:: rebellionOptions [nobr]

<<set $nextButton = " ", $nextLink = "attackOptions", $showEncyclopedia = 1, $encyclopedia = "Battles">>

<strong>Rebellion!</strong>
<hr>

<<if $slaveRebellion == 1>>
	In the end it happened, the slaves of your arcology dared took up arms and raised up against their betters. Your penthouse is flooded with reports from all over the arcology of small skirmishes between the rioting slaves and the security forces.
	It appears <strong>$attackTroops</strong> rebels are in the streets right now, building barricades and freeing their peers. They are
	<<if $attackEquip <= 0>>
		<strong>poorly armed</strong>.
	<<elseif $attackEquip == 1>>
		<strong>lightly armed</strong>.
	<<elseif $attackEquip == 2>>
		<strong>decently armed</strong>.
	<<elseif $attackEquip == 3>>
		<strong>well armed</strong>. 
	<<elseif $attackEquip >= 4>>
		<strong>extremely well armed</strong>.
	<</if>>
	<<if $irregulars > 0>>
		$irregulars of your citizens took up arms to defend their arcology owner.
	<</if>>
	<<if $rebellingUnits.length > 1>>
		It seems that some of your military units betrayed you and joined the insurrection.
	<<elseif $rebellingUnits.length > 0>>
		It seems that one of your military units betrayed you and joined the insurrection.
	<</if>>
	/* will need to be rewritten */
	<br>You quickly assemble your loyal citizens and <<if $mercenaries >= 1>> your mercenaries,<</if>>
	<<if $securityForceActive == 1>> your $securityForceName,<</if>>
	<<if $slaveUnits.length > $rebellingUnits.length>>your units<<elseif $militiaUnits.length > 0>>your units<<elseif $mercUnits.length > 0>>your units<</if>>
	<<if $arcologyUpgrade.drones == 1>>your drones<</if>> to face the menace.
	<hr>
<<else>>
	In the end it happened, the citizens of your arcology dared took up arms and raised up against their betters. Your penthouse is flooded with reports from all over the arcology of small skirmishes between the rioting residents and the security forces.
	It appears $attackTroops rebels are in the streets right now, building barricades and destroying your property. They are
	<<if $attackEquip <= 0>>
		<strong>poorly armed</strong>.
	<<elseif $attackEquip == 1>>
		<strong>lightly armed</strong>.
	<<elseif $attackEquip == 2>>
		<strong>decently armed</strong>.
	<<elseif $attackEquip == 3>>
		<strong>well armed</strong>. 
	<<elseif $attackEquip >= 4>>
		<strong>extremely well armed</strong>.
	<</if>>
	<<if $irregulars > 0>>
		$irregulars of your citizens took up arms to defend their arcology owner.
	<</if>>
	<<if $rebellingUnits.length > 1>>
		It seems that some of your military units betrayed you and joined the insurrection.
	<<elseif  $rebellingUnits.length > 0>>
		It seems that one of your military units betrayed you and joined the insurrection.
	<</if>>

	<br>You quickly asssemble your loyal citizens and <<if $mercenaries >= 1>> your mercenaries,<</if>>
	<<if $securityForceActive == 1>> your $securityForceName,<</if>>
	<<if $slaveUnits.length > 0>>your units<<elseif $militiaUnits.length > $rebellingUnits.length>>your units<<elseif $mercUnits.length > 0>>your units<</if>>
	<<if $arcologyUpgrade.drones == 1>>your drones<</if>> to face the menace.
	<hr>
<</if>>

<br>
<br>
The confined spaces of the arcology and the number of vital yet delicate systems within its walls do not allow a lot of tactical flexibility. This will be a long and strenous fight, stree after street, barricade after barricade.
In order to preserve the structural integrity of the building and the lives of our civilians, we will have to limit our firepower.
<br><<link "Only light firearms and non lethal weapons">>
	<<set $engageRule = 0>>
	<<replace "#engage">>
		<br>Your troops will use only non lethal weapons or light firearms to limit to the maximum the collateral damage. This will however weaken our troops considerably.
	<</replace>>
<</link>>
<br><<link "No heavy ordnance">>
	<<set $engageRule = 1>>
	<<replace "#engage">>
		<br>Your troops will limit the use of explosives and heavy weapons to limit considerably the collateral damage. This will however weaken our troops.
	<</replace>>
<</link>>
<br><<link "Normal engagement rules">>
	<<set $engageRule = 2>>
	<<replace "#engage">>
		<br>Your troops will not limit their arsenal. This will put the structure and your citizens at risk, but our troops will be at full capacity.
	<</replace>>
<</link>>

<<if $advancedRiotEquip == 1>>
	<br><<link "Advanced riot protocol">>
		<<set $engageRule = 3>>
		<<replace "#engage">>
			<br>Your troops will make use of the special weaponry, equipment and infrastructure developed by the riot control center to surgically eliminate rebels and dissidents with little to no collateral damage.
		<</replace>>
	<</link>>
<</if>>

<span id="engage">	
	<br>Your troops will use only non lethal weapons or light firearms to limit to the maximum the collateral damage. This will however weaken our troops considerably.
</span>

<br>
<br>

We can dedicate some of our forces to the protection of the vital parts of the arcology, doing so will prevent the failure of said systems, but will also take away strength from our assault.
<<if $garrison.penthouse == 0>>
	<br><<link "Garrison the penthouse">>
		<<set $garrison.penthouse = 1>>
		<<goto "rebellionOptions">>
	<</link>>
<<else>>
	<br>Troops will be dispatched to the penthouse.
	<<link "Discard the order">>
		<<set $garrison.penthouse = 0>>
		<<goto "rebellionOptions">>
	<</link>>
<</if>>
<<if $garrison.reactor == 0>>
	<br><<link "Garrison the reactors">>
		<<set $garrison.reactor = 1>>
		<<goto "rebellionOptions">>
	<</link>>
<<else>>
	<br>Troops will be dispatched to the reactors.
	<<link "Discard the order">>
		<<set $garrison.reactor = 0>>
		<<goto "rebellionOptions">>
	<</link>>
<</if>>
<<if $garrison.assistant == 0>>
	<br><<link "Garrison the assistant's central CPU">>
		<<set $garrison.assistant = 1>>
		<<goto "rebellionOptions">>
	<</link>>
<<else>>
	<br>Troops will be dispatched to the assistant's central CPU.
	<<link "Discard the order">>
		<<set $garrison.assistant = 0>>
		<<goto "rebellionOptions">>
	<</link>>
<</if>>
<<if $garrison.waterway == 0>>
	<br><<link "Garrison the waterways">>
		<<set $garrison.waterway = 1>>
		<<goto "rebellionOptions">>
	<</link>>
<<else>>
	<br>Troops will be dispatched to the waterways.
	<<link "Discard the order">>
		<<set $garrison.waterway = 0>>
		<<goto "rebellionOptions">>
	<</link>>
<</if>>


<br>
<br>
<<link "Proceed">>
	<<set $battleResult = 4>>						/* sets $battleResult value outside accepted range to avoid evaluation problems */
	<<if $hasFoughtOnce == 0>>
		<<set $hasFoughtOnce = 1>>
	<</if>>
	<<set $foughtThisWeek = 1>>
	<<goto "rebellionHandler">>
<</link>>
<br>
<<link "Surrender">>
	<<set $battleResult = -1>>
	<<if $hasFoughtOnce == 0>>
		<<set $hasFoughtOnce = 1>>
	<</if>>
	<<set $foughtThisWeek = 1>>
	<<goto "rebellionHandler">>
<</link>>
	