code:
:: seeUnit [nobr]

<<if $attackThisWeek == 1>>
	<<set $nextButton = "Back", $nextLink = "attackOptions", $returnTo = "secBarracks">>
<<else>>
	<<set $nextButton = "Back", $nextLink = "secBarracks", $returnTo = "secBarracks">>
<</if>>

<<if $targetUnit == "secBots">>
	<<secBotsDescription>>
	<<if $secBots.maxTroops > $secBots.troops>>

		<<link "Replenish the unit">>
			<<set $cash -= ($secBots.maxTroops - $secBots.troops) * $secBotsCost>>
			<<set $secBots.troops = $secBots.maxTroops>>
			<<goto "seeUnit">>
		<</link>>
	<</if>>

	<<if $secBots.maxTroops < 80>>

		<<link "Improve the digital control matrix">>
			<<set $secBots.maxTroops += 10>>
			<<set $cash -= 5000>>
			<<goto "seeUnit">>
		<</link>>
		Invest in the development of more refined controls for your drones to increase the maximum number of drones in the unit.

//Costs <<print cashFormat(5000)>> per upgrade and each will increase the max by 10//
	<<elseif $secBots.maxTroops < 100 && $SFSupportLevel >= 1>>

		<<link "Refine the drone network with $securityForceName assistance">>
		<<set $secBots.maxTroops += 10>>
			<<set $cash -= 5000 + 10 * $secBotsUpgradeCost * $secBots.equip>>
			<<goto "seeUnit">>
		<</link>>
		Utilize the technological developments made by $securityForceName to further improve the control matrix of the security drones.

//Costs <<print cashFormat(5000 + 10 * $secBotsUpgradeCost * $secBots.equip)>> and will increase the max by 10//
	<<elseif $SFSupportLevel < 1 && $securityForceCreate == 1>>
		There's little left to improve in the matrix. However support from $securityForceName might give some more room from improvement.
	<<else>>
		There's little left to improve in the matrix. Your control systems are at top capacity and won't be able to handle a bigger drone unit.
	<</if>>
	<<if $secBots.equip < 3>>

		<<link "Improve drone weaponry and armor">>
			<<set $secBots.equip += 1>>
			<<set $cash -= (($secBotsUpgradeCost * $secBots.maxTroops) + 1000)>>
			<<goto "seeUnit">>
		<</link>>
		Invest in better equipment for your drones to increase their battle effectiveness.

//Costs <<print cashFormat(($secBotsUpgradeCost * $secBots.maxTroops) + 1000)>> and will increase attack and defense value of the unit by 15% for every upgrade.//
	<<else>>

		Your drones are equipped with top tier weaponry and armor.
	<</if>>
	<<if $showBattleStatistics == 1>>

Security drones base attack: $secBotsBaseAttack <<if $droneUpgrades.attack > 0>> + 1 <</if>>(<<print Math.round($secBotsBaseAttack + $secBotsBaseAttack * $secBots.equip * 0.15)>>)

Security drones base defense: $secBotsBaseDefense <<if $droneUpgrades.defense > 0>> + 1 <</if>>(<<print Math.round($secBotsBaseDefense + $secBotsBaseDefense * $secBots.equip * 0.15)>>)

Equipment bonus: + <<print $secBots.equip * 15>>%

Security drones base hp: $secBotsBaseHp <<if $droneUpgrades.hp > 0>> + 1 <</if>>

Security drones base morale: $secBotsMorale
	<</if>>
<<elseif $targetUnit == "militiaUnits">>
	<<militiaUnitsDescription $militiaUnits[$targetIndex]>>

	Rename unit <<textbox "$militiaUnits[$targetIndex].platoonName" $militiaUnits[$targetIndex].platoonName "seeUnit">>
	<<if $militiaUnits[$targetIndex].maxTroops > $militiaUnits[$targetIndex].troops && $militiaFreeManpower > 0>>

		<<link "Replenish unit">>
			<<if $militiaFreeManpower >= $militiaUnits[$targetIndex].maxTroops - $militiaUnits[$targetIndex].troops>>
				<<set $militiaFreeManpower -= $militiaUnits[$targetIndex].maxTroops - $militiaUnits[$targetIndex].troops>>
				<<set $militiaEmployedManpower += $militiaUnits[$targetIndex].maxTroops - $militiaUnits[$targetIndex].troops>>
				<<set _expLoss = ($militiaUnits[$targetIndex].maxTroops - $militiaUnits[$targetIndex].troops) / $militiaUnits[$targetIndex].troops>>
				<<set $militiaUnits[$targetIndex].training -= $militiaUnits[$targetIndex].training * _expLoss>>
				<<set $militiaUnits[$targetIndex].troops = $militiaUnits[$targetIndex].maxTroops>>
			<<else>>
				<<set $militiaEmployedManpower += $militiaFreeManpower>>
				<<set _expLoss = $militiaFreeManpower / $militiaUnits[$targetIndex].troops>>
				<<set $militiaUnits[$targetIndex].training -= $militiaUnits[$targetIndex].training * _expLoss>>
				<<set $militiaUnits[$targetIndex].troops += $militiaFreeManpower>>
				<<set $militiaFreeManpower = 0>>
			<</if>>
			<<goto "seeUnit">>
		<</link>>
	<</if>>

	<<if $militiaUnits[$targetIndex].maxTroops < 50>>

		<<link "Intensive officers training">>
			<<set $militiaUnits[$targetIndex].maxTroops += 10>>
			<<set $cash -= 5000 + 10 * $equipUpgradeCost * ($militiaUnits[$targetIndex].equip + $militiaUnits[$targetIndex].commissars + $militiaUnits[$targetIndex].cyber + $militiaUnits[$targetIndex].SF)>>
			<<goto "seeUnit">>
		<</link>>
		Invest in the training of your officers to increase the maximum number of soldiers in the unit.

//Costs <<print cashFormat(5000 + 10 * $equipUpgradeCost * ($militiaUnits[$targetIndex].equip + $militiaUnits[$targetIndex].commissars + $militiaUnits[$targetIndex].cyber + $militiaUnits[$targetIndex].SF))>> and will increase the max by 10//
	<<else>>

		Your officers reached their peak. Further training will have little impact on the number of troops they can effectively lead.
	<</if>>
	<<if $militiaUnits[$targetIndex].equip < 3>>

		<<link "Improve weaponry and equipment">>
			<<set $militiaUnits[$targetIndex].equip += 1>>
			<<set $cash -= ($equipUpgradeCost * $militiaUnits[$targetIndex].maxTroops) + 1000>>
			<<goto "seeUnit">>
		<</link>>
		Invest in better equipment for your soldiers to increase their battle effectiveness.

//Costs <<print cashFormat(($equipUpgradeCost * $militiaUnits[$targetIndex].maxTroops) + 1000)>> and will increase attack and defense value of the unit by 15% for every upgrade.//
	<<else>>

		The unit is equipped with state of the art weaponry and equipment.
	<</if>>
	<<if $militiaUnits[$targetIndex].commissars == 0>>

		<<link "Attach commissars to the unit">>
			<<set $militiaUnits[$targetIndex].commissars = 1>>
			<<set $cash -= $equipUpgradeCost * $militiaUnits[$targetIndex].maxTroops + 1000>>
			<<goto "seeUnit">>
		<</link>>
		Attach a small squad of commissars to the unit.

//Costs <<print cashFormat(($equipUpgradeCost * $militiaUnits[$targetIndex].maxTroops) + 1000)>> and will slowly increase the loyalty of the unit.//
	<<elseif $militiaUnits[$targetIndex].commissars < 2>>

		<<link "Intensive loyalty training">>
			<<set $militiaUnits[$targetIndex].commissars += 1>>
			<<set $cash -= $equipUpgradeCost * $militiaUnits[$targetIndex].maxTroops + 1000>>
			<<goto "seeUnit">>
		<</link>>
		Provide special training for the officers and the commissars of the unit.

//Costs <<print cashFormat(($equipUpgradeCost * $militiaUnits[$targetIndex].maxTroops) + 1000)>> and will increase the loyalty of the unit faster.//
	<<elseif $militiaUnits[$targetIndex].commissars == 1>>

The unit has a commissar detachment, keeping under control the ambitions of the unit's officers.
	<<else>>

The unit has a perfectly trained and loyal commissar detachment, keeping under control the ambitions of the unit's officers.
	<</if>>
	<<if $prostheticsUpgrade >= 2 || $researchLab.advCombatPLimb == 1>>
		<<if $militiaUnits[$targetIndex].cyber == 0>>

			<<link "Provide enhanced cybernetic enhancements">>
				<<set $militiaUnits[$targetIndex].cyber += 1>>
				<<set $cash -= $equipUpgradeCost * $militiaUnits[$targetIndex].maxTroops + 2000>>
				<<goto "seeUnit">>
			<</link>>
			Will augment all soldiers of the unit with high tech cyber enhancements.

//Costs <<print cashFormat(($equipUpgradeCost * $militiaUnits[$targetIndex].maxTroops) + 2000)>> and will increase attack, defense and base hp values of the unit.//
		<<else>>

The unit is equipped with advanced cybernetic enhancements.
		<</if>>
	<</if>>
	<<if $militiaUnits[$targetIndex].medics == 0>>

		<<link "Attach trained medics to the unit">>
			<<set $militiaUnits[$targetIndex].medics = 1>>
			<<set $cash -= $equipUpgradeCost * $militiaUnits[$targetIndex].maxTroops + 1000>>
			<<goto "seeUnit">>
		<</link>>
		Attach a small squad of trained medics to the unit.

//Costs <<print cashFormat(($equipUpgradeCost * $militiaUnits[$targetIndex].maxTroops) + 1000)>> and will decrease the number of casualties suffered during battle.//
	<<else>>

The unit has a medic detachment following it into battle, decreasing the number of casualties the unit suffers.
	<</if>>
	<<if $securityForceActive == 1>>
		<<if $militiaUnits[$targetIndex].SF == 0>>

			<<link "Attach Special Force advisors">>
				<<set $militiaUnits[$targetIndex].SF = 1>>
				<<set $cash -= ($equipUpgradeCost * $militiaUnits[$targetIndex].maxTroops) + 5000>>
				<<goto "seeUnit">>
			<</link>>
			Attach $securityForceName advisors to the unit.

//Costs <<print cashFormat(($equipUpgradeCost * $militiaUnits[$targetIndex].maxTroops) + 5000)>> and will slightly increase the base stats of the unit.//
		<<else>>

The unit has attached advisors from $securityForceName that will help the squad remain tactically aware and active.
		<</if>>
	<</if>>

	<<if $showBattleStatistics == 1>>
		<<if $militiaUnits[$targetIndex].training <= 10>>
			<<set _expBonus = 0>>
		<<elseif $militiaUnits[$targetIndex].training <= 33>>
			<<set _expBonus = 10>>
		<<elseif $militiaUnits[$targetIndex].training <= 66>>
			<<set _expBonus = 25>>
		<<else>>
			<<set _expBonus = 50>>
		<</if>>
		<<if $militiaUnits[$targetIndex].loyalty <= 10>>
			<<set _loyaltyBonus = 0>>
		<<elseif $militiaUnits[$targetIndex].loyalty <= 33>>
			<<set _loyaltyBonus = 10>>
		<<elseif $militiaUnits[$targetIndex].loyalty <= 66>>
			<<set _loyaltyBonus = 20>>
		<<else>>
			<<set _loyaltyBonus = 30>>
		<</if>>

Militia base attack: $militiaBaseAttack <<if $humanUpgrade.attack > 0>> + $humanUpgrade.attack <</if>>(<<print Math.round($militiaBaseAttack + $militiaUnits[$targetIndex].cyber + $militiaBaseAttack * $militiaUnits[$targetIndex].equip * $equipMod + $militiaBaseAttack * _expBonus * 0.01 + $militiaBaseAttack * _loyaltyBonus * 0.01 + $militiaBaseAttack * $militiaUnits[$targetIndex].SF * 0.20)>>)

Militia base defense: $militiaBaseDefense <<if $humanUpgrade.defense > 0>> + $humanUpgrade.defense <</if>>(<<print Math.round($militiaBaseDefense + $militiaUnits[$targetIndex].cyber + $militiaBaseDefense * $militiaUnits[$targetIndex].equip * $equipMod + $militiaBaseDefense * _expBonus * 0.01 + $militiaBaseDefense * _loyaltyBonus * 0.01 + $militiaBaseDefense * $militiaUnits[$targetIndex].SF * 0.20)>>)
		<<if $militiaUnits[$targetIndex].equip > 0>>

Equipment bonus: + <<print $militiaUnits[$targetIndex].equip * 15>>%
		<</if>>
		<<if $militiaUnits[$targetIndex].cyber > 0>>

Cyber enhancements bonus: + 1
		<</if>>
		<<if _expBonus > 0>>

Experience bonus: +<<print _expBonus>>%
		<</if>>
		<<if _loyaltyBonus > 0>>

Loyalty bonus: +<<print _loyaltyBonus>>%
		<</if>>
		<<if $militiaUnits[$targetIndex].SF > 0>>

Special Force advisors bonus: +20%
		<</if>>

Militia base morale: $militiaBaseMorale <<if $humanUpgrade.morale > 0>> + $humanUpgrade.morale <</if>>(<<print Math.round($militiaBaseMorale + $militiaBaseMorale * $secBarracksUpgrades.luxury * 0.05)>>)
		<<if $secBarracksUpgrades.luxury > 0>>

Barracks bonus: + <<print $secBarracksUpgrades.luxury * 5>>%
		<</if>>

Militia base hp: $militiaBaseHp <<if $humanUpgrade.hp > 0>> + $humanUpgrade.hp <</if>>(<<print Math.round($militiaBaseHp + $militiaUnits[$targetIndex].cyber + $militiaBaseHp * $militiaUnits[$targetIndex].medics * 0.25)>>)
		<<if $militiaUnits[$targetIndex].medics > 0>>

Medics detachment bonus: +25%
		<</if>>
	<</if>>
<<elseif $targetUnit == "slaveUnits">>
	<<slaveUnitsDescription $slaveUnits[$targetIndex]>>

	Rename unit <<textbox "$slaveUnits[$targetIndex].platoonName" $slaveUnits[$targetIndex].platoonName "seeUnit">>
	<<if $slaveUnits[$targetIndex].maxTroops > $slaveUnits[$targetIndex].troops && $helots > 0>>

		<<link "Replenish unit">>
			<<if $helots >= $slaveUnits[$targetIndex].maxTroops - $slaveUnits[$targetIndex].troops>>
				<<set $helots -= $slaveUnits[$targetIndex].maxTroops - $slaveUnits[$targetIndex].troops>>
				<<set $slavesEmployedManpower += $slaveUnits[$targetIndex].maxTroops - $slaveUnits[$targetIndex].troops>>
				<<set _expLoss = ($slaveUnits[$targetIndex].maxTroops - $slaveUnits[$targetIndex].troops) / $slaveUnits[$targetIndex].troops>>
				<<set $slaveUnits[$targetIndex].training -= $slaveUnits[$targetIndex].training * _expLoss>>
				<<set $slaveUnits[$targetIndex].troops = $slaveUnits[$targetIndex].maxTroops>>
			<<else>>
				<<set $slavesEmployedManpower += $helots>>
				<<set _expLoss = $helots / $slaveUnits[$targetIndex].troops>>
				<<set $slaveUnits[$targetIndex].training -= $slaveUnits[$targetIndex].training * _expLoss>>
				<<set $slaveUnits[$targetIndex].troops += $helots>>
				<<set $helots = 0>>
			<</if>>
			<<goto "seeUnit">>
		<</link>>
	<</if>>

	<<if $slaveUnits[$targetIndex].maxTroops < 50>>

		<<link "Intensive officers training">>
			<<set $slaveUnits[$targetIndex].maxTroops += 10>>
			<<set $cash -= 5000 + 10 * $equipUpgradeCost * ($slaveUnits[$targetIndex].equip + $slaveUnits[$targetIndex].commissars + $slaveUnits[$targetIndex].cyber + $slaveUnits[$targetIndex].SF)>>
			<<goto "seeUnit">>
		<</link>>
		Invest in the training of your officers to increase the maximum number of soldiers in the unit.

//Costs <<print 5000 + 10 * $equipUpgradeCost * ($slaveUnits[$targetIndex].equip + $slaveUnits[$targetIndex].commissars + $slaveUnits[$targetIndex].cyber + $slaveUnits[$targetIndex].SF)>> and will increase the max by 10//
	<<else>>

Your officers reached their peak. Further training will have little impact on the number of troops they can effectively lead.
	<</if>>
	<<if $slaveUnits[$targetIndex].equip < 3>>

		<<link "Improve weaponry and equipment">>
			<<set $slaveUnits[$targetIndex].equip += 1>>
			<<set $cash -= ($equipUpgradeCost * $slaveUnits[$targetIndex].maxTroops) + 1000>>
			<<goto "seeUnit">>
		<</link>>
		Invest in better equipment for your soldiers to increase their battle effectiveness.

//Costs <<print cashFormat(($equipUpgradeCost * $slaveUnits[$targetIndex].maxTroops) + 1000)>> and will increase attack and defense value of the unit by 15% for every upgrade.//
	<<else>>

The unit is equipped with state of the art weaponry and equipment.
	<</if>>
	<<if $slaveUnits[$targetIndex].commissars == 0>>

		<<link "Attach commissars to the unit">>
			<<set $slaveUnits[$targetIndex].commissars = 1>>
			<<set $cash -= $equipUpgradeCost * $slaveUnits[$targetIndex].maxTroops + 1000>>
			<<goto "seeUnit">>
		<</link>>
		Attach a small squad of commissars to the unit.

//Costs <<print cashFormat(($equipUpgradeCost * $slaveUnits[$targetIndex].maxTroops) + 1000)>> and will slowly increase the loyalty of the unit.//
	<<elseif $slaveUnits[$targetIndex].commissars < 2>>

		<<link "Intensive loyalty training">>
			<<set $slaveUnits[$targetIndex].commissars += 1>>
			<<set $cash -= $equipUpgradeCost * $slaveUnits[$targetIndex].maxTroops + 1000>>
			<<goto "seeUnit">>
		<</link>>
		Provide special training for the officers and the commissars of the unit.

//Costs <<print cashFormat(($equipUpgradeCost * $slaveUnits[$targetIndex].maxTroops) + 1000)>> and will	increase the loyalty of the unit faster.//
	<<elseif $slaveUnits[$targetIndex].commissars == 1>>

The unit has a commissar detachment, keeping under control the ambitions of the unit's officers.
	<<else>>

The unit has a perfectly trained and loyal commissar detachment, keeping under control the ambitions of the unit's officers.
	<</if>>
	<<if $prostheticsUpgrade >= 2 || $researchLab.advCombatPLimb == 1>>
		<<if $slaveUnits[$targetIndex].cyber == 0>>

			<<link "Provide enhanced cybernetic enhancements">>
				<<set $slaveUnits[$targetIndex].cyber += 1>>
				<<set $cash -= $equipUpgradeCost * $slaveUnits[$targetIndex].maxTroops + 2000>>
				<<goto "seeUnit">>
			<</link>>
			Will augment all soldiers of the unit with high tech cyber enhancements.

//Costs <<print cashFormat(($equipUpgradeCost * $slaveUnits[$targetIndex].maxTroops) + 2000)>> and will increase attack, defense and base hp values of the unit.//
		<<else>>

The unit is equipped with advanced cybernetic enhancements.
		<</if>>
	<</if>>
	<<if $slaveUnits[$targetIndex].medics == 0>>

		<<link "Attach trained medics to the unit">>
			<<set $slaveUnits[$targetIndex].medics = 1>>
			<<set $cash -= $equipUpgradeCost * $slaveUnits[$targetIndex].maxTroops + 1000>>
			<<goto "seeUnit">>
		<</link>>
		Attach a small squad of trained medics to the unit.

//Costs <<print cashFormat(($equipUpgradeCost * $slaveUnits[$targetIndex].maxTroops) + 1000)>> and will decrease the number of casualties suffered during battle.//
	<<else>>

The unit has a medic detachment following it into battle, decreasing the number of casualties the unit suffers.
	<</if>>
	<<if $securityForceActive == 1>>
		<<if $slaveUnits[$targetIndex].SF == 0>>

			<<link "Attach Special Force advisors">>
				<<set $slaveUnits[$targetIndex].SF = 1>>
				<<set $cash -= ($equipUpgradeCost * $slaveUnits[$targetIndex].maxTroops) + 5000>>
				<<goto "seeUnit">>
			<</link>>
			Attach $securityForceName advisors to the unit.

//Costs <<print cashFormat(($equipUpgradeCost * $slaveUnits[$targetIndex].maxTroops) + 5000)>> and will slightly increase the base stats of the unit.//
		<<else>>

The unit has attached advisors from $securityForceName that will help the squad remain tactically aware and active.
		<</if>>
	<</if>>
	<<if $showBattleStatistics == 1>>
		<<if $slaveUnits[$targetIndex].training <= 10>>
			<<set _expBonus = 0>>
		<<elseif $slaveUnits[$targetIndex].training <= 33>>
			<<set _expBonus = 10>>
		<<elseif $slaveUnits[$targetIndex].training <= 66>>
			<<set _expBonus = 25>>
		<<else>>
			<<set _expBonus = 50>>
		<</if>>
		<<if $slaveUnits[$targetIndex].loyalty <= 10>>
			<<set _loyaltyBonus = 0>>
		<<elseif $slaveUnits[$targetIndex].loyalty <= 33>>
			<<set _loyaltyBonus = 10>>
		<<elseif $slaveUnits[$targetIndex].loyalty <= 66>>
			<<set _loyaltyBonus = 20>>
		<<else>>
			<<set _loyaltyBonus = 30>>
		<</if>>

Slaves base attack: $slaveBaseAttack <<if $humanUpgrade.attack > 0>> + $humanUpgrade.attack <</if>>(<<print Math.round($slaveBaseAttack + $slaveUnits[$targetIndex].cyber + $slaveBaseAttack * $slaveUnits[$targetIndex].equip * $equipMod + $slaveBaseAttack * _expBonus * 0.01 + $slaveBaseAttack * _loyaltyBonus * 0.01 + $slaveBaseAttack * $slaveUnits[$targetIndex].SF * 0.20)>>)

Slaves base defense: $slaveBaseDefense <<if $humanUpgrade.defense > 0>> + $humanUpgrade.defense <</if>>(<<print Math.round($slaveBaseDefense + $slaveUnits[$targetIndex].cyber + $slaveBaseDefense * $slaveUnits[$targetIndex].equip * $equipMod + $slaveBaseDefense * _expBonus * 0.01 + $slaveBaseDefense * _loyaltyBonus * 0.01 + $slaveBaseDefense * $slaveUnits[$targetIndex].SF * 0.20)>>)
		<<if $slaveUnits[$targetIndex].equip > 0>>

Equipment bonus: + <<print $slaveUnits[$targetIndex].equip * 15>>%
		<</if>>
		<<if $slaveUnits[$targetIndex].cyber > 0>>

Cyber enhancements bonus: + 1
		<</if>>
		<<if _expBonus > 0>>

Experience bonus: +<<print _expBonus>>%
		<</if>>
		<<if _loyaltyBonus > 0>>

Loyalty bonus: +<<print _loyaltyBonus>>%
		<</if>>
		<<if $slaveUnits[$targetIndex].SF > 0>>

Special Force advisors bonus: +20%
		<</if>>

Slaves base morale: $slaveBaseMorale <<if $humanUpgrade.morale > 0>> + $humanUpgrade.morale <</if>>(<<print Math.round($slaveBaseMorale + $slaveBaseMorale * $secBarracksUpgrades.luxury * 0.05)>>)
		<<if $secBarracksUpgrades.luxury > 0>>

Barracks bonus: + <<print $secBarracksUpgrades.luxury * 5>>%
		<</if>>

Slaves base hp: $slaveBaseHp <<if $humanUpgrade.hp > 0>> + $humanUpgrade.hp <</if>>(<<print Math.round($slaveBaseHp + $slaveUnits[$targetIndex].cyber + $slaveBaseHp * $slaveUnits[$targetIndex].medics * 0.25)>>)
		<<if $slaveUnits[$targetIndex].medics > 0>>

Medics detachment bonus: +25%
		<</if>>
	<</if>>
<<elseif $targetUnit == "mercUnits">>
	<<mercUnitsDescription $mercUnits[$targetIndex]>>

	Rename unit <<textbox "$mercUnits[$targetIndex].platoonName" $mercUnits[$targetIndex].platoonName "seeUnit">>
	<<if $mercUnits[$targetIndex].troops < $mercUnits[$targetIndex].maxTroops && $mercFreeManpower > 0>>

		<<link "Replenish unit">>
			<<if $mercFreeManpower >= $mercUnits[$targetIndex].maxTroops - $mercUnits[$targetIndex].troops>>
				<<set $mercFreeManpower -= $mercUnits[$targetIndex].maxTroops - $mercUnits[$targetIndex].troops>>
				<<set $mercEmployedManpower += $mercUnits[$targetIndex].maxTroops - $mercUnits[$targetIndex].troops>>
				<<set _expLoss = ($mercUnits[$targetIndex].maxTroops - $mercUnits[$targetIndex].troops) / $mercUnits[$targetIndex].troops>>
				<<set $mercUnits[$targetIndex].training -= $mercUnits[$targetIndex].training * _expLoss>>
				<<set $mercUnits[$targetIndex].troops = $mercUnits[$targetIndex].maxTroops>>
			<<else>>
				<<set $mercEmployedManpower += $mercFreeManpower>>
				<<set _expLoss = $mercFreeManpower / $mercUnits[$targetIndex].troops>>
				<<set $mercUnits[$targetIndex].training -= $mercUnits[$targetIndex].training * _expLoss>>
				<<set $mercUnits[$targetIndex].troops += $mercFreeManpower>>
				<<set $mercFreeManpower = 0>>
			<</if>>
			<<goto "seeUnit">>
		<</link>>
	<</if>>

	<<if $mercUnits[$targetIndex].maxTroops < 50>>

		<<link "Intensive officers training">>
			<<set $mercUnits[$targetIndex].maxTroops += 10>>
			<<set $cash -= 5000 + 10 * $equipUpgradeCost * ($mercUnits[$targetIndex].equip + $mercUnits[$targetIndex].commissars + $mercUnits[$targetIndex].cyber + $mercUnits[$targetIndex].SF)>>
			<<goto "seeUnit">>
		<</link>>
		Invest in the training of your officers to increase the maximum number of soldiers in the unit.

//Costs <<print cashFormat(5000 + 10 * $equipUpgradeCost * ($mercUnits[$targetIndex].equip + $mercUnits[$targetIndex].commissars + $mercUnits[$targetIndex].cyber + $mercUnits[$targetIndex].SF))>> and will increase the max by 10//
	<<else>>

Your officers reached their peak. Further training will have little impact on the number of troops they can effectively lead.
	<</if>>
	<<if $mercUnits[$targetIndex].equip < 3>>

		<<link "Improve weaponry and equipment">>
			<<set $mercUnits[$targetIndex].equip += 1>>
			<<set $cash -= ($equipUpgradeCost * $mercUnits[$targetIndex].maxTroops) + 1000>>
			<<goto "seeUnit">>
		<</link>>
		Invest in better equipment for your soldiers to increase their battle effectiveness.

//Costs <<print cashFormat(($equipUpgradeCost * $mercUnits[$targetIndex].maxTroops) + 1000)>> and will increase attack and defense value of the unit by 15% for every upgrade.//
	<<else>>

The unit is equipped with state of the art weaponry and equipment.
	<</if>>
	<<if $mercUnits[$targetIndex].commissars == 0>>

		<<link "Attach commissars to the unit">>
			<<set $mercUnits[$targetIndex].commissars = 1>>
			<<set $cash -= $equipUpgradeCost * $mercUnits[$targetIndex].maxTroops + 1000>>
			<<goto "seeUnit">>
		<</link>>
		Attach a small squad of commissars to the unit.

//Costs <<print cashFormat(($equipUpgradeCost * $mercUnits[$targetIndex].maxTroops) + 1000)>> and will slowly increase the loyalty of the unit.//
	<<elseif $mercUnits[$targetIndex].commissars < 2>>

		<<link "Intensive loyalty training">>
			<<set $mercUnits[$targetIndex].commissars += 1>>
			<<set $cash -= $equipUpgradeCost * $mercUnits[$targetIndex].maxTroops + 1000>>
			<<goto "seeUnit">>
		<</link>>
		Provide special training for the officers and the commissars of the unit.

//Costs <<print cashFormat(($equipUpgradeCost * $mercUnits[$targetIndex].maxTroops) + 1000)>> and will increase the loyalty of the unit faster.//
	<<elseif $mercUnits[$targetIndex].commissars == 1>>

The unit has a commissar detachment, keeping under control the ambitions of the unit's officers.
	<<else>>

The unit has a perfectly trained and loyal commissar detachment, keeping under control the ambitions of the unit's officers.
	<</if>>
	<<if $prostheticsUpgrade >= 2 || $researchLab.advCombatPLimb == 1>>
		<<if $mercUnits[$targetIndex].cyber == 0>>

			<<link "Provide enhanced cybernetic enhancements">>
				<<set $mercUnits[$targetIndex].cyber += 1>>
				<<set $cash -= $equipUpgradeCost * $mercUnits[$targetIndex].maxTroops + 2000>>
				<<goto "seeUnit">>
			<</link>>Will augment all soldiers of the unit with high tech cyber enhancements.

//Costs <<print cashFormat(($equipUpgradeCost * $mercUnits[$targetIndex].maxTroops) + 2000)>> and will increase attack, defense and base hp values of the unit.//
		<<else>>

The unit is equipped with advanced cybernetic enhancements.
		<</if>>
	<</if>>
	<<if $mercUnits[$targetIndex].medics == 0>>

		<<link "Attach trained medics to the unit">>
			<<set $mercUnits[$targetIndex].medics = 1>>
			<<set $cash -= ($equipUpgradeCost * $mercUnits[$targetIndex].maxTroops) + 5000>>
			<<goto "seeUnit">>
		<</link>>
		Attach a small squad of trained medics to the unit.

//Costs <<print cashFormat(($equipUpgradeCost * $mercUnits[$targetIndex].maxTroops) + 5000)>> and will decrease the number of casualties suffered during battle.//
	<<else>>

The unit has a medic detachment following it into battle, decreasing the number of casualties the unit suffers.
	<</if>>
	<<if $securityForceActive == 1>>
		<<if $mercUnits[$targetIndex].SF == 0>>

			<<link "Attach Special Force advisors">>
				<<set $mercUnits[$targetIndex].SF = 1>>
				<<set $cash -= ($equipUpgradeCost * $mercUnits[$targetIndex].maxTroops) + 5000>>
				<<goto "seeUnit">>
			<</link>>
			Attach $securityForceName advisors to the unit.

//Costs <<print cashFormat(($equipUpgradeCost * $mercUnits[$targetIndex].maxTroops) + 5000)>> and will slightly increase the base stats of the unit.//
		<<else>>

The unit has attached advisors from $securityForceName that will help the squad remain tactically aware and active.
		<</if>>
	<</if>>
	<<if $showBattleStatistics == 1>>
		<<if $mercUnits[$targetIndex].training <= 10>>
			<<set _expBonus = 0>>
		<<elseif $mercUnits[$targetIndex].training <= 33>>
			<<set _expBonus = 10>>
		<<elseif $mercUnits[$targetIndex].training <= 66>>
			<<set _expBonus = 25>>
		<<else>>
			<<set _expBonus = 50>>
		<</if>>
		<<if $mercUnits[$targetIndex].loyalty <= 10>>
			<<set _loyaltyBonus = 0>>
		<<elseif $mercUnits[$targetIndex].loyalty <= 33>>
			<<set _loyaltyBonus = 10>>
		<<elseif $mercUnits[$targetIndex].loyalty <= 66>>
			<<set _loyaltyBonus = 20>>
		<<else>>
			<<set _loyaltyBonus = 30>>
		<</if>>

Mercenaries base attack: $mercBaseAttack <<if $humanUpgrade.attack > 0>> + $humanUpgrade.attack <</if>>(<<print Math.round($mercBaseAttack + $mercBaseAttack * $mercUnits[$targetIndex].equip * $equipMod + $mercBaseAttack * _expBonus * 0.01 + $mercBaseAttack * _loyaltyBonus * 0.01 + $mercBaseAttack * $mercUnits[$targetIndex].SF * 0.20 + $mercUnits[$targetIndex].cyber)>>)

Mercenaries base defense: $mercBaseDefense <<if $humanUpgrade.defense > 0>> + $humanUpgrade.defense <</if>>(<<print Math.round($mercBaseDefense + $mercBaseDefense * $mercUnits[$targetIndex].equip * $equipMod + $mercBaseDefense * _expBonus * 0.01 + $mercBaseDefense * _loyaltyBonus * 0.01 + $mercBaseDefense * $mercUnits[$targetIndex].SF * 0.20 + $mercUnits[$targetIndex].cyber)>>)
		<<if $mercUnits[$targetIndex].equip > 0>>

Equipment bonus: + <<print $mercUnits[$targetIndex].equip * 15>>%
		<</if>>
		<<if $mercUnits[$targetIndex].cyber > 0>>

Cyber enhancements bonus: + 1
		<</if>>
		<<if _expBonus > 0>>

Experience bonus: +<<print _expBonus>>%
		<</if>>
		<<if _loyaltyBonus > 0>>

Loyalty bonus: +<<print _loyaltyBonus>>%
		<</if>>
		<<if $mercUnits[$targetIndex].SF > 0>>

Special Force advisors bonus: +20%
		<</if>>

Mercenaries base morale: $mercBaseMorale <<if $humanUpgrade.morale > 0>> + $humanUpgrade.morale <</if>>(<<print Math.round($mercBaseMorale + $mercBaseMorale * $secBarracksUpgrades.luxury * 0.05)>>)
		<<if $secBarracksUpgrades.luxury > 0>>

Barracks bonus: + <<print $secBarracksUpgrades.luxury * 5>>%
		<</if>>

Mercenaries base hp: $mercBaseHp <<if $humanUpgrade.hp > 0>> + $humanUpgrade.hp <</if>>(<<print Math.round($mercBaseHp + $mercBaseHp * $mercUnits[$targetIndex].medics * 0.25 + $mercUnits[$targetIndex].cyber)>>)
		<<if $mercUnits[$targetIndex].medics > 0>>

Medics detachment bonus: +25%
		<</if>>
	<</if>>
<</if>>


code:
:: tradeReport [nobr]

<<if $week < 30>>
	The world economy is in good enough shape to sustain economic growth. Trade flows liberally in all the globe.<<set _tradeChange += 1>>
<<elseif $week < 60>>
	The world economy is deteriorating, but still in good enough shape to sustain economic growth.<<set _tradeChange += 0.5>>
<<elseif $week < 90>>
	The world economy is deteriorating, but still in decent enough shape to sustain economic growth.
<<elseif $week < 120>>
	The world economy is deteriorating and the slowing down of global growth is starting to have some effect on trade flow.<<set _tradeChange -= 1>>
<<else>>
	The world economy is heavily deteriorated. The slowing down of global growth has a great negative effect on trade flow.<<set _tradeChange -= 2>>
<</if>>

<<set _tradeChange = 0>>
<<if $lastAttackWeeks < 2 && $hasFoughtOnce == 1>>
	The recent attack has a negative effect on the trade of the arcology.<<set _tradeChange -= 1>>
<<elseif $lastAttackWeeks < 4 && $hasFoughtOnce == 1>>
	While some time has passed, the last attack still has a negative effect on the commercial activity of the arcology.<<set _tradeChange -= 0.5>>
<</if>>
<<if $lastRebellionWeeks < 2 && $hasRebelledOnce == 1>>
	The recent rebellion has a negative effect on the trade of the arcology.<<set _tradeChange -= 1>>
<<elseif $lastRebellionWeeks < 4 && $hasRebelledOnce == 1>>
	While some time has passed, the last rebellion still has a negative effect on the commercial activity of the arcology.<<set _tradeChange -= 0.5>>
<</if>>

<<if $terrain == "urban">>
	Since your arcology is located in the heart of an urban area, its commerce is naturally vibrant.
	<<set _tradeChange++>>
<</if>>
<<if $terrain == "ravine">>
	Since your arcology is located in the heart of a ravine, its commerce is hindered by a lack of accessibility.
	<<set _tradeChange -= 0.5>>
<</if>>

<<if $PC.career == "wealth" || $PC.career == "capitalist" || $PC.career == "celebrity" || $PC.career == "BlackHat">>
	<<set _tradeChange += 1>>
<<elseif $PC.career == "escort" || $PC.career == "servant" || $PC.career == "gang">>
	<<set _tradeChange -= 0.5>>
<</if>>

<<if $rep > 18000>>
	Your extremely high reputation attracts trade from all over the world.
<<elseif $rep > 12000>>
	Your high reputation attracts trade from all over the world.
<</if>>

<<if $assistantPower == 1>>
	Thanks to the computing power available to her, $assistantName is able to guide the commercial development of the arcology to greater levels. <<set _tradeChange++>>
<<elseif $assistantPower == 2>>
	Thanks to the incredible computing power available to her, $assistantName is able to guide the commercial development of the arcology to greater levels. <<set _tradeChange += 2>>
<</if>>

<<if $tradeLegalAid == 1>>
	Your support in legal matters for new businesses helps improve the economic dynamicity of your arcology, boosting commercial activities.<<set _tradeChange += 1>>
<</if>>

<<if $taxTrade == 1>>
	The fees imposed on transitioning goods do little to earn you the favor of the companies making use of your arcology.<<set _tradeChange -= 1>>
<</if>>

<<if $weapManu == 1>>
	The weapons manufacturing facility of the arcology attracts a significant amount of trade.
	<<set _tradeChange += 0.5 * ($weapProductivity + $weapLab)>>
<</if>>
<<if $transportHub == 1>>
	<<if $airport == 1>>
		The arcology's airport, while small, helps facilitate the commercial development of the arcology.<<set _tradeChange += 1>>
	<<elseif $airport == 2>>
		The arcology's airport, while fairly small, helps facilitate the commercial development of the arcology.<<set _tradeChange += 1.5>>
	<<elseif $airport == 3>>
		The arcology's airport helps facilitate the commercial development of the arcology.<<set _tradeChange += 2>>
	<<elseif $airport == 4>>
		The arcology's airport is a great boon to the commercial development of the arcology.<<set _tradeChange += 2.5>>
	<<else>>
		The arcology's airport is an incredible boon to the commercial development of the arcology.<<set _tradeChange += 3>>
	<</if>>

	<<if $terrain != "oceanic" && $terrain != "marine">>
		<<if $railway == 1>>
			The railway network's age and limited extension limit commercial activity.
		<<elseif $railway == 2>>
			The railway network is a great help to the commercial development of the arcology, but its limited extension hampers its potential.<<set _tradeChange += 1>>
		<<elseif $railway == 3>>
			The railway network is a great help to the commercial development of the arcology.<<set _tradeChange += 1.5>>
		<<else>>
			The railway network is a huge help to the commercial development of the arcology. Few in the world can boast such a modern and efficient transport system.<<set _tradeChange += 2>>
		<</if>>
	<<else>>
		<<if $docks == 1>>
			The docks' age and limited size limit commercial activity.
		<<elseif $docks == 2>>
			The docks are a great help to the commercial development of the arcology, but their limited size hampers its potential.<<set _tradeChange += 1>>
		<<elseif $docks == 3>>
			The docks are a great help to the commercial development of the arcology.<<set _tradeChange += 1.5>>
		<<else>>
			The docks are a huge help to the commercial development of the arcology. Few in the world can boast such a modern and efficient transport system.<<set _tradeChange += 2>>
		<</if>>
	<</if>>
<</if>>

<<if _tradeChange > 0>>
	This week @@.green;trade improved.@@
<<elseif _tradeChange == 0>>
	This week @@.yellow;trade did not change.@@
<<else>>
	This week @@.red;trade diminished.@@
<</if>>

<<if $trade <= 20>>
	The almost non-existent trade crossing the arcology @@.yellow;does little to promote growth@@.
<<elseif $trade <= 40>>
	The low level of trade crossing the arcology promotes a @@.green;slow yet steady growth@@ of its economy.
	<<set _AWeekGrowth += 1.5>>
<<elseif $trade <= 60>>
	With trade at positive levels, the @@.green;prosperity of the arcology grows more powerful@@.
	<<set _AWeekGrowth += 2.5>>
<<elseif $trade <= 80>>
	With trade at high levels, the @@.green;prosperity of the arcology grows quickly and violently@@.
	<<set _AWeekGrowth += 3.5>>
<<else>>
	With trade at extremely high levels, the @@.green;prosperity of the arcology grows with unprecedented speed@@.
	<<set _AWeekGrowth += 4.5>>
<</if>>

<<set $trade = Math.clamp($trade + _tradeChange,0,100)>>

repo_name: PresidentConvert/fc


code:
:: transportHub [nobr]

<<set $nextButton = "Back", $nextLink = "Main">>

The Transport Hub

You quickly reach the transport hub, where a constant stream of vehicles, people and goods greets you. Part of the structure is dedicated to air travel and the other is mainly occupied by <<if $terrain != "oceanic" && $terrain != "marine">>the rail station.<<else>> the docks.<</if>>

<<if $limitImmigration == 1 || $AntiImmigrationRep == 1>>
	Due to your strict policies concerning immigration, very few new citizens arrive in the transport hub.
<<elseif $openBorders == 1 || $ProImmigrationCash == 1>>
	Due to your liberal policies concerning immigration, the transport hub is filled with a flow of new citizens.
<</if>>

<<if $airport == 1>>
	The arcology's airport is relatively small and poorly equipped. It can handle some traffic, but nothing noteworthy.
<<elseif $airport == 2>>
	The arcology's airport is relatively small, but well equipped. It can handle some traffic, but nothing too serious.
<<elseif $airport == 3>>
	The arcology's airport is good sized and well equipped. It can handle a good amount of traffic.
<<elseif $airport == 4>>
	The arcology's airport is good sized and very well equipped. It can handle a lot of traffic.
<<else>>
	The arcology's airport is huge and very well equipped. It can handle an impressive amount of traffic.
<</if>>

<<if $terrain != "oceanic" && $terrain != "marine">>
	<<if $railway == 1>>
		The railway network is old and limited. It can handle some traffic, but not sustain commercial activity.
	<<elseif $railway == 2>>
		The railway network is modern and efficient, but limited in reach. It can handle some traffic, but not sustain commercial activity of any significant size.
	<<elseif $railway == 3>>
		The railway network is modern, efficient and expansive. It can handle a significant amount of traffic.
	<<else>>
		The railway network is high tech and very far reaching. It can handle an enormous amount of traffic.
	<</if>>
<<else>>
	<<if $docks == 1>>
		The docks are old and small. They can handle some traffic, but not sustain commercial activity.
	<<elseif $docks == 2>>
		The docks are modern and efficient, but limited in size. They can handle some traffic, but not sustain commercial activity of significant size.
	<<elseif $docks == 3>>
		The docks are modern, efficient and expansive. They can handle a significant amount of traffic.
	<<else>>
		The docks are huge in size and high tech. They can handle an enormous amount of traffic.
	<</if>>
<</if>>

<<if $hubSecurity == 1>>
	The security of the hub is limited to a few cameras and the occasional guard.
<<elseif $hubSecurity == 2>>
	The security of the hub is guaranteed by a powerful camera surveillance system.
<<elseif $hubSecurity == 3>>
	The security of the hub is guaranteed by a powerful camera surveillance system and a rapid response team constantly patrolling the structure.
<<else>>
	The security of the hub is guaranteed by a powerful camera surveillance system, a rapid response team constantly patrolling the building and additional security drones making the rounds around the exterior.
<</if>>

<<if $trade <= 20>>
	Trade is almost non-existent. Outside the supplies for the arcology's domestic consumption little else crosses the territory of the free city.
<<elseif $trade <= 40>>
	Trade is low. There's some but limited commercial activity crossing the territory of the free city.
<<elseif $trade <= 60>>
	Trade is at positive levels. There's a good amount commercial activity outside the supplies for the arcology's domestic consumption.
<<elseif $trade <= 80>>
	Trade is at high levels. There's a lot of commercial activity outside the supplies for the arcology's domestic consumption.
<<else>>
	Trade is at extremely high levels. There's a constant stream of commercial activity crossing the arcology.
<</if>>

/* airport */
<<if $airport == 1>>

	<<link "Modernize the airport">>
		<<set $cash -= 5000*$upgradeMultiplierArcology>>
		<<set $airport++>>
		<<goto "transportHub">>
	<</link>> //Will cost <<print cashFormat(5000*$upgradeMultiplierArcology)>> and will increase trade, but will affect security//
<<elseif $airport == 2>>

	<<link "Enlarge the airport">>
		<<set $cash -= 15000*$upgradeMultiplierArcology>>
		<<set $airport++>>
		<<goto "transportHub">>
	<</link>> //Will cost <<print cashFormat(15000*$upgradeMultiplierArcology)>> and will increase trade, but will affect security//
<<elseif $airport == 3>>

	<<link "Further modernize the airport">>
		<<set $cash -= 45000*$upgradeMultiplierArcology>>
		<<set $airport++>>
		<<goto "transportHub">>
	<</link>> //Will cost <<print cashFormat(45000*$upgradeMultiplierArcology)>> and will increase trade, but will affect security//
<<elseif $airport == 4>>

	<<link "Further enlarge the airport">>
		<<set $cash -= 85000*$upgradeMultiplierArcology>>
		<<set $airport++>>
		<<goto "transportHub">>
	<</link>> //Will cost <<print cashFormat(85000*$upgradeMultiplierArcology)>> and will increase trade, but will affect security//
<<else>>

	The airport is fully upgraded.
<</if>>

/* trainyard/dockyard */
<<if $terrain != "oceanic" && $terrain != "marine">>
	<<if $railway == 1>>

		<<link "Modernize the railway">>
			<<set $cash -= 10000*$upgradeMultiplierArcology>>
			<<set $railway++>>
			<<goto "transportHub">>
		<</link>> //Will cost <<print cashFormat(10000*$upgradeMultiplierArcology)>>, will increase trade and slightly lower arcology's upkeep, but will affect security//
	<<elseif $railway == 2>>

		<<link "Enlarge the railway">>
			<<set $cash -= 25000*$upgradeMultiplierArcology>>
			<<set $railway++>>
			<<goto "transportHub">>
		<</link>> //Will cost <<print cashFormat(25000*$upgradeMultiplierArcology)>>, will increase trade and slightly lower arcology's upkeep, but will affect security//
	<<elseif $railway == 3>>

		<<link "Further modernize and enlarge the railway">>
			<<set $cash -= 65000*$upgradeMultiplierArcology>>
			<<set $railway++>>
			<<goto "transportHub">>
		<</link>> //Will cost <<print cashFormat(65000*$upgradeMultiplierArcology)>>, will increase trade and slightly lower arcology's upkeep, but will affect security//
	<<else>>

		The railway is fully upgraded.
	<</if>>
<<else>>
	<<if $docks == 1>>

		<<link "Modernize the docks">>
			<<set $cash -= 10000*$upgradeMultiplierArcology>>
			<<set $docks++>>
			<<goto "transportHub">>
		<</link>> //Will cost <<print cashFormat(10000*$upgradeMultiplierArcology)>>, will increase trade and slightly lower arcology's upkeep, but will affect security//
	<<elseif $docks == 2>>

		<<link "Enlarge the docks">>
			<<set $cash -= 25000*$upgradeMultiplierArcology>>
			<<set $docks++>>
			<<goto "transportHub">>
		<</link>> //Will cost <<print cashFormat(25000*$upgradeMultiplierArcology)>>, will increase trade and slightly lower arcology's upkeep, but will affect security//
	<<elseif $docks == 3>>

		<<link "Further modernize and enlarge the docks">>
			<<set $cash -= 65000*$upgradeMultiplierArcology>>
			<<set $docks++>>
			<<goto "transportHub">>
		<</link>> //Will cost <<print cashFormat(65000*$upgradeMultiplierArcology)>>, will increase trade and slightly lower arcology's upkeep, but will affect security//
	<<else>>

		The docks are fully upgraded.
	<</if>>
<</if>>

/* security */
<<if $hubSecurity == 1>>

	<<link "Expand and modernize the surveillance system">>
		<<set $cash -= 15000*$upgradeMultiplierArcology>>
		<<set $hubSecurity++>>
		<<goto "transportHub">>
	<</link>> //Will cost <<print cashFormat(15000*$upgradeMultiplierArcology)>> and lower the transport hub security modifiers//
<<elseif $hubSecurity == 2>>

	<<link "Establish a rapid response team">>
		<<set $cash -= 35000*$upgradeMultiplierArcology>>
		<<set $hubSecurity++>>
		<<goto "transportHub">>
	<</link>> //Will cost <<print cashFormat(35000*$upgradeMultiplierArcology)>> and further lower the transport hub security modifiers//
<<elseif $hubSecurity == 3>>

	<<link "Add additional security drones to the structure">>
		<<set $cash -= 55000*$upgradeMultiplierArcology>>
		<<set $hubSecurity++>>
		<<goto "transportHub">>
	<</link>> //Will cost <<print cashFormat(55000*$upgradeMultiplierArcology)>> and further lower the transport hub security modifiers//
<<else>>

	The hub security is fully upgraded
<</if>>

[[Return this sector to standard markets|Main][$cash -= Math.trunc(10000*$upgradeMultiplierArcology), $sectors[$AS].type = "Markets", $transportHub = 0, $hubSecurity = 1]]
	//Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>>//


code:
:: unitsBattleReport [nobr]

<<if $losses == 0>>
	<<if $deployingBots == 1>>

		Security Drones: no casualties.
	<</if>>
	<<if $SFIntervention == 1>>

		<<print $securityForcePersonnel>> soldiers from $securityForceName joined the battle: no casualties suffered.
	<</if>>
	<<if $deployingMilitia == 1>>
		<<for _j = 0; _j < $militiaUnits.length; _j++>>
			<<if $militiaUnits[_j].isDeployed == 1>>

				$militiaUnits[_j].platoonName: no casualties.
				<<if $militiaUnits[_j].training < 100>>
					<<if random(1,100) > 60>>
						 Experience has increased.
						<<set $militiaUnits[_j].training += random(5,15) + $majorBattle * random(5,15)>>
					<</if>>
				<</if>>
			<</if>>
		<</for>>
	<</if>>
	<<if $deployingSlaves == 1>>
		<<for _j = 0; _j < $slaveUnits.length; _j++>>
			<<if $slaveUnits[_j].isDeployed == 1>>

				$slaveUnits[_j].platoonName: no casualties.
				<<if $slaveUnits[_j].training < 100>>
					<<if random(1,100) > 60>>
						 Experience has increased.
						<<set $slaveUnits[_j].training += random(5,15) + $majorBattle * random(5,15)>>
					<</if>>
				<</if>>
			<</if>>
		<</for>>
	<</if>>
	<<if $deployingMercs == 1>>
		<<for _j = 0; _j < $mercUnits.length; _j++>>
			<<if $mercUnits[_j].isDeployed == 1>>

				$mercUnits[_j].platoonName: no casualties.
				<<if $mercUnits[_j].training < 100>>
					<<if random(1,100) > 60>>
						 Experience has increased.
						<<set $mercUnits[_j].training += random(5,15) + $majorBattle * random(5,15)>>
					<</if>>
				<</if>>
			<</if>>
		<</for>>
	<</if>>

<<elseif $losses > 0>>
	/* if the losses are more than zero */
	/* generates a list of randomized losses, from which each unit picks one at random */
	<<set _losses = $losses>>
	<<if $SFIntervention == 1>>
		<<set $deployedUnits++>>
	<</if>>
	<<set _averageLosses = Math.trunc(_losses / $deployedUnits)>>
	<<set _lossesList = []>>
	<<set _validityCount = 0>>
	<<for _i = 0; _i < $deployedUnits; _i++>>
		<<set _assignedLosses = Math.trunc(Math.clamp(_averageLosses + random(-5,5), 0, 100))>>
		<<if _assignedLosses > _losses>>
			<<set _assignedLosses = _losses>>
			<<set _losses = 0>>
		<<else>>
			<<set _losses -= _assignedLosses>>
		<</if>>
		<<set _lossesList.push(_assignedLosses)>>
		<<set _validityCount += _assignedLosses>>
	<</for>>
	<<if _losses > 0>>
		<<set _lossesList[random(_lossesList.length - 1)] += _losses>>
	<</if>>
	<<set _lossesList.shuffle()>>

	/* sanity check for losses */
	<<set _count = 0>>
	<<for _i = 0; _i < _lossesList.length; _i++>>
		<<if !isInt(_lossesList[_i])>>
			<<set _lossesList[_i] = 0>>
		<</if>>
		<<set _count += _lossesList[_i]>>
	<</for>>
	<<if _count < $losses>>
		<<set _rand = random(_lossesList.length - 1)>>
		<<set _lossesList[_rand] += $losses - _count>>
	<<elseif _count > $losses>>
		<<set _diff = _count - $losses>>
		<<set _rand = random(_lossesList.length - 1)>>
		<<set _lossesList[_rand] = Math.trunc(_lossesList[_rand]-_diff,0,100)>>
	<</if>>

	/* assigns the losses and notify the player */
	<<if $deployingBots == 1>>

		<<set _loss = _lossesList.pluck()>>
		<<set _loss = Math.clamp(_loss,0,$secBots.troops)>>
		<<set $secBots.troops -= _loss>>
		Security drones:
		<<if _loss <= 0>>
			no casualties
		<<elseif _loss <= $secBots.troops * 0.2>>
			light casualties
		<<elseif _loss <= $secBots.troops * 0.4>>
			moderate casualties
		<<elseif _loss <= $secBots.troops * 0.6>>
			heavy casualties
		<<else>>
			catastrophic casualties
		<</if>>
		suffered.
		<<if $secBots.troops <= 5>>
			<<set $secBots.active = 0>>
			Unfortunately the losses they took were simply too great, their effective combatants are in so small number you can no longer call them a deployable unit. It will take quite the investment to rebuild them.
		<<elseif $secBots.troops <= 10>>
			The unit has very few operatives left, it risks complete annihilation if deployed again.
		<</if>>

	<</if>>
	<<if $SFIntervention == 1>>

		<<set _loss = _lossesList.pluck()>>
		<<set _loss = Math.clamp(_loss,0,$securityForcePersonnel)>>
		<<print $securityForcePersonnel>> soldiers from the $securityForceName joined the battle:
		<<if _loss <= 0>>
			no casualties
		<<elseif _loss <= 10>>
			light casualties
		<<elseif _loss <= 30>>
			moderate casualties
		<<elseif _loss <= 60>>
			heavy casualties
		<<else>>
			catastrophic casualties
		<</if>>
		suffered.
		<<set $securityForcePersonnel -= _loss>>

	<</if>>
	<<if $deployingMilitia == 1>>
		<<for _j = 0; _j < $militiaUnits.length; _j++>>
			<<if $militiaUnits[_j].isDeployed == 1>>

				<<set $militiaUnits[_j].battlesFought++>>
				<<set _loss = _lossesList.pluck()>>
				<<set _loss = Math.clamp(_loss,0,$militiaUnits[_j].troops)>>
				$militiaUnits[_j].platoonName:
				<<if _loss <= 0>>
					no casualties
				<<elseif _loss <= $militiaUnits[_j].troops * 0.2>>
					light casualties
				<<elseif _loss <= $militiaUnits[_j].troops * 0.4>>
					moderate casualties
				<<elseif _loss <= $militiaUnits[_j].troops * 0.6>>
					heavy casualties
				<<else>>
					catastrophic casualties
				<</if>>
				suffered.
				<<set _med = Math.round(Math.clamp(_loss * $militiaUnits[_j].medics * 0.25,1,_loss))>>
				<<if $militiaUnits[_j].medics == 1 && _loss > 0>>
					Some men were saved by their medics.
				<</if>>
				<<set $militiaUnits[_j].troops -= Math.trunc(Math.clamp(_loss - _med,0,$militiaUnits[_j].maxTroops))>>
				<<set $militiaEmployedManpower -= Math.trunc(_loss - _med)>>
				<<set $militiaTotalCasualties += Math.trunc(_loss - _med)>>
				<<set $militiaTotalManpower -= Math.trunc(_loss - _med)>>
				<<if $militiaUnits[_j].training < 100>>
					<<if random(1,100) > 60>>
						Experience has increased.
						<<set $militiaUnits[_j].training += random(5,15) + $majorBattle * random(5,15)>>
					<</if>>
				<</if>>
				<<if $militiaUnits[_j].troops <= 5>>
					<<set $militiaUnits[_j].active = 0>>

Unfortunately the losses they took were simply too great, their effective combatants are in so small number you can no longer call them a deployable unit. The remnants will be sent home honored as veterans or reorganized in a new unit.
				<<elseif $militiaUnits[_j].troops <= 10>>

The unit has very few operatives left, it risks complete annihilation if deployed again.
				<</if>>
			<</if>>
		<</for>>
	<</if>>
	<<if $deployingSlaves == 1>>
		<<for _j = 0; _j < $slaveUnits.length; _j++>>
			<<if $slaveUnits[_j].isDeployed == 1>>

				<<set $slaveUnits[_j].battlesFought++>>
				<<set _loss = _lossesList.pluck()>>
				<<set _loss = Math.clamp(_loss,0,$slaveUnits[_j].troops)>>
				$slaveUnits[_j].platoonName:
				<<if _loss <= 0>>
					no casualties
				<<elseif _loss <= $slaveUnits[_j].troops * 0.2>>
					light casualties
				<<elseif _loss <= $slaveUnits[_j].troops * 0.4>>
					moderate casualties
				<<elseif _loss <= $slaveUnits[_j].troops * 0.6>>
					heavy casualties
				<<else>>
					catastrophic casualties
				<</if>>
				suffered.
				<<set _med = Math.round(Math.clamp(_loss * $slaveUnits[_j].medics * 0.25,1,_loss))>>
				<<if $slaveUnits[_j].medics == 1 && _loss > 0>>
					Some men were saved by their medics.
				<</if>>
				<<set $slaveUnits[_j].troops -= Math.trunc(Math.clamp(_loss - _med,0,$slaveUnits[_j].maxTroops))>>
				<<set $slavesEmployedManpower -= Math.trunc(_loss - _med)>>
				<<set $slavesTotalCasualties += Math.trunc(_loss - _med)>>
				<<set $helots -= Math.trunc(_loss - _med)>>
				<<if $slaveUnits[_j].training < 100>>
					<<if random(1,100) > 60>>
						Experience has increased.
						<<set $slaveUnits[_j].training += random(5,15) + $majorBattle * random(5,15)>>
					<</if>>
				<</if>>
				<<if $slaveUnits[_j].troops <= 5>>
					<<set $slaveUnits[_j].active = 0>>

Unfortunately the losses they took were simply too great, their effective combatants are in so small number you can no longer call them a deployable unit. The survivors will be sent home honored as veterans or reorganized in a new unit.
				<<elseif $slaveUnits[_j].troops <= 10>>

The unit has very few operatives left, it risks complete annihilation if deployed again.
				<</if>>
			<</if>>
		<</for>>
	<</if>>
	<<if $deployingMercs == 1>>
		<<for _j = 0; _j < $mercUnits.length; _j++>>
			<<if $mercUnits[_j].isDeployed == 1>>

				<<set $mercUnits[_j].battlesFought++>>
				<<set _loss = _lossesList.pluck()>>
				<<set _loss = Math.clamp(_loss,0,$mercUnits[_j].troops)>>
				$mercUnits[_j].platoonName:
				<<if _loss <= 0>>
					no casualties
				<<elseif _loss <= $mercUnits[_j].troops * 0.2>>
					light casualties
				<<elseif _loss <= $mercUnits[_j].troops * 0.4>>
					moderate casualties
				<<elseif _loss <= $mercUnits[_j].troops * 0.6>>
					heavy casualties
				<<else>>
					catastrophic casualties
				<</if>>
				suffered.
				<<set _med = Math.round(Math.clamp(_loss * $mercUnits[_j].medics * 0.25,1,_loss))>>
				<<if $mercUnits[_j].medics == 1 && _loss > 0>>
					Some men were saved by their medics.
				<</if>>
				<<set $mercUnits[_j].troops -= Math.trunc(Math.clamp(_loss - _med,0,$mercUnits[_j].maxTroops))>>
				<<set $mercEmployedManpower -= Math.trunc(_loss - _med)>>
				<<set $mercTotalCasualties += Math.trunc(_loss - _med)>>
				<<set $mercTotalManpower -= Math.trunc(_loss - _med)>>
				<<if $mercUnits[_j].training < 100>>
					<<if random(1,100) > 60>>
						Experience has increased.
						<<set $mercUnits[_j].training += random(5,15) + $majorBattle * random(5,15)>>
					<</if>>
				<</if>>
				<<if $mercUnits[_j].troops <= 5>>
					<<set $mercUnits[_j].active = 0>>

Unfortunately the losses they took were simply too great, their effective combatants are in so small number you can no longer call them a deployable unit. The remnants will be sent home honored as veterans or reorganized in a new unit.
				<<elseif $mercUnits[_j].troops <= 10>>

The unit has very few operatives left, it risks complete annihilation if deployed again.
				<</if>>
			<</if>>
		<</for>>
	<</if>>
<<else>>

@@.red;Error: losses are a negative number or NaN@@
<</if>> /* closes check for more than zero casualties */


code:
:: unitsRebellionReport [nobr]

<<if $losses == 0>>
	<<if $irregulars > 0>>
		The volunteering citizens were quickly organized into an irregular militia unit and deployed in the arcology. No casualties suffered.
	<</if>>
	<<if $deployingBots == 1>>

		Security drones: no casualties suffered.
	<</if>>
	<<if $securityForceCreate == 1>>

		$securityForceName, <<print commaNum($securityForcePersonnel)>> strong, was called to join the battle: no casualties suffered.
	<</if>>
	<<set _count = 0>>
	<<if $loyalID.length > 0>>

		<<for _i = 0; _i < $militiaUnits.length; _i++>>
			<<if $militiaUnits[_i].active == 1 && ($loyalID.includes($militiaUnits[_i].ID))>>
				<<set _count++>>
				<<if _count < $loyalID.length>>
					$militiaUnits[_i].platoonName,
				<<else>>
					$militiaUnits[_i].platoonName
				<</if>>
			<</if>>
		<</for>>
		<<for _i = 0; _i < $slaveUnits.length; _i++>>
			<<if $slaveUnits[_i].active == 1 && ($loyalID.includes($slaveUnits[_i].ID))>>
				<<set _count++>>
				<<if _count < $loyalID.length>>
					$slaveUnits[_i].platoonName,
				<<else>>
					$slaveUnits[_i].platoonName
				<</if>>
			<</if>>
		<</for>>
		<<for _i = 0; _i < $mercUnits.length; _i++>>
			<<if $mercUnits[_i].active == 1 && ($loyalID.includes($mercUnits[_i].ID))>>
				<<set _count++>>
				<<if _count < $loyalID.length>>
					$mercUnits[_i].platoonName,
				<<else>>
					$mercUnits[_i].platoonName
				<</if>>
			<</if>>
		<</for>>
		participated in the battle without taking any casualties. They remained loyal until the end.
	<</if>>
	<<if $rebellingID.length > 0 && $battleResult != -1>>

		/* militia */
		<<set _militiaRebelledID = []>>
		<<set _militiaManpower = 0>>
		<<for _j = 0; _j < $militiaUnits.length; _j++>>
			<<if $militiaUnits[_j].active == 1 && $rebellingID.includes($militiaUnits[_j].ID)>>
				$militiaUnits[_j].platoonName,
				<<set _militiaRebelledID.push($militiaUnits[_j].ID)>>
				<<set _militiaManpower += Math.clamp($militiaUnits[_j].troops - random(_averageLosses),0,$militiaUnits[_j].troops)>>
			<</if>>
		<</for>>
		<<if _militiaRebelledID.length > 0>>
			had the gall to betray you and join your enemies.

<<link "Dissolve the units">>
					<<removeUnits _militiaRebelledID>>
					<<set $militiaFreeManpower += _militiaManpower>>
					<<for _i = 0; _i < $militiaUnits.length; _i++>>
						<<if $militiaUnits[_i].active == 1>>
							<<set $militiaUnits[_i].loyalty = Math.clamp($militiaUnits[_i].loyalty - random(10,40),0,100)>>
						<</if>>
					<</for>>
					<<recalcManpower>>
					<<replace "#militiaResult">>

Units dissolved.
					<</replace>>
				<</link>>

//Manpower will be refunded, but will negatively influence the loyalty of the other units//

<<link "Purge the dissidents and dissolve the units">>
					<<removeUnits _militiaRebelledID>>
					<<set $militiaFreeManpower += _militiaManpower * 0.5>>
					<<recalcManpower>>
					<<replace "#militiaResult">>

Dissidents purged and units dissolved.
					<</replace>>
				<</link>>

//Will not influence the loyalty of the other units, but only half the manpower will be refunded.//

<<link "Execute them all">>
					<<removeUnits _militiaRebelledID>>
					<<for _i = 0; _i < $militiaUnits.length; _i++>>
						<<if $militiaUnits[_i].active == 1>>
							<<set $militiaUnits[_i].loyalty = Math.clamp($militiaUnits[_i].loyalty + random(10,40),0,100)>>
						<</if>>
					<</for>>
					<<recalcManpower>>
					<<replace "#militiaResult">>

Units executed. Dissent will not be tolerated.
					<</replace>>
				<</link>>

//Will positively influence the loyalty of the other units, but no manpower will be refunded.//

		<</if>>

		/* slaves */
		<<set _slaveRebelledID = []>>
		<<set _slaveManpower = 0>>

		<<for _j = 0; _j < $slaveUnits.length; _j++>>
			<<if $slaveUnits[_j].active == 1 && $rebellingID.includes($slaveUnits[_j].ID)>>
				$slaveUnits[_j].platoonName,
				<<set _slaveRebelledID.push($slaveUnits[_j].ID)>>
				<<set _slaveManpower += Math.clamp($slaveUnits[_j].troops - random(_averageLosses),0,$slaveUnits[_j].troops)>>
			<</if>>
		<</for>>
		<<if _slaveRebelledID.length > 0>>
			decided in their blind arrogance to betray you.

<<link "Dissolve the units">>
					<<removeUnits _slaveRebelledID>>
					<<set $helots += _slaveManpower>>
					<<for _i = 0; _i < $militiaUnits.length; _i++>>
						<<if $slaveUnits[_i].active == 1>>
							<<set $slaveUnits[_i].loyalty = Math.clamp($slaveUnits[_i].loyalty - random(10,40),0,100)>>
						<</if>>
					<</for>>
					<<recalcManpower>>
					<<replace "#slaveResult">>

Units dissolved.
					<</replace>>
				<</link>>

//Manpower will be refunded, but will negatively influence the loyalty of the other units//

<<link "Purge the dissidents and dissolve the units">>
					<<removeUnits _slaveRebelledID>>
					<<set $helots += _slaveManpower * 0.5>>
					<<recalcManpower>>
					<<replace "#slaveResult">>

Dissidents purged and units dissolved.
					<</replace>>
				<</link>>

//Will not influence the loyalty of the other units, but only half the manpower will be refunded.//

<<link "Execute them all">>
					<<removeUnits _slaveRebelledID>>
					<<for _i = 0; _i < $slaveUnits.length; _i++>>
						<<if $slaveUnits[_i].active == 1>>
							<<set $slaveUnits[_i].loyalty = Math.clamp($slaveUnits[_i].loyalty + random(10,40),0,100)>>
						<</if>>
					<</for>>
					<<recalcManpower>>
					<<replace "#slaveResult">>

Units executed. Dissent will not be tolerated.
					<</replace>>
				<</link>>

//Will positively influence the loyalty of the other units, but no manpower will be refunded.//

		<</if>>

		/* mercs */
		<<set _mercRebelledID = []>>
		<<set _mercManpower = 0>>

		<<for _j = 0; _j < $mercUnits.length; _j++>>
			<<if $mercUnits[_j].active == 1 && $rebellingID.includes($mercUnits[_j].ID)>>
				$mercUnits[_j].platoonName,
				<<set _mercRebelledID.push($mercUnits[_j].ID)>>
				<<set _mercManpower += Math.clamp($mercUnits[_j].troops - random(_averageLosses),0,$mercUnits[_j].troops)>>
			<</if>>
		<</for>>
		<<if _mercRebelledID.length > 0>>
			made the grave mistake of betraying you.

<<link "Dissolve the units">>
					<<removeUnits _mercRebelledID>>
					<<set $mercFreeManpower += _mercManpower>>
					<<for _i = 0; _i < $militiaUnits.length; _i++>>
						<<if $mercUnits[_i].active == 1>>
							<<set $mercUnits[_i].loyalty = Math.clamp($mercUnits[_i].loyalty - random(10,40),0,100)>>
						<</if>>
					<</for>>
					<<recalcManpower>>
					<<replace "#mercResult">>

Units dissolved.
					<</replace>>
				<</link>>

//Manpower will be refunded, but will negatively influence the loyalty of the other units//

<<link "Purge the dissidents and dissolve the units">>
					<<removeUnits _mercRebelledID>>
					<<set $mercFreeManpower += _mercManpower * 0.5>>
					<<recalcManpower>>
					<<replace "#mercResult">>

Dissidents purged and units dissolved.
					<</replace>>
				<</link>>

//Will not influence the loyalty of the other units, but only half the manpower will be refunded.//

<<link "Execute them all">>
					<<removeUnits _mercRebelledID>>
					<<for _i = 0; _i < $mercUnits.length; _i++>>
						<<if $mercUnits[_i].active == 1>>
							<<set $mercUnits[_i].loyalty = Math.clamp($mercUnits[_i].loyalty + random(10,40),0,100)>>
						<</if>>
					<</for>>
					<<recalcManpower>>
					<<replace "#mercResult">>

Units executed. Dissent will not be tolerated.
					<</replace>>
				<</link>>

//Will positively influence the loyalty of the other units, but no manpower will be refunded.//

		<</if>>
	<<elseif $rebellingID.length > 0>>
		<<set _militiaRebelledID = []>>
		<<for _j = 0; _j < $militiaUnits.length; _j++>>
			<<if $militiaUnits[_j].active == 1 && $rebellingID.includes($militiaUnits[_j].ID)>>
				<<set _militiaRebelledID.push($militiaUnits[_j].ID)>>
				$militiaUnits[_j].platoonName,
			<</if>>
		<</for>>
		<<if _militiaRebelledID.length > 0>>
			had the gall to betray you and join your enemies. They participated in the looting following the rebellion, then vanished in the wastes.
		<</if>>
		<<set $cash -= 1000 * _militiaRebelledID.length>>

		<<removeUnits _militiaRebelledID>>
		<<set _slaveRebelledID = []>>
		<<for _j = 0; _j < $slaveUnits.length; _j++>>
			<<if $slaveUnits[_j].active == 1 && $rebellingID.includes($slaveUnits[_j].ID)>>
				<<set _slaveRebelledID.push($slaveUnits[_j].ID)>>
				$slaveUnits[_j].platoonName,
			<</if>>
		<</for>>
		<<if _slaveRebelledID.length > 0>>
			decided in their blind arrogance to betray you. They participated in the looting following the rebellion, then vanished in the wastes.
		<</if>>
		<<set $cash -= 1000 * _slaveRebelledID.length>>
		<<removeUnits _slaveRebelledID>>

		<<set _mercRebelledID = []>>
		<<set _count = 0>>
		<<for _j = 0; _j < $mercUnits.length; _j++>>
			<<if $mercUnits[_j].active == 1 && $rebellingID.includes($mercUnits[_j].ID)>>
				<<set _mercRebelledID.push($mercUnits[_j].ID)>>
				<<set _count++>>
				$mercUnits[_j].platoonName,
			<</if>>
		<</for>>
		<<if _mercRebelledID.length > 0>>
			 made the grave mistake of betraying you. They participated in the looting following the rebellion, then vanished in the wastes.
		<</if>>
		<<set $cash -= 1000 * _mercRebelledID.length>>
		<<removeUnits _mercRebelledID>>
		<<recalcManpower>>
	<</if>>

<<elseif $losses > 0>>
	/* if the losses are more than zero */
	/* generates a list of randomized losses, from which each unit picks one at random */
	<<if $securityForceCreate == 1>>
		<<set $deployedUnits++>>
	<</if>>
	<<if $irregulars > 0>>
		<<set $deployedUnits++>>
	<</if>>
	<<set _averageLosses = Math.trunc($losses / $deployedUnits)>>
	<<set _lossesList = []>>
	<<for _i = 0; _i < $deployedUnits; _i++>>
		<<set _assignedLosses = Math.trunc(Math.clamp(_averageLosses + random(-5,5), 0, 100))>>
		<<if _assignedLosses > $losses>>
			<<set _assignedLosses = $losses>>
			<<set $losses = 0>>
		<<else>>
			<<set $losses -= _assignedLosses>>
		<</if>>
		<<set _lossesList.push(_assignedLosses)>>
	<</for>>
	<<if $losses > 0>>
		<<set _lossesList[random(_lossesList.length - 1)] += $losses>>
	<</if>>
	<<set _lossesList.shuffle()>>

	/* sanity check for losses */
	<<set _count = 0>>
	<<for _i = 0; _i < _lossesList.length; _i++>>
		<<if !isInt(_lossesList[_i])>>
			<<set _lossesList[_i] = 0>>
		<</if>>
		<<set _count += _lossesList[_i]>>
	<</for>>
	<<if _count < $losses>>
		<<set _rand = random(_lossesList.length - 1)>>
		<<set _lossesList[_rand] += $losses - _count>>
	<<elseif _count > $losses>>
		<<set _diff = _count - $losses>>
		<<set _rand = random(_lossesList.length - 1)>>
		<<set _lossesList[_rand] = Math.trunc(_lossesList[_rand]-_diff,0,100)>>
	<</if>>

	/* assigns the losses and notify the player */
	<<if $irregulars > 0>>

		<<set _loss = _lossesList.pluck()>>
		<<if _loss < $ACitizens + 100>>
			<<set $ACitizens -= _loss>>
		<<else>>
			<<set $ACitizens = 100>>
		<</if>>
		The volunteering citizens were quickly organized into an irregular militia unit and deployed in the arcology:
		<<if _loss <= 0>>
			no casualties
		<<elseif _loss <= 10>>
			light casualties
		<<elseif _loss <= 30>>
			moderate casualties
		<<elseif _loss <= 60>>
			heavy casualties
		<<else>>
			catastrophic casualties
		<</if>>
		suffered.
	<</if>>
	<<if $secBots.active == 1>>

		<<set _loss = _lossesList.pluck()>>
		<<set _loss = Math.clamp(_loss,0,$secBots.troops)>>
		<<set $secBots.troops -= _loss>>
		Security drones:
		<<if _loss <= 0>>
			no casualties
		<<elseif _loss <= 10>>
			light casualties
		<<elseif _loss <= 30>>
			moderate casualties
		<<elseif _loss <= 60>>
			heavy casualties
		<<else>>
			catastrophic casualties
		<</if>>
		suffered.
		<<if $secBots.troops <= 0>>
			<<set $secBots.active = 0>>
			Unfortunately the losses they took were simply too great, their effective combatants are in so small number you can no longer call them a deployable unit. It will take quite the investment to rebuild them.
		<<elseif $secBots.troops <= 10>>
			The unit has very few operatives left, it risks complete annihilation if deployed again.
		<</if>>
	<</if>>
	<<if $securityForceCreate == 1>>

		<<set _loss = _lossesList.pluck()>>
		<<set _loss = Math.clamp(_loss,0,$securityForcePersonnel)>>
		$securityForceName, $securityForcePersonnel strong, is called to join the battle:
		<<set $securityForcePersonnel -= _loss>>
		<<if _loss <= 0>>
			no casualties
		<<elseif _loss <= 10>>
			light casualties
		<<elseif _loss <= 30>>
			moderate casualties
		<<elseif _loss <= 60>>
			heavy casualties
		<<else>>
			catastrophic casualties
		<</if>>
		suffered.
	<</if>>
	<<if $deployingMilitia == 1>>
		<<for _j = 0; _j < $militiaUnits.length; _j++>>
			<<if $militiaUnits[_j].active == 1 && $loyalID.includes($militiaUnits[_j].ID)>>

				<<set $militiaUnits[_j].battlesFought++>>
				<<set _loss = _lossesList.pluck()>>
				<<set _loss = Math.clamp(_loss,0,$militiaUnits[_j].troops)>>
				$militiaUnits[_j].platoonName participated in the battle. They remained loyal to you.
				<<if _loss <= 0>>
					No casualties
				<<elseif _loss <= $militiaUnits[_j].troops * 0.2>>
					Light casualties
				<<elseif _loss <= $militiaUnits[_j].troops * 0.4>>
					Moderate casualties
				<<elseif _loss <= $militiaUnits[_j].troops * 0.6>>
					Heavy casualties
				<<else>>
					Catastrophic casualties
				<</if>>
				suffered.
				<<set _med = Math.round(Math.clamp(_loss * $militiaUnits[_j].medics * 0.25,1,_loss))>>
				<<if $militiaUnits[_j].medics == 1 && _loss > 0>>
					Some men were saved by their medics.
				<</if>>
				<<set $militiaUnits[_j].troops -= Math.trunc(Math.clamp(_loss - _med,0,$militiaUnits[_j].maxTroops))>>
				<<set $militiaEmployedManpower -= Math.trunc(_loss - _med)>>
				<<set $militiaTotalCasualties += Math.trunc(_loss - _med)>>
				<<set $militiaTotalManpower -= Math.trunc(_loss - _med)>>
				<<if $militiaUnits[_j].training < 100>>
					<<if random(1,100) > 60>>
						Experience has increased.
						<<set $militiaUnits[_j].training += random(5,15) + $majorBattle * random(5,15)>>
					<</if>>
				<</if>>
				<<if $militiaUnits[_j].troops <= 0>>
					<<set $militiaUnits[_j].active = 0>>

Unfortunately the losses they took were simply too great, their effective combatants are in so small number you can no longer call them a deployable unit. The remnants will be sent home honored as veterans or reorganized in a new unit.
				<<elseif $militiaUnits[_j].troops <= 10>>

The unit has very few operatives left, it risks complete annihilation if deployed again.
				<</if>>
			<</if>>
		<</for>>
	<</if>>
	<<if $deployingSlaves == 1>>
		<<set _med = 0>>
		<<for _j = 0; _j < $slaveUnits.length; _j++>>
			<<if $slaveUnits[_j].active == 1 && $loyalID.includes($slaveUnits[_j].ID)>>

				<<set $slaveUnits[_j].battlesFought++>>
				<<set _loss = _lossesList.pluck()>>
				<<if !(Number.isInteger(_loss))>>

@@.red;Error: failed to assign losses, input was negative or NaN@@
					<<break>>
				<</if>>
				<<set _loss = Math.clamp(_loss,0,$slaveUnits[_j].troops)>>
				$slaveUnits[_j].platoonName participated in the battle. They remained loyal to you.
				<<if _loss <= 0>>
					No casualties
				<<elseif _loss <= $slaveUnits[_j].troops * 0.2>>
					Light casualties
				<<elseif _loss <= $slaveUnits[_j].troops * 0.4>>
					Moderate casualties
				<<elseif _loss <= $slaveUnits[_j].troops * 0.6>>
					Heavy casualties
				<<else>>
					Catastrophic casualties
				<</if>>
				suffered.
				<<set _med = Math.round(Math.clamp(_loss * $slaveUnits[_j].medics * 0.25,1,_loss))>>
				<<if $slaveUnits[_j].medics == 1 && _loss > 0>>
					Some men were saved by their medics.
				<</if>>
				<<set $slaveUnits[_j].troops -= Math.trunc(Math.clamp(_loss - _med,0,$slaveUnits[_j].maxTroops))>>
				<<set $slavesEmployedManpower -= _loss - _med>>
				<<set $slavesTotalCasualties += _loss - _med>>
				<<set $helots -= Math.trunc(_loss - _med)>>
				<<if $slaveUnits[_j].training < 100>>
					<<if random(1,100) > 60>>
						Experience gained.
						<<set $slaveUnits[_j].training += random(5,15) + $majorBattle * random(5,15)>>
					<</if>>
				<</if>>
				<<if $slaveUnits[_j].troops <= 0>>
					<<set $slaveUnits[_j].active = 0>>

Unfortunately the losses they took were simply too great, their effective combatants are in so small number you can no longer call them a deployable unit. The survivors will be sent home honored as veterans or reorganized in a new unit.
				<<elseif $slaveUnits[_j].troops <= 10>>

The unit has very few operatives left, it risks complete annihilation if deployed again.
				<</if>>
			<</if>>
		<</for>>
	<</if>>
	<<if $deployingMercs == 1>>
		<<for _j = 0; _j < $mercUnits.length; _j++>>
			<<if $mercUnits[_j].active == 1 && $loyalID.includes($mercUnits[_j].ID)>>

				<<set $mercUnits[_j].battlesFought++>>
				<<set _loss = _lossesList.pluck()>>
				<<set _loss = Math.clamp(_loss,0,$mercUnits[_j].troops)>>
				$mercUnits[_j].platoonName participated in the battle. They remained loyal to you.
				<<if _loss <= 0>>
					No casualties
				<<elseif _loss <= $mercUnits[_j].troops * 0.2>>
					Light casualties
				<<elseif _loss <= $mercUnits[_j].troops * 0.4>>
					Moderate casualties
				<<elseif _loss <= $mercUnits[_j].troops * 0.6>>
					Heavy casualties
				<<else>>
					Catastrophic casualties
				<</if>>
				suffered.
				<<set _med = Math.round(Math.clamp(_loss * $mercUnits[_j].medics * 0.25,1,_loss))>>
				<<if $mercUnits[_j].medics == 1 && _loss > 0>>
					Some men were saved by their medics.
				<</if>>
				<<set $mercUnits[_j].troops -= Math.trunc(Math.clamp(_loss - _med,0,$mercUnits[_j].maxTroops))>>
				<<set $mercEmployedManpower -= Math.trunc(_loss - _med)>>
				<<set $mercTotalCasualties += Math.trunc(_loss - _med)>>
				<<set $mercTotalManpower -= Math.trunc(_loss - _med)>>
				<<if $mercUnits[_j].training < 100>>
					<<if random(1,100) > 60>>
						Experience gained.
						<<set $mercUnits[_j].training += random(5,15) + $majorBattle * random(5,15)>>
					<</if>>
				<</if>>
				<<if $mercUnits[_j].troops <= 0>>
					<<set $mercUnits[_j].active = 0>>

Unfortunately the losses they took were simply too great, their effective combatants are in so small number you can no longer call them a deployable unit. The remnants will be sent home honored as veterans or reorganized in a new unit.
				<<elseif $mercUnits[_j].troops <= 10>>

The unit has very few operatives left, it risks complete annihilation if deployed again.
				<</if>>
			<</if>>
		<</for>>
	<</if>>

	<<if $rebellingID.length > 0 && $battleResult >= 2>>
		/* win */
		/* militia */
		<<set _militiaRebelledID = []>>
		<<set _militiaManpower = 0>>
		<<for _j = 0; _j < $militiaUnits.length; _j++>>
			<<if $militiaUnits[_j].active == 1 && $rebellingID.includes($militiaUnits[_j].ID)>>
				$militiaUnits[_j].platoonName,
				<<set _militiaRebelledID.push($militiaUnits[_j].ID)>>
				<<set _militiaManpower += Math.clamp($militiaUnits[_j].troops - random(_averageLosses),0,$militiaUnits[_j].troops)>>
			<</if>>
		<</for>>
		<<if _militiaRebelledID.length > 0>>
			had the gall to betray you and join your enemies.

<<link "Dissolve the units">>
					<<removeUnits _militiaRebelledID>>
					<<set $militiaFreeManpower += _militiaManpower>>
					<<for _i = 0; _i < $militiaUnits.length; _i++>>
						<<if $militiaUnits[_i].active == 1>>
							<<set $militiaUnits[_i].loyalty = Math.clamp($militiaUnits[_i].loyalty - random(10,40),0,100)>>
						<</if>>
					<</for>>
					<<recalcManpower>>
					<<replace "#militiaResult">>

Units dissolved.
					<</replace>>
				<</link>>

//Manpower will be refunded, but will negatively influence the loyalty of the other units//

<<link "Purge the dissidents and dissolve the units">>
					<<removeUnits _militiaRebelledID>>
					<<set $militiaFreeManpower += _militiaManpower * 0.5>>
					<<recalcManpower>>
					<<replace "#militiaResult">>

Dissidents purged and units dissolved.
					<</replace>>
				<</link>>

//Will not influence the loyalty of the other units, but only half the manpower will be refunded.//

<<link "Execute them all">>
					<<removeUnits _militiaRebelledID>>
					<<for _i = 0; _i < $militiaUnits.length; _i++>>
						<<if $militiaUnits[_i].active == 1>>
							<<set $militiaUnits[_i].loyalty = Math.clamp($militiaUnits[_i].loyalty + random(10,40),0,100)>>
						<</if>>
					<</for>>
					<<recalcManpower>>
					<<replace "#militiaResult">>

Units executed. Dissent will not be tolerated.
					<</replace>>
				<</link>>

//Will positively influence the loyalty of the other units, but no manpower will be refunded.//

		<</if>>

		/* slaves */
		<<set _slaveRebelledID = []>>
		<<set _slaveManpower = 0>>

		<<for _j = 0; _j < $slaveUnits.length; _j++>>
			<<if $slaveUnits[_j].active == 1 && $rebellingID.includes($slaveUnits[_j].ID)>>
				$slaveUnits[_j].platoonName,
				<<set _slaveRebelledID.push($slaveUnits[_j].ID)>>
				<<set _slaveManpower += Math.clamp($slaveUnits[_j].troops - random(_averageLosses),0,$slaveUnits[_j].troops)>>
			<</if>>
		<</for>>
		<<if _slaveRebelledID.length > 0>>
			decided in their blind arrogance to betray you.

<<link "Dissolve the units">>
					<<removeUnits _slaveRebelledID>>
					<<set $helots += _slaveManpower>>
					<<for _i = 0; _i < $militiaUnits.length; _i++>>
						<<if $slaveUnits[_i].active == 1>>
							<<set $slaveUnits[_i].loyalty = Math.clamp($slaveUnits[_i].loyalty - random(10,40),0,100)>>
						<</if>>
					<</for>>
					<<recalcManpower>>
					<<replace "#slaveResult">>

Units dissolved.
					<</replace>>
				<</link>>

//Manpower will be refunded, but will negatively influence the loyalty of the other units//

<<link "Purge the dissidents and dissolve the units">>
					<<removeUnits _slaveRebelledID>>
					<<set $helots += _slaveManpower * 0.5>>
					<<recalcManpower>>
					<<replace "#slaveResult">>

Dissidents purged and units dissolved.
					<</replace>>
				<</link>>

//Will not influence the loyalty of the other units, but only half the manpower will be refunded.//

<<link "Execute them all">>
					<<removeUnits _slaveRebelledID>>
					<<for _i = 0; _i < $slaveUnits.length; _i++>>
						<<if $slaveUnits[_i].active == 1>>
							<<set $slaveUnits[_i].loyalty = Math.clamp($slaveUnits[_i].loyalty + random(10,40),0,100)>>
						<</if>>
					<</for>>
					<<recalcManpower>>
					<<replace "#slaveResult">>

Units executed. Dissent will not be tolerated.
					<</replace>>
				<</link>>

//Will positively influence the loyalty of the other units, but no manpower will be refunded.//

		<</if>>

		/* mercs */
		<<set _mercRebelledID = []>>
		<<set _mercManpower = 0>>

		<<for _j = 0; _j < $mercUnits.length; _j++>>
			<<if $mercUnits[_j].active == 1 && $rebellingID.includes($mercUnits[_j].ID)>>
				$mercUnits[_j].platoonName,
				<<set _mercRebelledID.push($mercUnits[_j].ID)>>
				<<set _mercManpower += Math.clamp($mercUnits[_j].troops - random(_averageLosses),0,$mercUnits[_j].troops)>>
			<</if>>
		<</for>>
		<<if _mercRebelledID.length > 0>>
			made the grave mistake of betraying you.

<<link "Dissolve the units">>
					<<removeUnits _mercRebelledID>>
					<<set $mercFreeManpower += _mercManpower>>
					<<for _i = 0; _i < $militiaUnits.length; _i++>>
						<<if $mercUnits[_i].active == 1>>
							<<set $mercUnits[_i].loyalty = Math.clamp($mercUnits[_i].loyalty - random(10,40),0,100)>>
						<</if>>
					<</for>>
					<<recalcManpower>>
					<<replace "#mercResult">>

Units dissolved.
					<</replace>>
				<</link>>

//Manpower will be refunded, but will negatively influence the loyalty of the other units//

<<link "Purge the dissidents and dissolve the units">>
					<<removeUnits _mercRebelledID>>
					<<set $mercFreeManpower += _mercManpower * 0.5>>
					<<recalcManpower>>
					<<replace "#mercResult">>

Dissidents purged and units dissolved.
					<</replace>>
				<</link>>

//Will not influence the loyalty of the other units, but only half the manpower will be refunded.//

<<link "Execute them all">>
					<<removeUnits _mercRebelledID>>
					<<for _i = 0; _i < $mercUnits.length; _i++>>
						<<if $mercUnits[_i].active == 1>>
							<<set $mercUnits[_i].loyalty = Math.clamp($mercUnits[_i].loyalty + random(10,40),0,100)>>
						<</if>>
					<</for>>
					<<recalcManpower>>
					<<replace "#mercResult">>

Units executed. Dissent will not be tolerated.
					<</replace>>
				<</link>>

//Will positively influence the loyalty of the other units, but no manpower will be refunded.//

		<</if>>

	/* loss */
	<<elseif $rebellingID.length > 0>>
		<<set _militiaRebelledID = []>>
		<<for _j = 0; _j < $militiaUnits.length; _j++>>
			<<if $militiaUnits[_j].active == 1 && $rebellingID.includes($militiaUnits[_j].ID)>>
				<<set _militiaRebelledID.push($militiaUnits[_j].ID)>>
				$militiaUnits[_j].platoonName,
			<</if>>
		<</for>>
		<<if _militiaRebelledID.length > 0>>
			had the gall to betray you and join your enemies. They participated in the looting following the battle, then vanished in the wastes.
		<</if>>
		<<set $cash -= 1000 * _militiaRebelledID.length>>

		<<removeUnits _militiaRebelledID>>
		<<set _slaveRebelledID = []>>
		<<for _j = 0; _j < $slaveUnits.length; _j++>>
			<<if $slaveUnits[_j].active == 1 && $rebellingID.includes($slaveUnits[_j].ID)>>
				<<set _slaveRebelledID.push($slaveUnits[_j].ID)>>
				$slaveUnits[_j].platoonName,
			<</if>>
		<</for>>
		<<if _slaveRebelledID.length > 0>>
			decided in their blind arrogance to betray you. They participated in the looting following the battle, then vanished in the wastes.
		<</if>>
		<<set $cash -= 1000 * _slaveRebelledID.length>>
		<<removeUnits _slaveRebelledID>>

		<<set _mercRebelledID = []>>
		<<set _count = 0>>
		<<for _j = 0; _j < $mercUnits.length; _j++>>
			<<if $mercUnits[_j].active == 1 && $rebellingID.includes($mercUnits[_j].ID)>>
				<<set _mercRebelledID.push($mercUnits[_j].ID)>>
				<<set _count++>>
				$mercUnits[_j].platoonName,
			<</if>>
		<</for>>
		<<if _mercRebelledID.length > 0>>
			 made the grave mistake of betraying you. They participated in the looting following the battle, then vanished in the wastes.
		<</if>>
		<<set $cash -= 1000 * _mercRebelledID.length>>
		<<removeUnits _mercRebelledID>>
		<<recalcManpower>>
	<</if>>
<<else>>

@@.red;Error: losses are a negative number or NaN@@
<</if>>


code:
:: weaponsManufacturing [nobr]

<<set $HackingSkillMultiplier = HSM()>>
<<set $nextButton = "Back", $nextLink = "Main">>

This sector of the arcology has been dedicated to weapons manufacturing. These factories supply
<<if $militiaUnits.length > 0>> your militia and<</if>>
<<if $slaveUnits.length > 0>> your slave soldiers and<</if>>
<<if $mercenaries >0>> your mercenaries and<</if>>
many small old world nations as the advanced technology that free cities have available is hard to come by otherwise.

<<if $weapProductivity == 1>>
	Production is completely manned by human workers. The complex has close to zero automation.
<<elseif $weapProductivity == 2>>
	Production is mostly handled by human workers. A few of the most tiresome tasks are handled by robots.
<<elseif $weapProductivity == 3>>
	A good part of production is handled by robots with humans handling the most complex tasks.
<<elseif $weapProductivity == 4>>
	Almost all production is handled by robots, with humans acting as support for the machines.
<<else>>
	All production here is handled by robots. The few humans working in the complex occupy themselves exclusively with management and quality assurance.
<</if>>

<<if $weapLab == 1>>
	There's a very Spartan lab attached to the complex that occupies itself mainly with weapons testing and small adjustments to the manufacturing process.
<<elseif $weapLab == 2>>
	There's a lab attached to the complex. It mainly test weapons effectiveness and manufacturing efficiency, but has enough equipment and personnel to develop new technology.
<<else>>
	There's a large lab attached to the complex. The complement of equipment and personnel makes it a great beacon of military science in an otherwise ignorant world.
<</if>>

<<if $weapHelots> 0>>Assigned here are $weapHelots slaves working to produce as much equipment as possible<<else>>There are no assigned menial slaves here. The spaces is manned exclusively by low rank citizens.<</if>>
You own <<print commaNum($helots)>> free menial slaves. This manufacturing complex can house 500 at most, with <<print 500 - $weapHelots>> free slots.

<<silently>><<MenialPopCap>><</silently>>
<<set _menialPrice = menialSlaveCost()>>
<<if $cash > _menialPrice>>
<<if $PopCap > $helots+$fuckdolls+$menialBioreactors || $helots+$fuckdolls+$menialBioreactors == 0>>

	[[Buy|weaponsManufacturing][$helots+=1,$menialDemandFactor+=1,$cash-=_menialPrice]]
	<<if $cash > (_menialPrice+200)*10>>
		[[(x10)|weaponsManufacturing][$helots+=10,$menialDemandFactor+=10,$cash-=(_menialPrice+200)*10]]
	<</if>>
	<<if $cash > (_menialPrice+200)*100>>
		[[(x100)|weaponsManufacturing][$helots+=100,$menialDemandFactor+=100,$cash-=(_menialPrice+200)*100]]
	<</if>>
	<<if $cash > (_menialPrice+200)*2>>
		[[(max)|weaponsManufacturing][$helots+=Math.trunc($cash/(_menialPrice+200)),$menialDemandFactor+=Math.trunc($cash/(_menialPrice+200)),$cash-=Math.trunc($cash/(_menialPrice+200))*(_menialPrice+200)]]
	<</if>>
	//Bulk purchases will cost <<print cashFormat(200)>> over market price.//
<</if>>
<</if>>

<<if $weapHelots < 500>>
	<<if $helots >= 1>>
		<<link "Transfer a menial slave">>
			<<set $helots-->>
			<<set $weapHelots++>>
			<<goto "weaponsManufacturing">>
		<</link>>
	<</if>>
	<<if $helots >= 10 && $weapHelots <= 490>>
		|
		<<link "Transfer 10 menial slaves">>
			<<set $helots -= 10>>
			<<set $weapHelots += 10>>
			<<goto "weaponsManufacturing">>
		<</link>>
	<</if>>
	<<if $helots > 0>>
		|
		<<link "Transfer all free menial slaves">>
			<<if $helots > 500 - $weapHelots>>
				<<set $helots -= 500 - $weapHelots>>
				<<set $weapHelots = 500>>
			<<else>>
				<<set $weapHelots += $helots>>
				<<set $helots = 0>>
			<</if>>
			<<goto "weaponsManufacturing">>
		<</link>>
	<</if>>
	<<if $weapHelots > 0>>

		<<link "Transfer out all menial slaves">>
			<<set $helots += $weapHelots>>
			<<set $weapHelots = 0>>
			<<goto "weaponsManufacturing">>
		<</link>>
	<</if>>
<<else>>
	The complex does not require more workers.
<</if>>

<<if $weapProductivity < 5>>
	<<link "Invest in automating the complex">>
		<<set $cash -= 10000 * $weapProductivity>>
		<<set $weapProductivity++>>
		<<if $currentUpgrade.time > 0>>
			<<set _percentComplete = $currentUpgrade.time / ($baseUpgradeTime / ($weapProductivity - 1))>>
			<<set _newTime = Math.ceil(_percentComplete * $baseUpgradeTime / $weapProductivity)>>
			<<set $currentUpgrade.time  = _newTime>>
		<</if>>
		<<goto "weaponsManufacturing">>
	<</link>>
	//Will cost <<print cashFormat(10000 * $weapProductivity)>> and will increase the facility income in addition to speeding up upgrade production.//
<<elseif $weapLab < 3>>
	You have fully automated the complex.
<</if>>

<<if $weapLab < 3>>
	<<link "Invest in research and development">>
		<<set $cash -= 10000 * $weapLab>>
		<<set $weapLab++>>
		<<goto "weaponsManufacturing">>
	<</link>>
	//Will cost <<print cashFormat(10000 * $weapLab)>> and will increase the facility income as well as unlock upgrades for our troops//
<<elseif $weapProductivity < 5>>
	You have fully upgraded and funded the R&D department
<</if>>
<<if $weapLab >= 3 && $weapProductivity >= 5>>
	The facility is completely automated and its R&D department is fully upgraded and funded.
<</if>>

__Markets__:

<<if $sellTo.citizen == 1>>
	We are currently selling our weapons to the domestic market of the arcology.
	<<link "Forbid">>
		<<set $sellTo.citizen = 0>>
		<<goto "weaponsManufacturing">>
	<</link>>
<<else>>
	We are not selling our weaponry to our citizens.
	<<link "Allow">>
		<<set $sellTo.citizen = 1>>
		<<goto "weaponsManufacturing">>
	<</link>>
<</if>>

<<if $sellTo.raiders == 1>>
	We are currently selling our weapons to various groups of outlaws, also known as raiders.
	<<link "Forbid">>
		<<set $sellTo.raiders = 0>>
		<<goto "weaponsManufacturing">>
	<</link>>
<<else>>
	We are not selling our weaponry to raiders.
	<<link "Allow">>
		<<set $sellTo.raiders = 1>>
		<<goto "weaponsManufacturing">>
	<</link>>
<</if>>

<<if $sellTo.oldWorld == 1>>
	We are currently selling our weapons to many old world nations.
	<<link "Forbid">>
		<<set $sellTo.oldWorld = 0>>
		<<goto "weaponsManufacturing">>
	<</link>>
<<else>>
	We are not selling our weaponry to old world nations.
	<<link "Allow">>
		<<set $sellTo.oldWorld = 1>>
		<<goto "weaponsManufacturing">>
	<</link>>
<</if>>

<<if $sellTo.FC == 1>>
	We are currently selling our weapons to other free cities.
	<<link "Forbid">>
		<<set $sellTo.FC = 0>>
		<<goto "weaponsManufacturing">>
	<</link>>
<<else>>
	We are not selling our weaponry to other free cities.
	<<link "Allow">>
		<<set $sellTo.FC = 1>>
		<<goto "weaponsManufacturing">>
	<</link>>
<</if>>

//You are free to sell to whoever you please, but expect hostile forces of a certain kind to be stronger if we'll ever meet in battle.//

<<set _time = Math.ceil($baseUpgradeTime / $weapProductivity)>>
__Upgrades__:

With our current industrial and research capabilities upgrades will be finished in _time weeks.

<<if $currentUpgrade.time <= 0>>

Security Drones:

	/* Drones upgrades */
	<<if !$completedUpgrades.includes(-1)>>
		<<link "Develop dynamic battle aware AI">>
			<<set $currentUpgrade = {
				ID: -1,
				name: "dynamic battle aware AI",
				unit: 0,
				type: "attack",
				time: _time}>>
			<<set $cash -= 10000*$HackingSkillMultiplier>>
			<<goto "weaponsManufacturing">>
		<</link>>

//Will take _time weeks, cost <<print cashFormat(10000*$HackingSkillMultiplier)>> and will increase the base attack value of the security drones.//
	<<elseif !$completedUpgrades.includes(-2) && $weapLab >= 2>>
		<<link "Develop adaptive armored frames">>
			<<set $currentUpgrade = {
				ID: -2,
				name: "adaptive armored frames",
				unit: 0,
				type: "defense",
				time: _time}>>
			<<set $cash -= 10000>>
			<<goto "weaponsManufacturing">>
		<</link>>

//Will take _time weeks, cost <<print cashFormat(10000)>> and will increase the base defense value of the security drones.//
	<<elseif !$completedUpgrades.includes(-3) && $weapLab >= 3>>

		<<link "Develop advanced synthetic alloys">>
			<<set $currentUpgrade = {
				ID: -3,
				name: "advanced synthetic alloys",
				unit: 0,
				type: "hp",
				time: _time}>>
			<<set $cash -= 30000>>
			<<goto "weaponsManufacturing">>
		<</link>>

//Will take _time weeks, cost <<print cashFormat(30000)>> and will increase the base hp value of the security drones.//
	<<elseif $secBotsBaseDefense <= 3 || $droneUpgrades >= 3>>
		Upgrade the research facility further to unlock more upgrades for the security drones.
	<<else>>
		You fully upgraded the security drones.
	<</if>>

	/* human troops upgrades */

Troops:

	<<if !$completedUpgrades.includes(0)>>
		<<link "Develop magnetic based ballistic weaponry">>
			<<set $currentUpgrade = {
				ID: 0,
				name: "magnetic based ballistic weaponry",
				unit: 1,
				type: "attack",
				time: _time}>>
			<<set $cash -= 30000>>
			<<goto "weaponsManufacturing">>
		<</link>>

//Will take _time weeks, cost <<print cashFormat(30000)>> and will increase the base attack value of human troops.//

	<</if>>
	<<if !$completedUpgrades.includes(1)>>
		<<link "Develop ceramo-metallic alloys">>
			<<set $currentUpgrade = {
				ID: 1,
				name: "ceramo-metallic alloys",
				unit: 1,
				type: "defense",
				time: _time}>>
			<<set $cash -= 30000>>
			<<goto "weaponsManufacturing">>
		<</link>>

//Will take _time weeks, cost <<print cashFormat(30000)>> and will increase the base defense value of human troops.//
	<</if>>
	<<if !$completedUpgrades.includes(2) && $weapLab >= 2>>

		<<link "Develop rapid action stimulants">>
			<<set $currentUpgrade = {
				ID: 2,
				name: "rapid action stimulants",
				unit: 1,
				type: "hp",
				time: _time}>>
			<<set $cash -= 60000>>
			<<goto "weaponsManufacturing">>
		<</link>>

//Will take _time weeks, cost <<print cashFormat(60000)>> and will increase the base hp value of human troops.//

	<</if>>
	<<if !$completedUpgrades.includes(3) && $weapLab >= 2>>
		<<link "Develop fast response neural stimulant">>
			<<set $currentUpgrade = {
				ID: 3,
				name: "fast response neural stimulant",
				unit: 1,
				type: "morale",
				time: _time}>>
			<<set $cash -= 60000>>
			<<goto "weaponsManufacturing">>
		<</link>>

//Will take _time weeks, cost <<print cashFormat(60000)>> and will increase the base morale value of human troops.//
	<</if>>
	<<if !$completedUpgrades.includes(4) && $weapLab >= 3>>

		<<link "Develop universal cyber enhancements">>
			<<set $currentUpgrade = {
				ID: 4,
				name: "universal cyber enhancements",
				unit: 1,
				type: "attackAndDefense",
				time: _time}>>
			<<set $cash -= 120000*$HackingSkillMultiplier>>
			<<goto "weaponsManufacturing">>
		<</link>>

//Will take _time weeks, cost <<print cashFormat(120000*$HackingSkillMultiplier)>> and will increase the base attack and "defense" values of human troops.//
	<</if>>
	<<if !$completedUpgrades.includes(5) && $weapLab >= 3>>

		<<link "Develop remote neural links">>
			<<set $currentUpgrade = {
				ID: 5,
				name: "remote neural links",
				unit: 1,
				type: "hpAndMorale",
				time: _time}>>
			<<set $cash -= 120000*$HackingSkillMultiplier>>
			<<goto "weaponsManufacturing">>
		<</link>>

//Will take _time weeks, cost <<print cashFormat(120000*$HackingSkillMultiplier)>> and will increase the base hp and morale values of human troops.//
	<</if>>

	<<if $securityForceCreate == 1>>
		<<if !$completedUpgrades.includes(6) && $weapLab >= 2 && $SFSupportLevel >= 2 && $securityForceArcologyUpgrades >= 7>>

			<<link "Develop combined training regimens with $securityForceName">>
				<<set $currentUpgrade = {
					ID: 6,
					name: "combined training regimens with the special force",
					unit: 1,
					type: "attackAndDefense",
					time: _time}>>
				<<goto "weaponsManufacturing">>
			<</link>>

//Will take _time weeks, and will increase the base attack and defense values of human troops.//
		<</if>>
		<<if !$completedUpgrades.includes(7) && $weapLab >= 2 && $SFSupportLevel >= 4 && $securityForceStimulantPower >= 8>>

			<<link "Develop a variant of the stimulant cocktail that $securityForceName created">>
				<<set $currentUpgrade = {
					ID: 7,
					name: "a variant of the stimulant cocktail that the special force created",
					unit: 1,
					type: "hpAndMorale",
					time: _time}>>
				<<set $cash -= 300000>>
				<<goto "weaponsManufacturing">>
			<</link>>

//Will take _time weeks, cost <<print cashFormat(300000)>> and will increase the base morale and hp values of human troops.//
		<</if>>
		<<if !$completedUpgrades.includes(8) && $weapLab >= 3 && $SFSupportLevel >= 5>>

			<<link "Create a mesh network based off the custom network of $securityForceName">>
				<<set $currentUpgrade = {
					ID: 8,
					name: "a mesh network based off the custom network of the special force",
					unit: 1,
					type: "all",
					time: _time}>>
				<<set $cash -= 1000000*$HackingSkillMultiplier>>
				<<goto "weaponsManufacturing">>
			<</link>>

//Will take _time weeks, cost <<print cashFormat(1000000*$HackingSkillMultiplier)>> and will increase all base stats of human troops.//
		<</if>>
	<</if>>
	<<if $securityForceCreate == 1 && ($humanUpgrade.attack >= 4 || $humanUpgrade.hp >= 4 || $humanUpgrade.morale >= 40 || $humanUpgrade.defense >= 4)>>
		You fully upgraded your human troops.
	<<elseif $humanUpgrade.attack >= 2 || $humanUpgrade.hp >= 2 || $humanUpgrade.morale >= 20 || $humanUpgrade.defense >= 2>>
		You fully upgraded your human troops.
		<<if $securityForceCreate == 1 && ($humanUpgrade.attack < 4 || $humanUpgrade.hp < 4 || $humanUpgrade.morale < 40 || $humanUpgrade.defense < 4) && (($SFSupportLevel >= 2 && $securityForceArcologyUpgrades >= 7) || ($SFSupportLevel >= 4 && $securityForceStimulantPower >= 8) || ($SFSupportLevel >= 5))>>
			With support from $securityForceName, however, we may be able to further upgrade our troops.
		<</if>>
	<<elseif $weapLab < 3>>
		Upgrade the research facility further to unlock more upgrades for human troops.
	<</if>>
<<else>>

	You are developing <<print $currentUpgrade.name>>.
	It is for <<if $currentUpgrade.unit == 0>> the security drones<<else>> our troops<</if>>. It will enhance their
	<<if $currentUpgrade.type == "attack">>
		attack power.
	<<elseif $currentUpgrade.type == "defense">>
		defensive capabilities.
	<<elseif $currentUpgrade.type == "hp">>
		survivability.
	<<elseif $currentUpgrade.type == "morale">>
		standing power.
	<<elseif $currentUpgrade.type == "attackAndDefense">>
		offensive and defensive effectiveness.
	<<elseif $currentUpgrade.type == "hpAndMorale">>
		morale and survivability.
	<<elseif $currentUpgrade.type == "all">>
		offensive, defensive effectiveness in addition to morale and survivability.
	<</if>>
	Estimated completion time is <<print $currentUpgrade.time>> weeks.
<</if>>
<<if $completedUpgrades.length > 0>>

	You completed:
	<<for _i = 0; _i < $completedUpgrades.length; _i++>>
		<<if _i < $completedUpgrades.length - 2>>
			<<if $completedUpgrades[_i] == 0>>
				magnetic based ballistic weaponry,
			<<elseif $completedUpgrades[_i] == 1>>
				ceramo-metallic alloys,
			<<elseif $completedUpgrades[_i] == 2>>
				rapid action stimulants,
			<<elseif $completedUpgrades[_i] == 3>>
				fast response neural stimulant,
			<<elseif $completedUpgrades[_i] == 4>>
				universal cyber enhancements,
			<<elseif $completedUpgrades[_i] == 5>>
				remote neural links,
			<<elseif $completedUpgrades[_i] == 6>>
				combined training regimens with the special force,
			<<elseif $completedUpgrades[_i] == 7>>
				a variant of the stimulant cocktail that the special force created,
			<<elseif $completedUpgrades[_i] == 8>>
				a mesh network based off the custom network of the special force,
			<<elseif $completedUpgrades[_i] == -1>>
				dynamic battle aware AI,
			<<elseif $completedUpgrades[_i] == -2>>
				adaptive armored frames,
			<<elseif $completedUpgrades[_i] == -3>>
				advanced synthetic alloys,
			<</if>>
		<<else>>
			<<if $completedUpgrades[_i] == 0>>
				magnetic based ballistic weaponry.
			<<elseif $completedUpgrades[_i] == 1>>
				ceramo-metallic alloys.
			<<elseif $completedUpgrades[_i] == 2>>
				rapid action stimulants.
			<<elseif $completedUpgrades[_i] == 3>>
				fast response neural stimulant.
			<<elseif $completedUpgrades[_i] == 4>>
				universal cyber enhancements.
			<<elseif $completedUpgrades[_i] == 5>>
				remote neural links.
			<<elseif $completedUpgrades[_i] == 6>>
				combined training regimens with the special force.
			<<elseif $completedUpgrades[_i] == 7>>
				a variant of the stimulant cocktail that the special force created.
			<<elseif $completedUpgrades[_i] == 8>>
				a mesh network based off the custom network of the special force.
			<<elseif $completedUpgrades[_i] == -1>>
				dynamic battle aware AI.
			<<elseif $completedUpgrades[_i] == -2>>
				adaptive armored frames.
			<<elseif $completedUpgrades[_i] == -3>>
				advanced synthetic alloys.
			<</if>>
		<</if>>
	<</for>>
<</if>>

[[Return this sector to standard manufacturing|Main][$cash -= Math.trunc(10000*$upgradeMultiplierArcology), $sectors[$AS].type = "Manufacturing", $weapManu = 0]] //Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>>//