@
 				<<= App.SF.fsIntegration('OptionsFlavourText',65)>>
 		<</if>>
 
-		<<if _S.Firebase >= 4>>
+		<<if $SF.Squad.Firebase >= 4>>
 			<<if _H > 0>> <br><br>''Hangar:''
-				<<if _S.AA+_S.TA > 0>> <br>&nbsp;''Airforce:''
+				<<if $SF.Squad.AA+$SF.Squad.TA > 0>> <br>&nbsp;''Airforce:''
 					<<= App.SF.UnitText('AA')>> <<= App.SF.UnitText('TA')>>
 				<</if>>
 				<<= App.SF.UnitText('SP')>> <<= App.SF.UnitText('GunS')>>
diff --git a/src/Mods/SpecialForce/SpecialForce.js b/src/Mods/SpecialForce/SpecialForce.js
index eaa81f40d32..7f7a9b7d592 100644
--- a/src/Mods/SpecialForce/SpecialForce.js
+++ b/src/Mods/SpecialForce/SpecialForce.js
@@ -1,5 +1,4 @@
-// V=SugarCube.State.variables, T=SugarCube.State.temporary;
-
+// T=SugarCube.State.temporary;
 App.SF.Caps = function() {
 	return capFirstChar(V.SF.Lower);
 }
@@ -24,8 +23,9 @@ App.SF.Init = function() {
 		V.SF.Regs = V.SF.Regs || "strict";
 		V.SF.Lower = V.SF.Lower || "the special force";
 
+		V.SF.ArmySize = V.SF.ArmySize || 40;
+
 		V.SF.Squad = V.SF.Squad || {};
-		V.SF.Squad.Troops = V.SF.Squad.Troops || 40;
 		V.SF.Squad.Armoury = V.SF.Squad.Armoury || 0;
 		V.SF.Squad.Firebase = V.SF.Squad.Firebase || 0;
 		V.SF.Squad.AV = V.SF.Squad.AV || 0;
@@ -70,7 +70,7 @@ App.SF.Init = function() {
 			Caps:"Special force support facility", Lower:"special force support facility",
 			Decoration:"standard", Speed:0, Upgrade:0, IDs:[]
 		};
-	}*/
+	} */
 };
 
 /* no-usedOnce */
@@ -240,8 +240,10 @@ App.SF.BC = function() {
 			if (V.securityForceHeavyAmphibiousTransport === undefined) {
 				V.securityForceHeavyAmphibiousTransport = 0;
 			}
+
+			V.SF.ArmySize = V.securityForcePersonnel;
+
 			V.SF.Squad = {
-				Troops: V.securityForcePersonnel,
 				Armoury: V.securityForceInfantryPower,
 				Firebase: V.securityForceArcologyUpgrades,
 				AV: V.securityForceVehiclePower,
@@ -267,6 +269,11 @@ App.SF.BC = function() {
 	} else if (typeof V.SF === "object") {
 		App.SF.Init();
 
+		if (jsDef(V.SF.Squad.Troops)) {
+			V.SF.ArmySize = V.SF.Squad.Troops;
+			delete V.SF.Squad.Troops;
+		}
+
 		if (V.SF.MercCon !== undefined) {
 			if( V.SF.MercCon.View !== undefined) {
 				delete V.SF.MercCon.View;
@@ -2223,8 +2230,8 @@ App.SF.fsIntegration = function(input = 'Menu', textDisplay = 100, text = `\n`)
 		const Obj = {
 			Active: -2,
 			Toggle: V.SF.Toggle,
-			Squad:{Troops:V.SF.Squad.Troops},
-			Size:V.SF.Size,
+			ArmySize: V.SF.ArmySize,
+			Size: V.SF.Size,
 			FS: {
 				Tension: V.SF.FS.Tension,
 				BadOutcome: BadOutcome
@@ -2293,28 +2300,28 @@ App.SF.AAR = function(endWeekCall = 1) {
 		NO = 1;
 		N1 = 0.1;
 
-		if (S.Troops > unitCap) {
-			S.Troops = unitCap;
+		if (V.SF.ArmySize > unitCap) {
+			V.SF.ArmySize = unitCap;
 		}
 		if (endWeekCall > 0) {
-			if (S.Troops < 100) {
-				S.Troops += Math.ceil(jsRandom(2, 5));
+			if (V.SF.ArmySize < 100) {
+				V.SF.ArmySize += Math.ceil(jsRandom(2, 5));
 			} else {
 				if (V.SF.Target === "recruit") {
-					S.Troops -= Math.ceil(jsRandom(1 * S.Troops / 1000, 0));
+					V.SF.ArmySize -= Math.ceil(jsRandom(1 * V.SF.ArmySize / 1000, 0));
 				} else if (V.SF.Target === "raiding") {
-					S.Troops -= Math.ceil(jsRandom(1.15 * S.Troops / 1000, -1.20 * S.Troops / 1000));
+					V.SF.ArmySize -= Math.ceil(jsRandom(1.15 * V.SF.ArmySize / 1000, -1.20 * V.SF.ArmySize / 1000));
 				} else {
-					S.Troops -= Math.ceil(jsRandom(1.10 * S.Troops / 1000, -1.15 * S.Troops / 1000));
+					V.SF.ArmySize -= Math.ceil(jsRandom(1.10 * V.SF.ArmySize / 1000, -1.15 * V.SF.ArmySize / 1000));
 				}
 			}
 		}
-		if (S.Troops > 200) {
-			Trade += 0.05 * (S.Troops / 200);
-			Multiplier.troop += S.Troops / 200;
-			upkeep += (S.Troops * 25) / cost.a;
+		if (V.SF.ArmySize > 200) {
+			Trade += 0.05 * (V.SF.ArmySize / 200);
+			Multiplier.troop += V.SF.ArmySize / 200;
+			upkeep += (V.SF.ArmySize * 25) / cost.a;
 			if (V.secExpEnabled > 0 && endWeekCall > 0) {
-				V.SecExp.core.authority += 25 * (Math.ceil(S.Troops / 200));
+				V.SecExp.core.authority += 25 * (Math.ceil(V.SF.ArmySize / 200));
 				V.SecExp.core.authority += V.SF.Size * 10;
 				V.SecExp.core.authority = Math.clamp(V.SecExp.core.authority, 0, 20000);
 			}
@@ -2505,7 +2512,7 @@ App.SF.AAR = function(endWeekCall = 1) {
 			}
 		}
 
-		income += ((baseLine * (1 + Multiplier.troop / NO).toFixed(2) * (1 + Multiplier.unit / NO).toFixed(2) * (1 + Multiplier.action / NO).toFixed(2) * (1 + Multiplier.depravity / NO).toFixed(2)) - (upkeep * N1).toFixed(2)) / ((V.SF.Size / 2 + S.Troops / 2) * 5);
+		income += ((baseLine * (1 + Multiplier.troop / NO).toFixed(2) * (1 + Multiplier.unit / NO).toFixed(2) * (1 + Multiplier.action / NO).toFixed(2) * (1 + Multiplier.depravity / NO).toFixed(2)) - (upkeep * N1).toFixed(2)) / ((V.SF.Size / 2 + V.SF.ArmySize / 2) * 5);
 		if (V.SF.Target === "raiding") {
 			income *= 1.25;
 		} else {
@@ -2518,7 +2525,7 @@ App.SF.AAR = function(endWeekCall = 1) {
 				income *= 14.15;
 			}
 		} // Remove line if hard mode ever gets fixed.
-		if (endWeekCall > 0) { S.Troops += FNG; }
+		if (endWeekCall > 0) { V.SF.ArmySize += FNG; }
 		income = Math.ceil(income);
 		if (V.debugMode > 0 && endWeekCall > 0) {
 			r += `<br>income:${num(income)}, troop:${num((0.09+Multiplier.troop/NO).toFixed(2))}, unit:${num((0.09+Multiplier.unit/NO).toFixed(2))}, action:${num((0.09+Multiplier.action/NO).toFixed(2))}, depravity:${num((0.09+Multiplier.depravity/NO).toFixed(2))}, upkeep:${num((upkeep*N1).toFixed(2))}`;
@@ -2533,8 +2540,8 @@ App.SF.AAR = function(endWeekCall = 1) {
 
 		if (endWeekCall > 0) {
 			cashX(income, "specialForces");
-			if (S.Troops > unitCap) {
-				S.Troops = unitCap;
+			if (V.SF.ArmySize > unitCap) {
+				V.SF.ArmySize = unitCap;
 			}
 			if (V.arcologies[0].prosperity > V.AProsperityCap) {
 				V.arcologies[0].prosperity = V.AProsperityCap;
@@ -2550,7 +2557,7 @@ App.SF.AAR = function(endWeekCall = 1) {
 			V.SF.Upgrade = 0;
 
 			r += `<h3>Week ${V.week} (AO: ${V.terrain}) operational report for ${V.SF.Lower}:</h3>`;
-			r += `${App.SF.Caps()} focused their ${num(S.Troops)} troops on `;
+			r += `${App.SF.Caps()} focused their ${num(V.SF.ArmySize)} troops on `;
 
 			if (V.SF.Target === "recruit") {
 				r += `recruiting and training more personnel. Smaller parties ventured out to protect the arcology's trade routes and strike targets of opportunity.`;
@@ -2909,7 +2916,7 @@ App.SF.UnitText = function(input) {
 	let comms = ``,
 		training = ``;
 
-	const Quantity = `the ${num(S.Troops)} members of ${V.SF.Lower}`;
+	const Quantity = `the ${num(V.SF.ArmySize)} members of ${V.SF.Lower}`;
 
 	let weapons = `The weapons are mostly worn rifles that have already seen years of service before ${V.SF.Lower} acquired them.`;
 	let armor1 = `The body armor is enough to stop smaller calibers, but nothing serious.`;
@@ -3162,15 +3169,15 @@ App.SF.UnitText = function(input) {
 			}
 			break;
 		case 'troop':
-			if (S.Troops > 0) {
+			if (V.SF.ArmySize > 0) {
 				const text1 = `<br>&nbsp;The large dormitories are`;
-				if (S.Troops < 100) {
+				if (V.SF.ArmySize < 100) {
 					return `${text1} sparsely occupied, ${Quantity} residing within them concentrating together in a corner. The hundreds of empty beds and lockers visibly herald the future.`;
-				} else if (S.Troops < 400) {
+				} else if (V.SF.ArmySize < 400) {
 					return `${text1} lightly occupied, with ${Quantity} starting to spread out across them.`;
-				} else if (S.Troops < 800) {
+				} else if (V.SF.ArmySize < 800) {
 					return `${text1} moderately occupied, though ${Quantity} residing within have a considerable amount of extra room.`;
-				} else if (S.Troops < 1500) {
+				} else if (V.SF.ArmySize < 1500) {
 					return `${text1} well-occupied, and ${Quantity} residing within have started to form small cliques based on section and row.`;
 				} else {
 					return `${text1} near capacity, and ${Quantity} often barter their personal loot, whether it be monetary or human, for the choicest bunks.`;
diff --git a/src/js/economyJS.js b/src/js/economyJS.js
index f78811649b9..34da091ff4b 100644
--- a/src/js/economyJS.js
+++ b/src/js/economyJS.js
@@ -879,7 +879,7 @@ globalThis.calculateCosts = (function() {
 
 	function getSFCosts(costs = 0) {
 		if (V.SF.Toggle && V.SF.Active >= 1 && App.SF.AAR(0)) {
-			costs += Math.ceil(5000 * (1 + ((V.SF.Squad.Troops / 100) + (V.SF.Size / 100))));
+			costs += Math.ceil(5000 * (1 + ((V.SF.ArmySize / 100) + (V.SF.Size / 100))));
 		}
 		return costs;
 	}
diff --git a/src/uncategorized/fsDevelopments.tw b/src/uncategorized/fsDevelopments.tw
index 32433250947..a206119e3a0 100644
--- a/src/uncategorized/fsDevelopments.tw
+++ b/src/uncategorized/fsDevelopments.tw
@@ -37,9 +37,9 @@
 <<if $SF.Toggle && $SF.Active >= 1 && $SF.UC.Assign > 0>>
 	Assigning a <<if $SF.UC.Assign === 1>>small<<else>>large<</if>> portion of $SF.Lower to undercover work helps to advance your cultural goals.
 	<<if $SF.UC.Assign === 1>>
-		<<set _value = $SF.Squad.Troops * 0.05>>
+		<<set _value = $SF.ArmySize * 0.05>>
 	<<else>>
-		<<set _value = $SF.Squad.Troops * 0.25>>
+		<<set _value = $SF.ArmySize * 0.25>>
 	<</if>>
 	<<set _broadProgress += _value/100>> <br>
 <</if>>
diff --git a/src/uncategorized/manageArcology.tw b/src/uncategorized/manageArcology.tw
index c0704013767..5f423039632 100644
--- a/src/uncategorized/manageArcology.tw
+++ b/src/uncategorized/manageArcology.tw
@@ -502,7 +502,7 @@
 	<<if $SF.Toggle === 0||$SF.Active === 0>>
 		Your army counts <<print num($militiaEmployedManpower + $slavesEmployedManpower + $mercEmployedManpower)>> total soldiers.
 	<<elseif $SF.Toggle && $SF.Active >= 1>>
-		Your army counts <<print num($militiaEmployedManpower + $slavesEmployedManpower + $mercEmployedManpower + $SF.Squad.Troops)>> total soldiers of which <<print num($SF.Squad.Troops)>> under the special force command and the rest under your direct control.
+		Your army counts <<print num($militiaEmployedManpower + $slavesEmployedManpower + $mercEmployedManpower + $SF.ArmySize)>> total soldiers of which <<print num($SF.ArmySize)>> under the special force command and the rest under your direct control.
 	<</if>>
 	<<if $hasFoughtOnce == 1>>
 		Your troops were involved in <<print num($battlesCount)>> battles of which <<print num($majorBattlesCount)>> were major engagements. You won
diff --git a/src/uncategorized/reputation.tw b/src/uncategorized/reputation.tw
index b2006cddfec..3386521b4cf 100644
--- a/src/uncategorized/reputation.tw
+++ b/src/uncategorized/reputation.tw
@@ -316,14 +316,14 @@ _enduringRep = $enduringRep>>
 <<if $SF.Toggle && $SF.Active >= 1 && $SF.UC.Assign > 0>>
 	<br>Assigning a <<if $SF.UC.Assign === 1>>small<<else>>large<</if>> portion of $SF.Lower to @@.green;undercover work, slightly boosts your reputation.@@
 	<<if $SF.UC.Assign === 1>>
-		<<set _value = $SF.Squad.Troops * 0.05>>
+		<<set _value = $SF.ArmySize * 0.05>>
 	<<else>>
-		<<set _value = $SF.Squad.Troops * 0.25>>
+		<<set _value = $SF.ArmySize * 0.25>>
 	<</if>>
 	<<run repX(_value, "specialForces")>> <br>
 <<elseif $SF.FS.BadOutcome === "ISOLATION">>
 	<br>Your citizens are @@.red;very displeased@@ that you are hosting a legion of heavily armed squatters in your basement.
-	<<run repX(forceNeg($SF.Squad.Troops+$SF.Size), "specialForces")>>
+	<<run repX(forceNeg($SF.ArmySize+$SF.Size), "specialForces")>>
 <</if>>
 
 <<if $arcologies[0].FSSupremacist != "unset">>
diff --git a/src/uncategorized/seIndependenceDay.tw b/src/uncategorized/seIndependenceDay.tw
index c11d01e6d8c..9fbed5a3e43 100644
--- a/src/uncategorized/seIndependenceDay.tw
+++ b/src/uncategorized/seIndependenceDay.tw
@@ -377,10 +377,10 @@ In the Free Cities, Independence Day falls on the day when the Free City achieve
 <<if $SF.Toggle && $SF.Active >= 1>> <span id="result3">
 <br><<link "Host a parade">>
 	<<replace "#result3">><br><br>
-	<<if $SF.Squad.Troops < 100>>
+	<<if $SF.ArmySize < 100>>
 		The tiny size of $SF.Lower does not inspire confidence in your citizens.
 		<<run repX(-200, "event")>>
-	<<elseif $SF.Squad.Troops < 2000>>
+	<<elseif $SF.ArmySize < 2000>>
 		The almost full size of $SF.Lower inspires confidence in your citizens.
 		<<run repX(1250, "event")>>
 	<</if>>
-- 
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