code:
/**
 * @param {App.Entity.SlaveState} slave
 * @returns {string}
 */
window.saWorkTheFarm = function saWorkTheFarm(slave) {
	"use strict";
	const V = State.variables;
	const arcology = V.arcologies[0];
	/* eslint-disable no-unused*/
	const pronouns = getPronouns(slave);
	const he = pronouns.pronoun;
	const him = pronouns.object;
	const his = pronouns.possessive;
	const hers = pronouns.possessivePronoun;
	const himself = pronouns.objectReflexive;
	const boy = pronouns.noun;
	const He = capFirstChar(he);
	const His = capFirstChar(his);
	/* eslint-enable */
	const incomeStats = getSlaveStatisticData(slave, V.facility.farmyard);

	let t = `works as a farmhand this week. `;

	if (V.Farmer !== 0) {
		t += `While there, ${he} benefits from ${V.Farmer.slaveName}'s `;
		if (V.Farmer.physicalAge < 21) {
			t += `youthful energy`;
		} else {
			t += `care`;
		}
		if (V.Farmer.skill.oral) { // TODO: keep this? replace with something else?
			t += ` and talented tongue`;
		}
		t += `. `;
		if (slave.devotion < V.FarmerDevotionThreshold) {
			slave.devotion += V.FarmerDevotionBonus;
		}
		if (slave.devotion < V.FarmerTrustThreshold) {
			slave.trust += V.FarmerTrustBonus;
		}
		if (slave.health < 100) {
			slave.health += V.FarmerHealthBonus;
		}
	}

	// Open Food Production

	let food = Math.trunc(foodAmount(slave));
	if (food < 1) {
		food = 1;
	}
	V.food += food;
	V.foodTotal += food;
	incomeStats.food += food;

	if (V.Farmer) {
		t += `${V.Farmer.slaveName} watches over ${him}, making sure that ${he} doesn't slack off and works as hard as ${he} should. `;
	}
	if (slave.devotion > 50) {
		t += `${He}'s so devoted to you that ${he} works harder and produces more food. `;
	} else if (slave.devotion < -50) {
		t += `${He}'s so resistant that ${he} doesn't work as hard, and thus produces less food.`;
	}
	if (slave.health > 50) {
		t += `${His} shining health helps ${him} really work hard. `;
	} else if (slave.health < -50) {
		t += `${His} poor health impedes ${his} ability to work efficiently. `;
	}
	if (slave.muscles > 50) {
		t += `${His} muscular form helps $him work better, increasing ${his} productivity. `;
	} else if (slave.muscles < -50) {
		t += `$He is so weak that $he is not able to work effectively. `;
	}
	if (slave.weight > 95) {
		t += `${He} is so overweight that ${he} has to stop every few minutes to catch ${his} breath, and so ${his} productivity suffers. `;
	}
	if (slave.eyes === -1) {
		t += `${His} nearsightedness makes it harder for $him to work as hard as ${he} otherwise would. `;
	} else if (slave.eyes < -1) {
		t += `${His} blindness makes it extremely difficult for $him to work, severely limiting ${his} production. `;
	}
	if (slave.hears === -1) {
		t += `${He} is hard-of-hearing, which gets in the way of ${his} work whenever ${he} misses directions`;
		if (V.Farmer) {
			t += ` from ${V.Farmer.slaveName}`;
		}
		t += `. `;
	} else if (slave.hears < -1) {
		t += `${He} is deaf, which gets in the way of ${his} work whenever ${he} misses directions`;
		if (V.Farmer) {
			t += ` from ${V.Farmer.slaveName}`;
		}
		t += `. `;
	}
	if (slave.tired === 1) {
		t += `${He} is so tired that ${he} doesn't have the energy to work efficiently, impacting ${his} production. `;
	}
	t += `As a result, ${he} produces <span class="chocolate">${massFormat(food)}</span> of food over the week. `;

	// Close Food Production

	// Open Shows

	incomeStats.income += farmShowsIncome(slave);

	if (V.farmyardShows) {
		t += `${He} also puts on shows with animals this week. `;

		// Open FS Subsection

		if (arcology.FSSupremacist !== "unset") {
			if (slave.race === arcology.FSSupremacistRace) {
				t += `Society <span class="red">disapproves</span> of your allowing a member of the elite race to be degraded in such a fashion, and thus ${he} didn't earn as much. `;
			}
		}
		if (arcology.FSSubjugationist !== "unset") {
			if (slave.race === arcology.FSSubjugationistRace) {
				t += `Society <span class="green">approves</span> of the degradation you submit your ${arcology.FSSubjugationistRace} slaves to, and so ${he} earns you a bit more. `;
			} else {
				t += `Society doesn't disapprove of ${him} not being ${arcology.FSSubjugationistRace}, but ${he} doesn't earn as much as ${he} would if ${he} was ${arcology.FSSubjugationistRace}. `;
			}
		}
		if (arcology.FSRepopulationFocus !== "unset") {
			if (slave.pregWeek > 16) {
				if (slave.eggType !== "human") {
					t += `Society is <span class="red">disgusted</span> by ${his} pregnancy when they realize that what it is in ${his} womb is not human. `;
				} else {
					t += `Society <span class="green">greatly approves</span> of your having pregnant slaves `;
					if (V.seeBestiality === 1) {
						t += `have sex`;
					} else {
						t += `put on shows`;
					}
					t += ` with animals. `;
				}
			}
		}
		if (arcology.FSRestart !== "unset") {
			if (slave.pregWeek > 16) {
				if (slave.eggType !== "human") {
					t += `Society is disgusted by ${his} pregnancy until they learn that what is in ${his} womb is not human. `;
				} else {
					t += `Society is <span class="red">extremely disgusted</span> by ${his} pregnancy and the fact that you would have ${him} `;
					if (V.seeBestiality === 1) {
						t += `have sex`;
					} else if (V.farmyardShows) {
						t += `put on shows`;
					}
					t += ` with animals while sporting a baby bump. `;
				}
			}
		}
		if (arcology.FSGenderRadicalist !== "unset") {
			if (slave.dick > 0) {
				t += `${His} patrons <span class="green">approve</span> of the fact that ${he} has a dick. `;
			} else {
				// TODO: not sure what to do for this
			}
		}
		if (arcology.FSGenderFundamentalist !== "unset") {
			if (slave.pregWeek > 16) {
				t += `${His} patrons <span class="green">approve</span> of the fact that ${he} is sporting a baby bump.`;
			} else {
				// TODO: also this
			}
			if (slave.dick > 0) {
				// TODO: something here?
			}
		}
		if (arcology.FSPaternalist !== "unset") {
			if (V.seeBestiality === 1 && V.farmyardBreeding) {
				t += `Your citizens are <span class="red">very disapproving</span> of the fact that you would allow something as degrading as having your slaves to be knocked up by filthy beasts. `;
			} else {
				t += `Your citizens <span class="red">disapprove</span> of the fact that you would allow your slaves to be degraded in such a manner. `;
			}
		}
		if (arcology.FSDegradationist !== "unset") {
			if (V.seeBestiality === 1 && V.farmyardBreeding) {
				t += `Your citizens are <span class="green">very approving</span> of the fact that you would allow something as degrading as having your slaves to be knocked up by filthy beasts. `;
			} else {
				t += `Your citizens <span class="green">approve</span> of the fact that you would allow your slaves to be degraded in such a manner. `;
			}
		}
		if (arcology.FSBodyPurist !== "unset") {
			/* TODO: requirements for these might change */
			if (slave.boobsImplant > 0) {
				// TODO: add stuff here
			}
			if (slave.buttImplant > 0) {
				// TODO: add stuff here
			}
			if (slave.faceImplant > 0) {
				// TODO: add stuff here
			}
			if (slave.lipsImplant > 0) {
				// TODO: add stuff here
			}
		}
		if (arcology.FSTransformationFetishist !== "unset") {
			/* TODO: requirements for these might change */
			if (slave.boobsImplant > 0) {
				// TODO: add stuff here
			}
			if (slave.buttImplant > 0) {
				// TODO: add stuff here
			}
			if (slave.faceImplant > 0) {
				// TODO: add stuff here
			}
			if (slave.lipsImplant > 0) {
				// TODO: add stuff here
			}
		}
		if (arcology.FSYouthPreferentialist !== "unset") {
			if (slave.visualAge > 25) { // TODO: not sure about this age
				t += `${arcology.name}'s citizens <span class="red">disapprove</span> of your using such old slaves to put on shows. `;
			} else {
				t += `${arcology.name}'s citizens <span class="green">approve</span> of your using young slaves to put on shows. `;
			}
		}
		if (arcology.FSMaturityPreferentialist !== "unset") {
			if (slave.visualAge > 25) { // TODO: not sure about this age
				t += `${arcology.name}'s citizens <span class="green">approve</span> of your using mature slaves to put on shows. `;
			} else {
				t += `${arcology.name}'s citizens <span class="red">disapprove</span> of your using such young slaves to put on shows. `;
			}
		}
		if (arcology.FSSlimnessEnthusiast !== "unset") {
			if (slave.weight > 10) {
				t += `Society finds a slave with such a flabby body <span class="red">absolutely disgusting.</span> `;
			}
			if (slave.boobs > 799) {
				t += `Your citizens `;
				if (slave.weight > 10) {
					t += `also `;
				}
				t += `don't approve of you using a slave with such large tits as a showgirl. `;
			}
			if (slave.butt > 3) {
				// TODO: write this
			}
		}
		if (arcology.FSAssetExpansionist !== "unset") {
			if (slave.weight > 10) {
				// TODO: should weight be in here?
			}
			if (slave.boobs > 799) {
				// TODO: write this
			}
			if (slave.butt > 3) {
				// TODO: write this
			}
		}
		if (arcology.FSPastoralist !== "unset") {
			if (slave.boobs > 799) {
				// TODO: does this make sense?
			}
			if (slave.lactation > 0) {
				// TODO: write this
			}
		}
		if (arcology.FSPhysicalIdealist !== "unset") {
			if (slave.height > 169) {
				// TODO: write this
			} else {
				// TODO: write this
			}
		}
		if (arcology.FSHedonisticDecadence !== "unset") {
			if (slave.weight > 10) {
				// TODO: write this
			} else {
				// TODO: write this
			}
		}
		if (arcology.FSChattelReligionist !== "unset") {
			if (slave.devotion <= 20) {
				// TODO: write this
			} else {
				// TODO: write this
			}
		}

		// Close FS Subsection

		if (setup.entertainmentCareers.includes(slave.career)) {
			t += ` ${He} has experience with putting on shows from ${his} life before ${he} was a slave, making ${him} more effective at putting on shows.`;
		}
		if (setup.farmerCareers.includes(slave.career)) { // TODO: does this even make sense to include?
			// TODO: write this
		}
		if (slave.prestige === 1) {
			t += `Because some of your citizens already know of ${him}, ${he} earns more. `;
		} else if (slave.prestige === 2) {
			t += `Because a lot of your citizens already know of ${him}, ${he} earns quite a bit more. `;
		} else if (slave.prestige === 3) {
			t += `Because ${he} is so famous, ${he} earns a lot more then ${he} would otherwise.`;
		}
		if (slave.pornPrestige === 1) { // TODO: are prestige and pornPrestige mutually exclusive?
			t += `${He} earns a bit more because some of your citizens already know $him from porn. `;
		} else if (slave.pornPrestige === 2) {
			t += `${He} earns quite a bit more because a lot of your citizens already know $him from porn. `;
		} else if (slave.pornPrestige === 3) {
			t += `${He} earns a lot more because ${he} is so famous from porn. `;
		}
		if (slave.health > 20) {
			t += `${He} is in such excellent health that ${he} is able to put on longer and more energetic shows, earning you more. `;
		} else if (slave.health < -20) {
			t += `${His} poor health negatively affects ${his} ability to put on good shows, cutting into your profits. `;
		}
		if (slave.face > 40) {
			t += `${He} is so `;
			if (slave.genes === "XY") {
				t += `handsome`;
			} else {
				t += `beautiful`;
			}
			t += ` that ${his} audience is willing to pay more to watch ${him} put on shows. `;
		} else if (slave.face > 10) {
			t += `${He} is so `;
			if (slave.genes === "XY") {
				t += `good-looking`;
			} else {
				t += `pretty`;
			}
			t += ` that ${his} audience is willing to pay more to watch ${him} put on shows. `;
		} else if (slave.face < -10) {
			t += `${His} audience isn't willing to pay as much because of how unattractive ${his} face is. `;
		} else if (slave.face < -40) {
			t += `${His} audience isn't willing to pay as much because of how hard ${his} face is to look at. `;
		}
		// TODO: write this block with different combinations of trust / devotion
		if (slave.devotion > 50) {
			// TODO: write this
		} else if (slave.devotion < -50) {
			// TODO: write this
		}
		if (slave.trust > 50) {
			// TODO: write this
		} else if (slave.trust < -50) {
			// TODO: write this
		}
		if (slave.weight > 30 && arcology.FSHedonisticDecadence === "unset") {
			t += `Your citizens are not willing to pay as much to see such a fat slave put on shows, so ${he} loses some income. `;
		} else if (slave.weight < -30) {
			t += `Your citizens don't like watching such a sickly-looking slaves put on shows, so ${he} loses some income. `;
		}
		if (slave.muscles > 30) {
			// TODO: write this - do we want something for muscles?
		} else if (slave.muscles < -30) {
			// TODO: write this - maybe something about the slave's ability to handle the animal?
		}
		if (slave.eyes < 1) {
			t += `${His} `;
			if (slave.eyes < 0) {
				t += `blindness makes it impossible`;
			} else {
				t += `nearsightedness makes it harder`;
			}
			t += ` for ${him} to see what ${he}'s doing, affecting ${his} ability to put on a good show. `;
		}
		if (slave.hears < 0) {
			t += `${His} `;
			if (slave.hears < -1) {
				t += `lack of`;
			} else {
				t += `poor`;
			}
			t += `hearing makes it difficult for ${him} to do a good job of putting on a show. `;
		}
		if (slave.boobs > 800) {
			// TODO: write this
		}
		if (slave.butt > 4) {
			// TODO: write this
		}
		if (slave.preg > 10) {
			// TODO: write this
		}
		if (slave.tired === 1) {
			t += `${He} is so tired that the energy in ${his} shows is basically nonexistent, affecting ${his} profits. `;
		}
		if (slave.chem > 10) {
			// TODO: write this - would this make sense to include?
		}
		if (slave.intelligence > 50) {
			// TODO: write this - include something about .intelligenceImplant?
		} else if (slave.intelligence < -50) {
			// TODO: write this
		}
		if (slave.energy <= 20) {
			// TODO: write this
		} else if (slave.energy <= 40) {
			// TODO: write this
		} else if (slave.energy <= 60) {
			// TODO: write this
		} else if (slave.energy <= 80) {
			// TODO: write this
		} else if (slave.energy <= 95) {
			// TODO: write this
		} else {
			// TODO: write this
		}
		if (slave.fetish === "submissive") {
			// TODO: write this
		} else if (slave.fetish === "humiliation") {
			// TODO: write this
		} else if (slave.fetish === "masochist") {
			// TODO: write this
		} // TODO: incorporate quirks
	}

	// Close Shows

	// Open Long-Term Effects

	if (slave.fetishKnown && (slave.fetish === "submissive" || slave.fetish === "humiliation" || slave.fetish === "masochist") || slave.energy > 95) {
		if (V.farmyardShows) {
			if (V.seeBestiality === 1) {
				t += `Getting fucked by animals is the perfect job for ${him}, as far as ${he} can tell. <span class="hotpink">${He} is happy</span> to spend ${his} days being utterly degraded. `;
			} else {
				t += `${He} loves putting on shows with animals, and as far as ${he} can tell, it's the perfect job for ${him}. ${He} is happy to spend ${his} days doing something so degrading. `; // TODO: not sure how degrading putting on shows is
			}
		}
		slave.devotion += 1;
		if (slave.need) {
			slave.need = 0;
		}
	}
	if (slave.behavioralQuirk === "fitness") {
		t += `${slave.slaveName} <span class="hotpink">privately enjoys</span> the exercise ${he} receives while working in ${farmyardName}. `;
		slave.devotion += 1;
	}

	// Close Long-Term Effects

	// Open Vignettes

	if (V.showVignettes) {
		const vignette = GetVignette(slave);
		t += `__This week__ ${vignette.text}`;
		if (vignette.type === "cash") {
			FResult(slave);
			if (vignette.effect > 0) {
				t += ` <span class="yellowgreen">making you an extra ${cashFormat(Math.trunc(V.FResult*vignette.effect))}.</span> `;
			} else if (vignette.effect < 0) {
				t += ` <span class="red">losing you ${cashFormat(Math.abs(Math.trunc(V.FResult*vignette.effect)))}.</span> `;
			} else {
				t += ` an incident without lasting effect. `;
			}
			cashX(Math.trunc(V.FResult * vignette.effect), "farmyard");
			incomeStats.income += (Math.trunc(V.FResult * vignette.effect));
		} else if (vignette.type === "devotion") {
			if (vignette.effect > 0) {
				if (slave.devotion > 50) {
					t += ` <span class="hotpink">increasing ${his} devotion to you.</span> `;
				} else if (slave.devotion >= -20) {
					t += ` <span class="hotpink">increasing ${his} acceptance of you.</span> `;
				} else if (slave.devotion >= -20) {
					t += ` <span class="hotpink">reducing ${his} dislike of you.</span> `;
				} else {
					t += ` <span class="hotpink">reducing ${his} hatred of you.</span> `;
				}
			} else if (vignette.effect < 0) {
				if (slave.devotion > 50) {
					t += ` <span class="mediumorchid">reducing ${his} devotion to you.</span> `;
				} else if (slave.devotion >= 20) {
					t += ` <span class="mediumorchid">reducing ${his} acceptance of you.</span> `;
				} else if (slave.devotion >= -20) {
					t += ` <span class="mediumorchid">increasing ${his} dislike of you.</span> `;
				} else {
					t += ` <span class="mediumorchid">increasing ${his} hatred of you.</span> `;
				}
			} else {
				t += ` an incident without lasting effect. `;
			}
			slave.devotion += 1 * vignette.effect;
		} else if (vignette.type === "trust") {
			if (vignette.effect > 0) {
				if (slave.trust > 20) {
					t += ` <span class="mediumaquamarine">increasing ${his} trust in you.</span> `;
				} else if (slave.trust >= -20) {
					t += ` <span class="mediumaquamarine">reducing ${his} fear of you.</span> `;
				} else {
					t += ` <span class="mediumaquamarine">reducing ${his} terror of you.</span> `;
				}
			} else if (vignette.effect < 0) {
				if (slave.trust > 20) {
					t += ` <span class="gold">reducing ${his} trust in you.</span> `;
				} else if (slave.trust >= -20) {
					t += ` <span class="gold">increasing ${his} fear of you.</span> `;
				} else {
					t += ` <span class="gold">increasing ${his} terror of you.</span> `;
				}
			} else {
				t += ` an incident without lasting effect. `;
			}
			slave.trust += 1 * vignette.effect;
		} else if (vignette.type === "health") {
			if (vignette.effect > 0) {
				t += ` <span class="green">improving ${his} health.</span> `;
			} else if (vignette.effect < 0) {
				t += ` <span class="red">affecting ${his} health.</span> `;
			} else {
				t += ` an incident without lasting effect. `;
			}
			slave.health += 2 * vignette.effect;
		} else {
			FResult(slave);
			if (vignette.effect > 0) {
				t += ` <span class="green">gaining you a bit of reputation.</span> `;
			} else if (vignette.effect < 0) {
				t += ` <span class="red">losing you a bit of reputation.</span> `;
			} else {
				t += ` an incident without lasting effect. `;
			}
			repX(Math.trunc(V.FResult * vignette.effect * 0.1), "vignette", slave);
			incomeStats.rep += Math.trunc(V.FResult * vignette.effect * 0.1);
		}
	}

	// Close Vignettes

	// Open Facility Decorations

	if (V.farmyardDecoration !== "standard") {
		const fsGain = Math.min(0.0001 * V.FSSingleSlaveRep * (food), 1);
		switch (V.farmyardDecoration) {
			case "Roman Revivalist":
				arcology.FSRomanRevivalist = Math.clamp(arcology.FSRomanRevivalist += fsGain, 0, 100);
				break;
			case "Aztec Revivalist":
				arcology.FSAztecRevivalist = Math.clamp(arcology.FSAztecRevivalist += fsGain, 0, 100);
				break;
			case "Egyptian Revivalist":
				arcology.FSEgyptianRevivalist = Math.clamp(arcology.FSEgyptianRevivalist += fsGain, 0, 100);
				break;
			case "Edo Revivalist":
				arcology.FSEdoRevivalist = Math.clamp(arcology.FSEdoRevivalist += fsGain, 0, 100);
				break;
			case "Arabian Revivalist":
				arcology.FSArabianRevivalist = Math.clamp(arcology.FSArabianRevivalist += fsGain, 0, 100);
				break;
			case "Chinese Revivalist":
				arcology.FSChineseRevivalist = Math.clamp(arcology.FSChineseRevivalist += fsGain, 0, 100);
				break;
			case "Chattel Religionist":
				arcology.FSChattelReligionist = Math.clamp(arcology.FSChattelReligionist += fsGain, 0, 100);
				break;
			case "Degradationist":
				arcology.FSDegradationist = Math.clamp(arcology.FSDegradationist += fsGain, 0, 100);
				break;
			case "Repopulation Focus":
				arcology.FSRepopulationFocus = Math.clamp(arcology.FSRepopulationFocus += fsGain, 0, 100);
				break;
			case "Eugenics":
				arcology.FSRestart = Math.clamp(arcology.FSRestart += fsGain, 0, 100);
				break;
			case "Asset Expansionist":
				arcology.FSAssetExpansionist = Math.clamp(arcology.FSAssetExpansionist += fsGain, 0, 100);
				break;
			case "Transformation Fetishist":
				arcology.FSTransformationFetishist = Math.clamp(arcology.FSTransformationFetishist += fsGain, 0, 100);
				break;
			case "Gender Radicalist":
				arcology.FSGenderRadicalist = Math.clamp(arcology.FSGenderRadicalist += fsGain, 0, 100);
				break;
			case "Gender Fundamentalist":
				arcology.FSGenderFundamentalist = Math.clamp(arcology.FSGenderFundamentalist += fsGain, 0, 100);
				break;
			case "Physical Idealist":
				arcology.FSPhysicalIdealist = Math.clamp(arcology.FSPhysicalIdealist += fsGain, 0, 100);
				break;
			case "Hedonistic":
				arcology.FSHedonisticDecadence = Math.clamp(arcology.FSHedonisticDecadence += fsGain, 0, 100);
				break;
			case "Supremacist":
				arcology.FSSupremacist = Math.clamp(arcology.FSSupremacist += fsGain, 0, 100);
				break;
			case "Subjugationist":
				arcology.FSSubjugationist = Math.clamp(arcology.FSSubjugationist += fsGain, 0, 100);
				break;
			case "Paternalist":
				arcology.FSPaternalist = Math.clamp(arcology.FSPaternalist += fsGain, 0, 100);
				break;
			case "Pastoralist":
				arcology.FSPastoralist = Math.clamp(arcology.FSPastoralist += fsGain, 0, 100);
				break;
			case "Maturity Preferentialist":
				arcology.FSMaturityPreferentialist = Math.clamp(arcology.FSMaturityPreferentialist += fsGain, 0, 100);
				break;
			case "Youth Preferentialist":
				arcology.FSYouthPreferentialist = Math.clamp(arcology.FSYouthPreferentialist += fsGain, 0, 100);
				break;
			case "Body Purist":
				arcology.FSBodyPurist = Math.clamp(arcology.FSBodyPurist += fsGain, 0, 100);
				break;
			case "Slimness Enthusiast":
				arcology.FSSlimnessEnthusiast = Math.clamp(arcology.FSSlimnessEnthusiast += fsGain, 0, 100);
				break;
		}
	}

	return t;
};


code:
:: Economy Intro [nobr]

<<if $PC.career == "arcology owner" || $saveImported == 1>>
	<<goto "Takeover Target">>
<<else>>
	It is the year 2037, and the past 21 years have not been kind. The world is starting to fall apart. The climate is deteriorating, resources are being exhausted, and there are more people to feed every year. Technology is advancing, but not fast enough to save everyone. @@.orange;Exactly how bad is the situation?@@

	<<if $economy > 125>>

''Not truly dire. Not yet.'' //Very Easy//

[[Harder|Economy Intro][$economy = 125]]
	<<elseif $economy > 100>>

''Getting a touch dire.'' //Easy//

[[Harder|Economy Intro][$economy = 100]] | [[Easier|Economy Intro][$economy = 200]]
	<<elseif $economy > 80>>

''Very serious.'' //Default Difficulty//

[[Harder|Economy Intro][$economy = 80]] | [[Easier|Economy Intro][$economy = 125]]
	<<elseif $economy > 67>>

''It won't be pretty.'' //Hard//

[[Harder|Economy Intro][$economy = 67]] | [[Easier|Economy Intro][$economy = 100]]
	<<else>>

''This is the last dance.'' //Very Hard//

[[Easier|Economy Intro][$economy = 80]]
	<</if>>

	/*Economy settings*/

@@.orange;How fast is it crumbling?@@ //Some economic content requires this to be set to harder than vanilla//
	<<if $difficultySwitch == 0>>

''Barely noticeable, for now.'' //Vanilla//

[[Harder|Economy Intro][$econRate = 1, $difficultySwitch = 1]]
	<<elseif $econRate == 1>>

''A slow decline.'' //Easy//

[[Harder|Economy Intro][$econRate = 2]] | [[Easier|Economy Intro][$difficultySwitch = 0]]
	<<elseif $econRate == 2>>

''It's visibly deteriorating before your eyes.'' //Default Difficulty//

[[Harder|Economy Intro][$econRate = 4]] | [[Easier|Economy Intro][$econRate = 1]]
	<<else>>

''It's going to hell in a handbasket.'' //Hard//

[[Easier|Economy Intro][$econRate = 2]]
	<</if>>

	/* Not functional yet, place $incomeRate = 1 in storyInit when ready for use

 All the things you need to run your arcology are getting more expensive
	<<if $incomeMod == 0>>
		while all forms of income ''remain static''. [[Easier|Economy Intro][$incomeRate = 1]]
	<<elseif $incomeMod == 1>>
		while all forms of income ''rise but cannot keep pace''. [[Easier|Economy Intro][$incomeRate = 2]] | [[Harder|Economy Intro][$incomeRate = 0]]
	<<else>>
		but luckily all forms of income ''rise in lockstep''. [[Harder|Economy Intro][$incomeRate = 1]]
	<</if>>

[[Play with static economy|Economy Intro][$difficultySwitch = 0]]
	*/

[[Next|Trade Intro]]

[[Skip Intro|Intro Summary]] //This will preclude you from taking over an established arcology.//
<</if>>

repo_name: Raou/fc


code:
:: Extreme Intro

The early Free Cities were wild places where the writ of law did not run. In some of the most depraved, slaves' bodies, minds and even lives were playthings of the wealthy and powerful. Though modern Free Cities are tremendously varied, a majority of the new communities made a choice about whether extreme practices were a flaw in a lawless society or one of its benefits. @@.orange;How did most Free Cities react to the excesses of the early days?@@

[[They drew back from them.|Gender Intro][$seeExtreme = 0]] //Extreme content such as amputation and castration will not appear.//
[[They reveled in them.|Gender Intro][$seeExtreme = 1]] //Extreme content will appear.//
[[They reveled in them and were particularly inventive.|Gender Intro][$seeExtreme = 1,$seeHyperPreg = 1]] //Extreme content will appear, including hyper-pregnancy related content//
[[They drew back from them, but remained creative.|Gender Intro][$seeExtreme = 0,$seeHyperPreg = 1]] //Extreme content will not appear, but hyper-pregnancy related content might appear.//


code:
:: Gender Intro

The Free Cities are sexually libertine places, and sexual slavery is ubiquitous. Some of the early Free Cities upheld or even strengthened traditional gender roles, expecting men to be men and women to be women. Others subscribed to an interesting refinement of those gender roles, considering any sex slave female, regardless of her biology. A small minority even went so far as to strongly favor societal feminization of slaves born male; in these, biologically female slaves were a rare sight. @@.orange;Which kind of Free City came to predominate?@@

[[Free Cities that were open-minded about who could be a slave girl.|Slave Age Intro][$seeDicks = 25]]
    //Default setting. The majority of slaves will be biologically female, and all content will be available.//
[[Free Cities that understood that girls are girls.|Slave Age Intro][$seeDicks = 0]]
    //Almost all slaves will be biologically female, restricting some content.//
[[Free Cities that understood that girls are girls with some exceptions.|Slave Age Intro][$makeDicks = 1, $seeDicks = 0]]
    //This option will make almost all generated slaves female, but will allow for the attachment of a certain organ through surgery.//
[[Free Cities that preferred girls with dicks.|Slave Age Intro][$seeDicks = 100]]
    //Almost all slaves will be biologically male, restricting some content.//


code:
:: Intro Summary [nobr]

<<set $neighboringArcologies = variableAsNumber($neighboringArcologies, 3, 0, 8)>>
<<set $FSCreditCount = variableAsNumber($FSCreditCount, 5, 4, 7)>>
<<set $PC.actualAge = variableAsNumber($PC.actualAge, 35, 14, 80)>>
<<set $PC.birthWeek = variableAsNumber($PC.birthWeek, 0, 0, 51)>>

You may review your settings before clicking "Continue" to begin.

<<set $minimumSlaveAge = variableAsNumber($minimumSlaveAge, 18, 3, 18)>>
<<set $retirementAge = variableAsNumber($retirementAge, 45, 25, 120)>>
<<set $fertilityAge = variableAsNumber($fertilityAge, 13, 3, 18)>>
<<set $potencyAge = variableAsNumber($potencyAge, 13, 3, 18)>>
<<set $PC.mother = Number($PC.mother)>>
<<set $PC.father = Number($PC.father)>>
<<if $freshPC == 1 || $saveImported == 0>>
	<<set $PC.origRace = $PC.race>>
	<<set $PC.origSkin = $PC.skin>>
	<<set $PC.origEye = $PC.eyeColor>>
	<<set $PC.origHColor = $PC.hColor>>
<</if>>

__''World Settings''__

<<set $localEcon = $economy>>
<<options $economy>>
	Economic climate:
	<<option 200 "Very Easy">>
		''not truly dire. Not yet.'' //Very Easy//
	<<option 125 "Easy">>
		''getting a touch dire.'' //Easy//
	<<option 100 "Default Difficulty">>
		''serious risks.'' //Default Difficulty//
	<<option 80 "Hard">>
		''ugly.'' //Hard//
	<<option 67 "Very Hard">>
		''this is the last dance.'' //Very Hard//
<</options>>
<<if $difficultySwitch == 1>><<set $econAdvantage = -2>><</if>>
<<if $difficultySwitch == 0>><<set $econRate = 0>><</if>>

<<options $econRate>>
Economic forecast:
	<<option 0 "Vanilla" "$difficultySwitch = 0">>
	''no change.'' //Vanilla -- Some economic content requires this to be set to harder than vanilla//
	<<option 1 "Easy" "$difficultySwitch = 1">>
	''slow decline''. //Easy//
	<<option 2 "Default" "$difficultySwitch = 1">>
	''noticeable deterioration'' //Default Difficulty//
	<<option 4 "Hard" "$difficultySwitch = 1">>
	''going to hell in a handbasket''. //Hard//
<</options>>

/* Not functional yet

 All the things you need to run your arcology are getting more expensive
<<if $incomeMod == 0>>
	while all forms of income ''remain static''.
		[[Easier|Intro Summary][$incomeMod = 1]]
<<elseif $incomeMod == 1>>
	while all forms of income ''rise but cannot keep pace''.
	[[Harder|Intro Summary][$incomeMod = 0]] | [[Easier|Intro Summary][$incomeMod = 2]]
<<else>>
	but luckily all forms of income ''rise in lockstep''.
	[[Harder|Intro Summary][$incomeMod = 1]]
<</if>>
*/

<<set $foodCost = Math.trunc(2500/$economy)>>
<<set $drugsCost = Math.trunc(10000/$economy)>>
<<set $rulesCost = Math.trunc(10000/$economy)>>
<<set $modCost = Math.trunc(5000/$economy)>>
<<set $surgeryCost = Math.trunc(30000/$economy)>>
<<if $economy > 100>>
	<<set $corpEasy = 1>>
<<else>>
	<<set $corpEasy = 0>>
<</if>>

<<if ndef $customVariety>>
	<<options>>
		You are using standardized slave trading channels.
		<<option>>
			[[Customize the slave trade...|Customize Slave Trade][$customVariety = 1,
	$customWA = 0]]
	<</options>>

	<<options $internationalTrade>>
		<<option 0 "Restrict the trade to continental">>
		The slave trade is ''continental,'' so a narrower variety of slaves will be available.
		<<option 1 "Allow intercontinental trade">>
		The slave trade is ''international,'' so a wider variety of slaves will be available.
	<</options>>

	<<if $internationalTrade == 1>>
		<<options $internationalVariety>>
			International slave variety is
		<<option 0 "Semi-realistic national variety">>
			''semi-realistic,'' so more populous nations will be more common.
		<<option 1 "Normalized national variety">>
			''normalized,'' so small nations will appear nearly as much as large ones.
		<</options>>
	<</if>>

<<else>>
	Current nationality distributions are [[Adjust the slave trade|Customize Slave Trade][$customWA = 0, $customVariety = 1]] | [[Stop customizing|Intro Summary][delete $customVariety]]
	<<if ndef $nationalitiescheck>> /* NGP: regenerate $nationalitiescheck from previous game's $nationalities array */
		<<silently>><<include "Customize Slave Trade">><</silently>>
	<</if>>

	<<set _len = Object.keys($nationalitiescheck).length>>
	<<set _j = 0>>
	<<for _nation, _i range $nationalitiescheck>>
		<<print _nation>> @@.orange;<<print (($nationalities[_nation]/hashSum($nationalities))*100).toFixed(2)>>%@@
		<<set _j++>>
		<<if _j < _len>> | <</if>>
	<</for>>

<</if>> /* closes $customVariety is defined */

/* Accordion 000-250-006 */
<<options $useAccordion>>
	<<option 0 "Disable">>
		Accordion effects on weekly reports are @@.red;DISABLED.@@
	<<option 1 "Enable">>
		Accordion effects on weekly reports are @@.cyan;ENABLED.@@
<</options>>
/* Accordion 000-250-006 */

<<options $useTabs>>
	<<option 0 "Disable">>
		Economic Tabs on weekly reports are @@.red;DISABLED.@@
	<<option 1 "Enable">>
		Economic Tabs on weekly reports are @@.cyan;ENABLED.@@
<</options>>

<<options $plot>>
	<<option 0 "Disable non-erotic events">>
		Game mode: ''one-handed''. No non-erotic events concerning the changing world.
	<<option 1 "Enable non-erotic events">>
		Game mode: ''two-handed''. Includes non-erotic events concerning the changing world.
<</options>>

__''General slave settings''__

<<options $verboseDescriptions>>
	<<option 0 "Disable">>
		Your master suite ''will not'' detail slave changes.
	<<option 1 "Enable">>
		Your master suite ''will'' detail slave changes.
<</options>>

<<options $newDescriptions>>
	<<option 0 "Disable">>
		Slaves ''will not'' have alternate titles.
	<<option 1 "Enable">>
		Slaves ''will'' have alternate titles.
<</options>>

<<options $seeRace>>
	<<option 0 "Disable most mentions of race">>
		Ethnicity will ''almost never'' be mentioned.
	<<option 1 "Enable mentions of race">>
		Ethnicity will ''occasionally'' be mentioned.
<</options>>

<<options $seeNationality>>
	<<option 0 "Disable most mentions of nationality">>
		Nationality will ''almost never'' be mentioned.
	<<option 1 "Enable mentions of nationality">>
		Nationality will ''occasionally'' be mentioned.
<</options>>

<<options $allowMaleSlaveNames>>
	<<option false "Only use female names">>
		Slaves will ''always generate with female names'',
	<<option true "Allow male names">>
		Slaves ''can generate with male names''.
		<<comment>>
			This only affects slave generation and not your ability to name your slaves.
<</options>>

<<options $surnameOrder>>
	<<option 0 "Allow nationality name order">>
	Order names ''based on country of origin''.
	<<option 1 "Force name surname">>
	Names will always be ''Name Surname''.
	<<option 2 "Force surname name">>
	Names will always be ''Surname Name''.
<</options>>

<<options $familyTesting>>
	<<option 0 "Disable extended families">>
	Slaves ''cannot'' have extended families, just a single relative. //Vanilla Mode.//
	<<option 1 "Enable extended families">>
	Slaves ''can'' have extended families instead of just a single relative.
	//May cause lag.//
	<<comment>>
		Extended family mode must be on for the incubation facility to be enabled.
<</options>>

<<if $familyTesting == 1>>

	<<options $showDistantRelatives>>
		<<option 0 "Disable distant relatives">>
		Distant relatives ''will not'' be tracked.
		<<option 1 "Enable distant relatives">>
		Distant relatives ''will'' be tracked.
	<</options>>

	<<options $inbreeding>>
		<<option 0 "Disable inbreeding damage">>
		Successive breeding ''will not'' result in sub-average slaves.
		<<option 1 "Enable inbreeding damage">>
		Successive breeding ''will'' result in sub-average slaves.
	<</options>>

	<<options $allowFamilyTitles>>
		<<option 0 "Disable family titles">>
		Your relatives ''will not'' use family titles.
		<<option 1 "Enable family titles">>
		Your relatives ''will'' use family titles.
	<</options>>
<</if>>

<<options $weightAffectsAssets>>
	<<option 0 "Disable">>
		Interactions between slaves' weight and asset size are ''disabled''.
	<<option 1 "Enable">>
		Interactions between slaves' weight and asset size are ''enabled''.
<</options>>

<<options $curativeSideEffects>>
	<<option 0 "Disable">>
	Curative side effects are ''disabled''.
	<<option 1 "Enable">>
	Curative side effects are ''enabled''.
<</options>>

/% Begin mod section: toggle whether slaves lisp. %/

<<options $disableLisping>>
<<option 1 "Disable Lisping">>
	Lisping: ''slaves will not lisp''.
<<option 0 "Enable Lisping">>
	Lisping: ''slaves with fat lips or heavy oral piercings will lisp''.
<</options>>

/% End mod section: toggle whether slaves lisp. %/

__''Slave age settings''__

<<options $seeAge>>
	<<option 0 "Disable aging">>
	Slaves will ''not age,'' and not experience birthdays.
	<<option 1 "Enable aging">>
	Slaves will ''age naturally.''
	<<option 2 "Semi aging">>
	Slaves ''will'' celebrate birthdays, but ''not age.''
	<<comment>>
		This option cannot be changed during the game
<</options>>

<<options $pedo_mode>>
	<<option 0 "Normal mode">>
		Randomly generated slaves will generate normally.
	<<option 1 "Loli mode" "$minimumSlaveAge = 5">>
		Nearly all randomly generated slaves will be under the age of 18, although custom slaves and slaves related to specific events may be older.
<</options>>

<<if $minimumSlaveAge < 3>>
	<<set $minimumSlaveAge = 3>>
<<elseif $minimumSlaveAge < 18>>
	/% OK %/
<<else>>
	/% Either out of range or not a number. %/
	<<set $minimumSlaveAge = 18>>
<</if>>
<<options>>
	Girls appearing in the game will be no younger than:
	<<option>>
		<<textbox2 "$minimumSlaveAge" $minimumSlaveAge "Intro Summary">>
<</options>>

<<options $extremeUnderage>>
	<<option 0 "Deny">>
	Molestation of slaves younger than $minimumSlaveAge is ''forbidden''.
	<<option 1 "Allow">>
	Molestation of slaves younger than $minimumSlaveAge is ''permitted''.
<</options>>

<<if $retirementAge <= $minimumSlaveAge>>
	<<set $retirementAge = $minimumSlaveAge+1>>
<<elseif $retirementAge <= 120>>
	/% OK %/
<<else>>
	/% Either out of range or not a number. %/
	<<set $retirementAge = 45>>
<</if>>
<<options>>
	Initial retirement age will be at:
	<<option>>
		<<textbox2 "$retirementAge" $retirementAge "Intro Summary">>
	<<comment>>
		May cause issues with New Game and initial slaves if set below 45.
<</options>>

<<if $fertilityAge < 3>>
	<<set $fertilityAge = 3>>
<<elseif $fertilityAge < 18>>
	/% OK %/
<<else>>
	/% Either out of range or not a number. %/
	<<set $fertilityAge = 18>>
<</if>>
<<options>>
	Girls will not be able to become pregnant if their age is under:
	<<option>>
		<<textbox2 "$fertilityAge" $fertilityAge "Intro Summary">>
<</options>>

<<if $potencyAge < 3>>
	<<set $potencyAge = 3>>
<<elseif $potencyAge < 18>>
	/% OK %/
<<else>>
	/% Either out of range or not a number. %/
	<<set $potencyAge = 18>>
<</if>>
<<options>>
	Girls will not be able to impregnate others if their age is under:
	<<option>>
		<<textbox2 "$potencyAge" $potencyAge "Intro Summary">>
<</options>>

<<options $precociousPuberty>>
	<<option 0 "Disable precocious puberty">>
	Girls ''cannot'' experience precocious puberty. (Unable to become pregnant or inseminate others younger than normal puberty age - $fertilityAge).
	<<option 1 "Enable precocious puberty">>
		Girls ''can'' experience precocious puberty. (Under certain conditions they can become pregnant or inseminate others younger then normal age - $fertilityAge, though they may also experience delayed puberty).
<</options>>

__''Slave age effects''__

<<options $AgePenalty>>
	<<option 0 "Disable age penalties">>
	Girls ''will not'' receive job and career penalties due to age.
	<<option 1 "Enable age penalties">>
		Girls ''will'' receive job and career penalties due to age.
<</options>>

<<options $loliGrow>>
	<<option 0 "Disable Growth">>
		Children ''will not'' grow as they age.
	<<option 1 "Enable Growth">>
		Children ''will'' grow as they age.
<</options>>

__''Content settings''__

<<options $seeDicks>>
	<<option 0 "None" "" "(0%)">>
	''None'' of the slave girls will have dicks.
	<<option 10 "A few" "" "(10%)">>
	''A few'' of the slave girls will have dicks.
	<<option 25 "Some" "" "(25%)">>
	''Some'' of the slave girls will have dicks.
	<<option 50 "Half" "" "(50%)">>
	''Half'' of the slave girls will have dicks.
	<<option 75 "Most" "" "(75%)">>
	''Most'' of the slave girls will have dicks.
	<<option 90 "Almost all" "" "(90%)">>
	''Almost all'' of the slave girls will have dicks.
	<<option 100 "All" "" "(100%)">>
	''All'' of the slave girls will have dicks.
<</options>>

<<if $seeDicks == 0>>
	<<options $makeDicks>>
		    Should you be able to surgically attach a penis to your female slaves and starting girls?
	<<option 0 "No">>
	<<option 1 "Yes">>
	<</options>>
<</if>>

<<options $seePreg>>
	<<option 0 "Disable">>
		Most pregnancy related content is ''disabled''.
	<<option 1 "Enable">>
		Pregnancy related content is ''enabled''.
<</options>>

<<options $seeDicksAffectsPregnancy>>
	<<option 0 "No">>
	Children born in game do not adhere to dick content settings.
	<<option 1 "Yes">>
	Children born in game strictly adhere to dick content settings.
<</options>>

<<if $seeDicksAffectsPregnancy == 0>>

	<<options $adamPrinciple>>
		<<option 0 "Disable">>
			XX slaves only fathering daughters is ''disabled''.
		<<option 1 "Enable">>
			XX slaves only fathering daughters is ''enabled''.
	<</options>>
<</if>>

<<options $seeHyperPreg>>
	<<option 0 "Disable">>
	Extreme pregnancy content like broodmothers is ''disabled''.
	<<option 1 "Enable">>
	Extreme pregnancy content like broodmothers is ''enabled''.
<</options>>

<<options $dangerousPregnancy>>
	<<option 0 "Disable">>
	Advanced pregnancy complications such as miscarriage and premature birth are currently ''disabled''.
	<<option 1 "Enable">>
	Advanced pregnancy complications such as miscarriage and premature birth are currently ''enabled''.
<</options>>

<<options $seeExtreme>>
	<<option 0 "Disable">>
	Extreme content like amputation is ''disabled''.
	<<option 1 "Enable">>
	Extreme content like amputation is ''enabled''.
<</options>>

<<options $seeBestiality>>
	<<option 0 "Disable">>
	Bestiality content is ''disabled''.
	<<option 1 "Enable">>
	Bestiality content is ''enabled''.
<</options>>

<<options $seePee>>
	<<option 0 "Disable">>
	Watersports content is ''disabled''.
	<<option 1 "Enable">>
	Watersports content is ''enabled''.
<</options>>

<<if $seeDicks != 0>>

	<<options $seeCircumcision>>
		<<option 0 "Disable">>
		Circumcision is ''disabled''.
		<<option 1 "Enable">>
		Circumcision is ''enabled''.
	<</options>>
<</if>>

__''The Free City''__

<<options>>
	The Free City features ''$neighboringArcologies'' arcologies in addition to your own.
	<<option>>
		<<textbox2 "$neighboringArcologies" $neighboringArcologies "Intro Summary">>
	<<comment>>
		Setting this to 0 will disable most content involving the rest of the Free
		City.
<</options>>

<<if $targetArcology.type == "New">>

	<<options $terrain>>
		The Free City is located on ''$terrain'' terrain.
		<<option "urban" "Urban">>
		<<option "rural" "Rural">>
		<<option "ravine" "Ravine">>
		<<option "marine" "Marine">>
		<<option "oceanic" "Oceanic">>
	<</options>>
	<<if $terrain != "oceanic">>

		<<if $freshPC == 1 || $saveImported == 0>>
			<<options $continent>>
				The Free City is located in ''$continent''.
				<<option "North America" "North America" "$language = 'English'">>
				<<option "South America" "South America" "$language = 'Spanish'">>
				<<option "Brazil" "Brazil" "$language = 'Portuguese'">>
				<<option "Europe" "Europe" "$language = 'English'">>
				<<option "the Middle East" "The Middle East" "$language = 'Arabic'">>
				<<option "Africa" "Africa" "$language = 'Arabic'">>
				<<option "Asia" "Asia" "$language = 'Chinese'">>
				<<option "Australia" "Australia" "$language = 'English'">>
				<<option "Japan" "Japan" "$language = 'Japanese', $PC.race = 'asian', $PC.nationality = 'Japanese', $PC.hColor = 'black', $PC.eyeColor = 'brown'">>
			<</options>>
		<<else>>
			<<options $continent>>
				The Free City is located in ''$continent''.
				<<option "North America" "North America" "$language = 'English'">>
				<<option "South America" "South America" "$language = 'Spanish'">>
				<<option "Brazil" "Brazil" "$language = 'Portuguese'">>
				<<option "Europe" "Europe" "$language = 'English'">>
				<<option "the Middle East" "The Middle East" "$language = 'Arabic'">>
				<<option "Africa" "Africa" "$language = 'Arabic'">>
				<<option "Asia" "Asia" "$language = 'Chinese'">>
				<<option "Australia" "Australia" "$language = 'English'">>
				<<option "Japan" "Japan" "$language = 'Japanese'">>
			<</options>>
		<</if>>
	<</if>>
<</if>>

<<if !["ArabianRevivalist", "AztecRevivalist", "ChineseRevivalist", "EdoRevivalist", "EgyptianRevivalist", "RomanRevivalist"].includes($targetArcology.type)>>
	<<options $language>>
		The lingua franca of your arcology is:
		<<option "English" "English">>
		<<option "Spanish" "Spanish">>
		<<option "Arabic" "Arabic">>
		<<option>>
			<<textbox2 "$language" $language "Intro Summary">>
	<</options>>

<</if>>

<<if $FSCreditCount >= 7>>
	<<set $FSCreditCountString = "seven">>
<<elseif $FSCreditCount == 6>>
	<<set $FSCreditCountString = "six">>
<<elseif $FSCreditCount == 5>>
	<<set $FSCreditCountString = "five">>
<<elseif $FSCreditCount <= 4>>
	<<set $FSCreditCountString = "four">>
<</if>>

<<options $FSCreditCount>>
	The Free City could develop as many as ''$FSCreditCount'' future societies.
	<<option>>
		<<textbox2 "$FSCreditCount" $FSCreditCount "Intro Summary">>
	<<comment>>

		5 is default, 4 behaves the same as pre-patch 0.9.9.0, max is 7.
		This option cannot be changed during the game
<</options>>

__''Player Character''__
<<if $freshPC == 1 || $saveImported == 0>>

	<<if ndef $PCCreationSex>>
		<<if $PC.title == 1>>
			<<set $PCCreationSex = "masculine ''Master''">>
		<<else>>
			<<set $PCCreationSex = "feminine ''Mistress''">>
		<</if>>
	<</if>>

	<<options $PC.title>>
		You are a $PCCreationSex. Change to:
		<<option 1 "masculine Master" "$PC.genes = 'XY', $PCCreationSex = \"masculine ''Master''\"">>
		<<option 0 "feminine Mistress" "$PC.genes = 'XX', $PCCreationSex = \"feminine ''Mistress''\"">>
	<</options>>

	Everyone calls you ''<<= PlayerName()>>.''

	<<options>>
		  With your given name as:
		<<option>>
			<<textbox2 "$PC.name" $PC.name>>
	<</options>>

	<<if $PC.surname == 0>>
		<<options $PC.surname>>
			  And no surname.
			<<option "Anon" "Add a surname">>
			<<comment>>
				Surnames cannot be changed during the game outside of special circumstances.
		<</options>>
	<<else>>
		<<options $PC.surname>>
			  And your surname is:
			<<option>>
				<<textbox2 "$PC.surname" $PC.surname>>
			<<option 0 "Go by a single name">>
		<</options>>
	<</if>>

	<<set $PC.physicalAge = $PC.actualAge, $PC.visualAge = $PC.actualAge>>
	<<options>>
		You are ''$PC.actualAge'' years old which is
		<<if $PC.actualAge >= 65>>
			''old''.
		<<elseif $PC.actualAge >= 50>>
			''well into middle age''.
		<<elseif $PC.actualAge >= 35>>
			''entering middle age''.
		<<else>>
			''surprisingly young''.
		<</if>>
		<<option>>
			<<textbox2 "$PC.actualAge" $PC.actualAge "Intro Summary">>
	<</options>>

	<<options>>
		Your birthday was ''$PC.birthWeek'' weeks ago.
		<<option>>
			<<textbox2 "$PC.birthWeek" $PC.birthWeek "Intro Summary">>
	<</options>>

	<<options $playerAging>>
		<<option 2 "Enable aging">>
			and you ''age naturally''.
		<<option 1 "Semi aging">>
			and you ''will'' celebrate birthdays, but ''not age''.
		<<option 0 "Disable aging">>
			and you will ''not age,'' nor experience birthdays.
		<<comment>>
		This option cannot be changed during the game
	<</options>>

	<<if def $PC.customTitle>>
		<<options>>
			Your custom title is:
			<<option>>
				<<textbox2 "$PC.customTitle" $PC.customTitle "Intro Summary">>
		<</options>>

		<<options>>
			and when lisped it is:
			<<option>>
				<<textbox2 "$PC.customTitleLisp" $PC.customTitleLisp "Intro Summary">>
			<<comment>>
				If using a custom title, select Master or Mistress to set the gender of your title.
				Make sure to replace your "s"s with "th"s to have working lisps in your lisped title.
		<</options>>
	<<else>>
		<<options $PC.customTitle>>
			You have no custom title:
			<<option "Master" "Set custom title" "$PC.customTitleLisp = 'Mather'">>
			<<comment>>
				If using a custom title, select Master or Mistress to set the gender of your title.
				Make sure to replace your "s"s with "th"s to have working lisps in your lisped title.
		<</options>>
	<</if>>

	<<options>>
		Your nationality is:
		<<option>>
			<<textbox2 "$PC.nationality" $PC.nationality "Intro Summary">>
		<<comment>>
			Capitalize it
	<</options>>

	<<options $PC.race>>
		Your race is:
		<<option "white" "White">>
		<<option "asian" "Asian">>
		<<option "latina" "Latina">>
		<<option "middle eastern" "Middle Eastern">>
		<<option "black" "Black">>
		<<option "semitic" "Semitic">>
		<<option "southern european" "Southern European">>
		<<option "indo-aryan" "Indo-Aryan">>
		<<option "amerindian" "Amerindian">>
		<<option "pacific islander" "Pacific Islander">>
		<<option "malay" "Malay">>
		<<option "mixed race" "Mixed Race">>
		<<option>>
			<<textbox2 "$PC.race" $PC.race "Intro Summary">>
	<</options>>

	<<options $PC.skin>>
		Your skin tone is:
		<<option "pure white" "Pure White" >>
		<<option "ivory" "Ivory" >>
		<<option "white" "White" >>
		<<option "extremely pale" "Extremely Pale" >>
		<<option "very pale" "Very Pale" >>
		<<option "pale" "Pale" >>
		<<option "extremely fair" "Extremely Fair" >>
		<<option "very fair" "Very Fair" >>
		<<option "fair" "Fair" >>
		<<option "light" "Light" >>
		<<option "light olive" "Light Olive" >>
		<<option "tan" "Tan" >>
		<<option "olive" "Olive" >>
		<<option "bronze" "Bronze" >>
		<<option "dark olive" "Dark Olive" >>
		<<option "dark" "Dark" >>
		<<option "light beige" "Light Beige" >>
		<<option "beige" "Beige" >>
		<<option "dark beige" "Dark Beige" >>
		<<option "light brown" "Light Brown" >>
		<<option "brown" "Brown" >>
		<<option "dark brown" "Dark Brown" >>
		<<option "black" "Black" >>
		<<option "ebony" "Ebony" >>
		<<option "pure black" "Pure Black" >>
		<<option>>
			<<textbox2 "$PC.skin" $PC.skin "Intro Summary">>
	<</options>>

	<<options $PC.markings>>
		<<option "none" "None">>
		Your body ''is clear of blemishes''.
		<<option "freckles" "Light">>
		Your body ''has light freckling''.
		<<option "heavily freckled" "Heavy">>
		Your body ''has heavy freckling''.
	<</options>>

	<<options>>
		Your eyes are:
		<<option>>
			<<textbox2 "$PC.eyeColor" $PC.eyeColor "Intro Summary">>
	<</options>>

	<<options>>
	Your hair is:
		<<option>>
			<<textbox2 "$PC.hColor" $PC.hColor "Intro Summary">>
	<</options>>

	<<options $PC.faceShape>>
		<<option "normal" "Normal">>
			Your face is ''normal''.
		<<option "androgynous" "Androgynous">>
			Your face is ''androgynous''.
		<<option "masculine" "Masculine">>
			Your face is ''masculine''.
		<<option "cute" "Cute">>
			Your face is ''cute''.
		<<option "sensual" "Sensual">>
			Your face is ''sensual''.
		<<option "exotic" "Exotic">>
			Your face is ''exotic''.
	<</options>>

	<<options $PC.refreshment>>
		Your preferred refreshment is:
		<<option "cigar" "Cigars" "$PC.refreshmentType = 0">>
		<<option "whiskey" "Whiskey" "$PC.refreshmentType = 1">>
		<<option>>
			<<textbox2 "$PC.refreshment" $PC.refreshment "Intro Summary">>
	<</options>>

	<<options $PC.refreshmentType>>
		Which you
		<<option 0 "Smoke">>
			smoke.
		<<option 1 "Drink">>
			drink.
		<<option 2 "Eat">>
			eat.
		<<option 3 "Snort">>
			snort.
		<<option 4 "Inject">>
			inject.
		<<option 5 "Pop">>
			pop.
		<<option 6 "Orally Dissolve">>
			orally dissolve.
	<</options>>

	<<if ($PC.refreshmentType == 0) && ($PC.refreshmentType != 0) >>//"Smoked" must fit into the following sentence: "I smoked a $PC.refreshment" to fit events properly
	<<elseif $PC.refreshmentType == 5>>//"Popped" must fit into the following sentence: "I shook the bottle of $PC.refreshment" to fit events properly
	<<elseif $PC.refreshmentType == 6>>//"Orally Dissolved" must fit into the following sentence: "I placed a tab of $PC.refreshment under my tongue" to fit events properly
	<</if>>

	<<switch $PC.career>>
		<<case "capitalist">>
			<<set _PCCreationCareer = "a business leader">>
		<<case "mercenary">>
			<<set _PCCreationCareer = "a mercenary">>
		<<case "slaver">>
			<<set _PCCreationCareer = "a slaver">>
		<<case "engineer">>
			<<set _PCCreationCareer = "an engineer">>
		<<case "medicine">>
			<<set _PCCreationCareer = "a doctor">>
		<<case "celebrity">>
			<<set _PCCreationCareer = "a minor celebrity">>
		<<case "escort">>
			<<set _PCCreationCareer = "an escort">>
		<<case "servant">>
			<<set _PCCreationCareer = "a servant">>
		<<case "gang">>
			<<set _PCCreationCareer = "a gang leader">>
		<<case "BlackHat">>
			<<set _PCCreationCareer = "an incursion specialist">>
		<<default>>
			<<set _PCCreationCareer = "a member of the idle wealthy">>
	<</switch>>

	<<if $PC.career == "arcology owner">>
		Before you came to the Free Cities, you were ''_PCCreationCareer''
	<<else>>
		<<options $PC.career>>
			Before you came to the Free Cities, you were ''_PCCreationCareer'':
			<<option "wealth" "Member of the idle wealthy">>
			<<option "capitalist" "Business leader">>
			<<option "mercenary" "Mercenary">>
			<<option "slaver" "Slaver">>
			<<option "engineer" "Engineer">>
			<<option "medicine" "Doctor">>
			<<option "BlackHat" "Hacker">>
			<<option "celebrity" "Minor celebrity">>
			<<option "escort" "Escort">>
			<<option "servant" "Servant">>
			<<option "gang" "Gang leader">>
		<</options>>
	<</if>>

	<<options $PC.rumor>>
		It is rumored that you acquired your arcology through ''$PC.rumor'':
		<<option "wealth" "Wealth">>
		<<option "diligence" "Hard work">>
		<<option "force" "Force">>
		<<option "social engineering" "Social engineering">>
		<<option "luck" "Blind luck">>
	<</options>>

	<<if $PC.vagina == 1 && $PC.dick == 1>>
		<<set _vagina_penis = 2>>
	<<elseif $PC.vagina == 1>>
		<<set _vagina_penis = 1>>
	<<else>>
		<<set _vagina_penis = 0>>
	<</if>>

	<<options _vagina_penis>>
		You have a
		<<option 0 "Penis" "$PC.preg=0, $PC.pregType=0, $PC.dick=1, $PC.vagina=0">>
			''penis''. Standard sex scenes; easiest reputation maintenance.
		<<option 1 "Vagina" "$PC.dick=0, $PC.vagina=1">>
			''vagina''. Sex scene variations; most difficult reputation maintenance.
		<<option 2 "Penis and Vagina" "$PC.dick=1, $PC.vagina=1">>
			''penis and vagina''. Sex scene variations; more difficult reputation maintenance; some unique opportunities, especially with breasts.
	<</options>>

	<<if $PC.vagina == 1>>

		<<if $PC.preg == -1>>
			<<options $PC.preg>>
				You are taking contraceptives. You ''can't'' get pregnant, however there
				will be a slight increase to living expenses.
				<<option -1 "Taking contraceptives">>
				<<option 0 "Do not take contraceptives">>
			<</options>>
		<<elseif $PC.preg == 0>>
			<<options $PC.preg>>
				You are ''not'' on contraceptives. You ''can'' get pregnant.
				<<option -1 "Take contraceptives">>
				<<option 0  "Not taking contraceptives">>
				<<option 16 "Too late for that!" "$PC.pregType = 1">>
			<</options>>
		<<elseif $PC.preg > 42>>
			<<options $PC.preg>>
				You are ''<<print $PC.preg>> weeks pregnant with octuplets'' and your
				water just broke.
				<<option 0 "Not pregnant" "$PC.pregType = 0, $PC.labor = 0">>
			<</options>>
		<<elseif $PC.preg > 37>>
			<<options $PC.preg>>
				You are ''<<print $PC.preg>> weeks pregnant'' and going to go into labor soon.
				<<option 0 "Not pregnant" "$PC.pregType = 0, $PC.labor = 0">>
				<<option 43 "Stuffed to capacity" "$PC.pregType = 8, $PC.labor = 1">>
			<</options>>
		<<elseif $PC.preg > 0>>
			<<options $PC.preg>>
				You are ''<<print $PC.preg>> weeks pregnant'' so there is no need to
				worry about contraceptives.
				<<option 0 "Not pregnant" "$PC.pregType = 0">>
				<<option 40 "Ready to drop">>
				<<option 43 "Stuffed to capacity" "$PC.pregType = 8, $PC.labor = 1">>
			<</options>>
		<</if>>

		<<if $PC.births > 0>>

You have given birth to ''$PC.births'' babies.
		<</if>>

		<<options $PC.pregMood>>
			Your hormones
			<<option 0 "Not affected">>
				do not affect you. Vanilla setting.
			<<option 1 "Caring and motherly">>
				influence you to be ''caring and motherly''. Sex scene alterations;
				slaves will trust you more, but may try to take advantage of your mercy.
			<<option 2 "Aggressive and domineering">>
				influence you to be ''aggressive and domineering''. Sex scene alterations; slaves will fear you more, but will become more submissive to you.
		<</options>>
	<</if>>

	<<switch $PC.boobsBonus>>
		<<case -3>>
			<<set _PCCreationBoobSize = "small B-cups">>
		<<case -2>>
			<<set _PCCreationBoobSize = "unnoticeable C-cups">>
		<<case -1>>
			<<set _PCCreationBoobSize = "unremarkable D-cups">>
		<<case 1>>
			<<set _PCCreationBoobSize = "noticeable F-cups">>
		<<case 2>>
			<<set _PCCreationBoobSize = "huge G-cups">>
		<<case 3>>
			<<set _PCCreationBoobSize = "massive H-cups">>
		<<default>>
			<<set _PCCreationBoobSize = "average DD-cups">>
	<</switch>>

	<<if $PC.boobsImplant>>
		<<set _PCCreationBreast = "fake">>
	<<else>>
		<<set _PCCreationBreast = "all natural">>
	<</if>>

	<<if $PC.boobs > 0>>
		<<options $PC.boobsBonus>>
			Your breasts are ''_PCCreationBoobSize'' and ''_PCCreationBreast''.
			<<option -2 "C-cup" "$PC.boobsImplant = 0">>
			<<option 0  "DD-cup" "$PC.boobsImplant = 0">>
			<<option 1  "F-cup" "$PC.boobsImplant = 0">>
			<<option 2  "G-cup" "$PC.boobsImplant = 0">>
			<<option 2  "G-cup implants" "$PC.boobsImplant = 1">>
			<<option 0  "Remove them" "$PC.boobs = 0, $PC.boobsImplant = 0">>
		<</options>>
	<<else>>
		<<if $PC.title == 1>>
			<<options $PC.boobs>>
				Your chest is ''manly.''
				<<option 1 "Add breasts" "$PC.boobsBonus = -2">>
			<</options>>
		<<else>>
			<<options $PC.boobs>>
				You are ''flat chested.''
				<<option 1 "Grow breasts" "$PC.boobsBonus = -2">>
			<</options>>
		<</if>>
	<</if>>

<<else>>

You are a
	<<if $PC.title == 1>>
		masculine ''Master''
	<<else>>
		feminine ''Mistress'
	<</if>>
	and everyone that matters calls you <<= PlayerName()>>.

	You are $PC.actualAge years old which is
	<<if $PC.actualAge >= 65>>
		''old''.
	<<elseif $PC.actualAge >= 50>>
		''well into middle age''.
	<<elseif $PC.actualAge >= 35>>
		''entering middle age''.
	<<else>>
		''surprisingly young''.
	<</if>>

	<<options $playerAging>>
		Your birthday will be in $PC.birthWeek weeks
		<<option 2 "Enable aging">>
			and you ''age naturally''.
		<<option 1 "Semi aging">>
			and you ''will'' celebrate birthdays, but ''not age''.
		<<option 0 "Disable aging">>
			and you will ''not age,'' nor experience birthdays.
		<<comment>>
		This option cannot be changed during the game
	<</options>>

	Your custom title is ''<<textbox2 "$PC.customTitle" $PC.customTitle "Intro Summary">>''
	and when lisped it is ''<<textbox2 "$PC.customTitleLisp" $PC.customTitleLisp "Intro Summary">>''.
	//If using a custom title, select Master or Mistress to set the gender of your title.//
	//Make sure to replace your "s"s with "th"s to have working lisps in your lisped title.//

	You are a $PC.nationality $PC.race with <<if $PC.markings == "heavily freckled">>heavily freckled<<elseif $PC.markings == "freckles">>lightly freckled<<else>>clear<</if>> $PC.skin skin, $PC.hColor hair and $PC.eyeColor eyes. You have a $PC.faceShape face.

	Your preferred refreshment is <<textbox2 "$PC.refreshment" $PC.refreshment "Intro Summary">> [[Cigars|Intro Summary][$PC.refreshment = "cigar",$PC.refreshmentType = 0]] | [[Whiskey|Intro Summary][$PC.refreshment = "whiskey",$PC.refreshmentType = 1]]

	and you consume it by ''<<if $PC.refreshmentType == 0>>Smoking<<elseif $PC.refreshmentType == 1>>Drink<<elseif $PC.refreshmentType == 2>>Eating<<elseif $PC.refreshmentType == 3>>Snorting<<elseif $PC.refreshmentType == 4>>Injection<<elseif $PC.refreshmentType == 5>>Popping<<else>>Orally Dissolving<</if>>''.
	[[Smoked|Intro Summary][$PC.refreshmentType = 0]] | [[Drank|Intro Summary][$PC.refreshmentType = 1]] | [[Eaten|Intro Summary][$PC.refreshmentType = 2]] | [[Snorted|Intro Summary][$PC.refreshmentType = 3]] | [[Injected|Intro Summary][$PC.refreshmentType = 4]] | [[Popped|Intro Summary][$PC.refreshmentType = 5]] | [[Orally Dissolved|Intro Summary][$PC.refreshmentType = 6]]

	<<if $PC.refreshmentType == 0>>//"Smoked" must fit into the following sentence: "I smoked a $PC.refreshment" to fit events properly
	<<elseif $PC.refreshmentType == 5>>//"Popped" must fit into the following sentence: "I shook the bottle of $PC.refreshment" to fit events properly
	<<elseif $PC.refreshmentType == 6>>//"Orally Dissolved" must fit into the following sentence: "I placed a tab of $PC.refreshment under my tongue" to fit events properly
	<</if>>

	<<switch $PC.career>>
	<<case "wealth">>
		Prior to being an arcology owner, you were a member of the idle wealthy.
	<<case "capitalist">>
		Prior to being an arcology owner, you were a business leader.
	<<case "mercenary">>
		Prior to being an arcology owner, you were a mercenary.
	<<case "slaver">>
		Prior to being an arcology owner, you were a slaver.
	<<case "engineer">>
		Prior to being an arcology owner, you were an engineer.
	<<case "medicine">>
		Prior to being an arcology owner, you were a surgeon.
	<<case "celebrity">>
		Prior to being an arcology owner, you were a minor celebrity.
	<<case "BlackHat">>
		Prior to being an arcology owner, you specialized in cracking databases and making mockeries of cyber security.
	<<case "arcology owner">>
		Being an arcology owner defines your life now.
	<<case "escort">>
		Prior to being an arcology owner, you knew how to survive off your looks and body.
	<<case "servant">>
		Prior to being an arcology owner, you served a well-off master<<if $PC.birthMaster > 2>> and bore him several children<</if>>.
	<<case "gang">>
		Prior to being an arcology owner, you were the leader of a ruthless gang.
	<</switch>>

	Word in the arcology is you acquired it through
	<<switch $PC.rumor>>
	<<case "wealth">>
		a rather ridiculous amount of money.
	<<case "diligence">>
		sheer effort.
	<<case "force">>
		brutal force.
	<<case "social engineering">>
		clever social manipulation.
	<<case "luck">>
		blind luck.
	<</switch>>

	You have a
	<<if $PC.vagina == 1 && $PC.dick == 1>>
		penis and vagina
	<<elseif $PC.dick == 1>>
		penis.
	<<elseif $PC.vagina == 1>>
		vagina
	<</if>>
	<<if $PC.vagina == 1>>
		and are
		<<if $PC.pregWeek < 0>>
			recovering from your last pregnancy.
		<<elseif $PC.preg == -2>>
			infertile.
		<<elseif $PC.preg == -1>>
			taking contraceptives.
		<<elseif $PC.preg == 0>>
			fertile.
		<<elseif $PC.preg > 37>>
			extremely pregnant.
		<<elseif $PC.preg > 0>>
			pregnant.
		<</if>>
		<<if $PC.preg > 20 || $PC.births > 0>>
			<<if $PC.pregMood == 1>>
				You tend to be caring and motherly when you're pregnant.
				[[Change to no change|Intro Summary][$PC.pregMood = 0]] | [[Change to aggressive|Intro Summary][$PC.pregMood = 2]]
			<<elseif $PC.pregMood == 0>>
				Pregnancy doesn't really affect your mood.
				[[Change to motherly|Intro Summary][$PC.pregMood = 1]] | [[Change to aggressive|Intro Summary][$PC.pregMood = 2]]
			<<else>>
				You tend to be very demanding and aggressive when you're pregnant.
				[[Change to no change|Intro Summary][$PC.pregMood = 0]] | [[Change to motherly|Intro Summary][$PC.pregMood = 1]]
			<</if>>
		<<else>>
			<<if $PC.pregMood == 1>>
				You tend to be caring and motherly when you're hormonal.
				[[Change to no change|Intro Summary][$PC.pregMood = 0]] | [[Change to aggressive|Intro Summary][$PC.pregMood = 2]]
			<<elseif $PC.pregMood == 0>>
				Your mood isn't tied to your hormones.
				[[Change to motherly|Intro Summary][$PC.pregMood = 1]] | [[Change to aggressive|Intro Summary][$PC.pregMood = 2]]
			<<else>>
				You tend to be very demanding and aggressive when you're hormonal.
				[[Change to no change|Intro Summary][$PC.pregMood = 0]] | [[Change to motherly|Intro Summary][$PC.pregMood = 1]]
			<</if>>
		<</if>>
		<<if $PC.births > 0>>
			You have given birth to $PC.births babies.
		<</if>>
	<</if>>

	<<if $PC.boobs > 0>>
		You have a <<if $PC.title > 0>>masculine<<else>>feminine<</if>> body with
		<<if $PC.boobsBonus == 1>>
			big <<if $PC.boobsImplant == 1>>fake <</if>>breasts.
		<<elseif $PC.boobsBonus == 2>>
			huge <<if $PC.boobsImplant == 1>>fake <</if>>breasts.
		<<elseif $PC.boobsBonus == 3>>
			giant<<if $PC.boobsImplant == 1>>, fake<</if>> cow tits.
		<<elseif $PC.boobsBonus == -1>>
			unremarkable breasts.
		<<elseif $PC.boobsBonus == -2>>
			average breasts.
		<<elseif $PC.boobsBonus == -3>>
			small breasts.
		<<else>>
			noticeable breasts.
		<</if>>
	<<else>>
		<<if $PC.title > 0>>
			You have a manly chest.
		<<else>>
			You are flat as a board.
		<</if>>
	<</if>>
<</if>>

__''Image display''__

<<options $seeImages>>
	Currently
	<<option 0 "Disable">>
		''Disabled''.
	<<option 1 "Enable">>
		''Enabled''.
<</options>>

<<set _exampleSlave = BaseSlave()>>

<<if $seeImages == 1>>
	<<options $imageChoice>>
		Using
		<<option 0 "Rendered">>
			''Rendered imagepack by Shokushu''.
		<<option 1 "Vector — embedded">>
			''Vector art by NoX/Deepmurk — embedded''.

@@.red;Git compiled only, no exceptions.@@
		<<option 2 "Vector — non-embedded">>
			''Vector art by NoX/Deepmurk — non-embedded''.
		<<option 3 "Vector revamp">>
			''Vector art revamp''.

@@.red;Git compiled only, no exceptions.@@
	<</options>>
	<<if $imageChoice == 1>>

			<<SlaveArt _exampleSlave 0 0>>

		<<options $seeFaces>>
			Face art
			<<option 0 "Disable">>
			@@.red;DISABLED.@@
			<<option 1 "Enable">>
			@@.cyan;ENABLED.@@
		<</options>>

		<<options $seeVectorArtHighlights>>
			Highlights on shiny clothing
			<<option 0 "Disable">>
			@@.red;DISABLED.@@
			<<option 1 "Enable">>
			@@.cyan;ENABLED.@@
		<</options>>

		<<options $seeHeight>>
			Height scaling
			<<option 0 "Disable">>
			@@.red;DISABLED.@@
			<<option 1 "Enable only for small images">>
			@@.yellow;ENABLED@@ on small images.
			<<option 2 "Enable for all images">>
			@@.cyan;ENABLED@@ on all images.
		<</options>>
	<<elseif $imageChoice == 2>>

			<<SlaveArt _exampleSlave 0 0>>

	<<elseif $imageChoice == 3>>

			<<SlaveArt _exampleSlave 0 0>>

		<<options $seeVectorArtHighlights>>
			Highlights on shiny clothing
			<<option 0 "Disable">>
			@@.red;DISABLED.@@
			<<option 1 "Enable">>
			@@.cyan;ENABLED.@@
		<</options>>
	<<elseif $imageChoice == 0>>

			You need to download the image pack
			and put the 'renders' folder into the resources/ folder where this
			html file is.

		<<options $seeMainFetishes>>
			Slave summary fetish images
			<<option 0 "Disable">>
			''disabled''.
			<<option 1 "Enable">>
			''enabled''.
		<</options>>
	<</if>>

	<<options $seeAvatar>>
		PA avatar images are
		<<option 0 "Disable">>
			''disabled''.
		<<option 1 "Enable">>
			''enabled''.
	<</options>>

	<<options $seeSummaryImages>>
		Slave images in lists are
		<<option 0 "Disable">>
			''disabled''.
		<<option 1 "Enable">>
			''enabled''.
	<</options>>

	<<options $seeReportImages>>
		Slave images in the weekly report are
		<<option 0 "Disable">>
			''disabled''.
		<<option 1 "Enable">>
			''enabled''.
	<</options>>
<</if>>

__''Mods''__

<<options $SF.Toggle>>
	The Special Force Mod is
	<<option 0 "Disable">>
		''disabled''.
	<<option 1 "Enable">>
		''enabled''.
	<<comment>>
	 	This mod is initially from anon1888 but expanded by SFanon offers a lategame special (started out as security but changed to special in order to try and reduce confusion with CrimeAnon's separate Security Expansion (SecExp) mod) force, that is triggered after week 80. It is non-canon where it conflicts with canonical updates to the base game.
<</options>>
	/*
 The support facility is
	<<if $SF.Facility.Toggle < 1>>
			@@.red;DISABLED.@@ [[Enable|Intro Summary][$SF.Facility.Toggle = 1]]
	<<else>>
			@@.cyan;ENABLED.@@ [[Disable|Intro Summary][$SF.Facility.Toggle = 0]]
	<</if>> //Prep for future content.*/

<<options $secExp>>
	The Security Expansion Mod is
	<<option 0 "Disable">>
		''disabled''.
	<<option 1 "Enable">>
		''enabled''.
	<<comment>>
		This mod introduces security and crime in the arcology, as well as attacks and battles.
<</options>>

<<link "Continue">>
	<<if $freshPC == 1 || $saveImported == 0>>
		<<switch $PC.career>>
			<<case "capitalist">>
				<<set $PC.trading = 100>>
			<<case "mercenary">>
				<<set $PC.warfare = 100>>
			<<case "slaver">>
				<<set $PC.slaving = 100>>
			<<case "engineer">>
				<<set $PC.engineering = 100>>
			<<case "medicine">>
				<<set $PC.medicine = 100>>
			<<case "BlackHat">>
				<<set $PC.hacking = 100>>
			<<case "arcology owner">>
				<<set $PC.trading = 100, $PC.warfare = 100, $PC.hacking = 100, $PC.slaving = 100, $PC.engineering = 100, $PC.medicine = 100>>
			<<case "escort">>
				<<set $PC.trading = 50, $PC.warfare = -100, $PC.slaving = -100, $PC.engineering = -100, $PC.medicine = 10, $PC.hacking = 10>>
			<<case "servant">>
				<<set $PC.trading = -100, $PC.warfare = -100, $PC.slaving = -100, $PC.engineering = -100, $PC.medicine = -100, $PC.hacking = -100>>
			<<case "gang">>
				<<set $PC.trading = 50, $PC.warfare = 50, $PC.slaving = 50, $PC.engineering = -100, $PC.medicine = 0, $PC.hacking = 50>>
		<</switch>>
	<</if>>
	<<if $saveImported == 1 && $freshPC == 0 && $girls < 3>>
		<<set $girls++>>
	<<elseif $PC.career == "wealth" || $PC.career == "celebrity">>
		<<set $girls = 2>>
	<<else>>
		<<set $girls = 1>>
	<</if>>
	<<if $secExp == 1>>
		<<set $wasToggledBefore = 1>>
	<</if>>
	<<goto "init Nationalities">>
<</link>>

<<if ($economy != 100) || ($seeDicks != 25) || ($continent != "North America") || ($internationalTrade != 1) || ($internationalVariety != 1) || ($seeRace != 1) || ($seeNationality != 1) || ($seeExtreme != 0) || ($seeCircumcision != 1) || ($seeAge != 1) || ($plot != 1)>>
	| [[restore defaults|Intro Summary][$seeDicks = 25,$economy = 100,$continent = "North America",$internationalTrade = 1,$internationalVariety = 1,$seeRace = 1,$seeNationality = 1,$seeExtreme = 0,$seeCircumcision = 1,$seeAge = 1,$plot = 1]]
<</if>>

[[Cheat Start|init Nationalities][cashX(1000000, "cheating"),$girls = 3,repX(20000, "cheating"),$dojo += 1,$cheatMode = 1,$seeDesk = 0, $seeFCNN = 0, $sortSlavesBy = "devotion",$sortSlavesOrder = "descending",$sortSlavesMain = 0,$rulesAssistantMain = 1,$abbreviateDevotion = 1,$abbreviateRules = 1,$abbreviateClothes = 2,$abbreviateHealth = 1,$abbreviateDiet = 1,$abbreviateDrugs = 1,$abbreviateRace = 1,$abbreviateNationality = 1,$abbreviateGenitalia = 1,$abbreviatePhysicals = 1,$abbreviateSkills = 1,$abbreviateMental = 2,$PC.trading = 100,$PC.warfare = 100,$PC.slaving = 100,$PC.engineering = 100,$PC.medicine = 100,$PC.hacking = 100]] | //Intended for debugging: may have unexpected effects//


code:
:: Location Intro

As the old countries crumble and technology stagnates, the gap between rich and poor increases. In order to continue living a good life without having their property taken by the mob, many of the wealthy and powerful come together to form 'Free Cities.' These are new cities on undeveloped land, in remote areas, or even afloat, fully free of any allegiance or law. These new cities are built on new ideas, with most buildings designed as futuristic, self-contained 'arcologies.' An arcology and everything in it is usually owned by a single person. And you're determined that you will soon be one of those single people. @@.orange;In what part of the world is your new arcology going to be located?@@

[[North America|Intro Summary][$continent = "North America", $language = "English"]]
[[South America|Intro Summary][$continent = "South America", $language = "Spanish"]]
[[Brazil|Intro Summary][$continent = "Brazil", $language = "Portuguese"]]
[[Europe|Intro Summary][$continent = "Europe", $language = "German"]]
[[the Middle East|Intro Summary][$continent = "the Middle East", $language = "Arabic"]]
[[Africa|Intro Summary][$continent = "Africa", $language = "Arabic"]]
[[Asia|Intro Summary][$continent = "Asia", $language = "Chinese"]]
<<if $freshPC == 1 || $saveImported == 0>>
	[[Japan|Intro Summary][$continent = "Japan", $language = "Japanese", $PC.race = "asian", $PC.nationality = "Japanese", $PC.hColor = "black", $PC.eyeColor = "brown"]]
<<else>>
	[[Japan|Intro Summary][$continent = "Japan", $language = "Japanese"]]
<</if>>
[[Australia|Intro Summary][$continent = "Australia", $language = "English"]]
<br>
//Slaves from countries in the selected continent will appear more frequently.//


code:
:: PC Body Intro [nobr]

Most slaveowners in the Free Cities are male. The preexisting power structures of the old world have mostly migrated to the new, and it can often be very hard to be a free woman in the Free Cities. Some manage to make their way, but in many arcologies, men are the owners, and women are the owned. You'll cut a striking figure as the owner and leader of your arcology, but @@.orange;what's under your business attire?@@

<<set $PC.actualAge = Math.clamp($PC.actualAge, 14, 80)>>

<<if $PC.title > 0>>
	You are a <<if $PC.genes == "XX">>wo<</if>>man with a masculine figure and will be referred to as ''Master.''
	[[Switch to a feminine appearance|PC Body Intro][$PC.title = 0]]
<<else>>
	You are a <<if $PC.genes == "XX">>wo<</if>>man with a feminine figure and will be referred to as ''Mistress.''
	[[Switch to a masculine appearance|PC Body Intro][$PC.title = 1]]
<</if>>

//This option will affect scenes. Femininity may increase difficulty in the future, but for now only your chest and junk matter.//

Under my suit jacket,
<<if $PC.boobs > 0>>
	''feminine breasts.''
	[[Remove breasts|PC Body Intro][$PC.boobs = 0]]
<<else>>
	<<if $PC.title > 0>>
		''masculine muscles.''
		[[Add breasts|PC Body Intro][$PC.boobs = 1]]
	<<else>>
		''a flat chest.'' //not 100% implemented//
		[[Add breasts|PC Body Intro][$PC.boobs = 1]]
	<</if>>
<</if>>
//These options will affect scenes. Sporting breasts will increase difficulty.//

Behind the front of my tailored
<<if $PC.dick == 1>>
	<<if $PC.vagina == 1>>
		slacks, ''both a penis and a vagina.''
		[[Remove the penis|PC Body Intro][$PC.dick = 0]] | [[Remove the vagina|PC Body Intro][$PC.vagina = 0]]
	<<else>>
		slacks, a ''penis.''
		[[Switch to vagina|PC Body Intro][$PC.dick = 0, $PC.genes = "XX", $PC.vagina = 1]] | [[Add a vagina|PC Body Intro][$PC.vagina = 1]]
	<</if>>
<<else>>
	skirt, a ''vagina.''
	[[Switch to penis|PC Body Intro][$PC.dick = 1, $PC.genes = "XY", $PC.vagina = 0]] | [[Add a penis|PC Body Intro][$PC.dick = 1]]
<</if>>

//These options will affect sex scenes. Feminine options will increase difficulty.//

@@.orange;How old are you?@@

I'm
<<if $PC.actualAge >= 65>>
	getting up in years. I've made a legacy for myself, and I'm not done yet.
<<elseif $PC.actualAge >= 50>>
	well into middle age. I've made a name for myself, and I've still got it.
<<elseif $PC.actualAge >= 35>>
	entering middle age. I'm accomplished, and I retain some youthful vigor.
<<else>>
	surprisingly young. I'll need to prove myself, but I've got energy to burn.
<</if>>
My age: ''<<textbox "$PC.actualAge" $PC.actualAge "PC Body Intro">>''
<<set $PC.physicalAge = $PC.actualAge, $PC.visualAge = $PC.actualAge>>

//Older player characters start with more reputation and maintain reputation somewhat more easily, but have slightly less sexual energy.//

Name your character: <<textbox "$PC.name" $PC.name "PC Body Intro">> (surname)
<<if $PC.surname>>
	<<textbox "$PC.surname" $PC.surname "PC Body Intro">>
	<<link "Go by a single name">><<set $PC.slaveSurname = 0>><<goto "PC Body Intro">><</link>>
<<else>>
	<<textbox "$PC.surname" "" "PC Body Intro">>
<</if>>

//As with all text boxes in FC, press the enter key to commit your changes.//

Preferred refreshment: <<textbox "$PC.refreshment" $PC.refreshment "PC Body Intro">> [[Cigars|PC Body Intro][$PC.refreshment = "cigar",$PC.refreshmentType = 0]] | [[Whiskey|PC Body Intro][$PC.refreshment = "whiskey",$PC.refreshmentType = 1]]

Preferred method of consumption: ''<<if $PC.refreshmentType == 0>>Smoked<<elseif $PC.refreshmentType == 1>>Drank<<elseif $PC.refreshmentType == 2>>Eaten<<elseif $PC.refreshmentType == 3>>Snorted<<elseif $PC.refreshmentType == 4>>Injected<<elseif $PC.refreshmentType == 5>>Popped<<elseif $PC.refreshmentType == 6>>Dissolved orally<</if>>''.
[[Smoked|PC Body Intro][$PC.refreshmentType = 0]] | [[Drank|PC Body Intro][$PC.refreshmentType = 1]] | [[Eaten|PC Body Intro][$PC.refreshmentType = 2]] | [[Snorted|PC Body Intro][$PC.refreshmentType = 3]] | [[Injected|PC Body Intro][$PC.refreshmentType = 4]] | [[Popped|PC Body Intro][$PC.refreshmentType = 5]] | [[Orally Dissolved|PC Body Intro][$PC.refreshmentType = 6]]

//Flavor only; no mechanical effect. If entering a custom refreshment, please assign proper usage.
<<if $PC.refreshmentType == 0>>"Smoke" must fit into the following sentence: "I smoked a $PC.refreshment" to fit events properly
<<elseif $PC.refreshmentType == 5>>"Popped" must fit into the following sentence: "I shook the bottle of $PC.refreshment" to fit events properly
<<elseif $PC.refreshmentType == 6>>"Orally Dissolved" must fit into the following sentence: "I placed a tab of $PC.refreshment under my tongue" to fit events properly
<</if>>//

<<if $PC.vagina == 1>>
[[Confirm player character customization|PC Preg Intro]]
<<else>>
[[Confirm player character customization|PC Appearance Intro]]
<</if>>


code:
:: PC Experience Intro [nobr]

<<if $PC.career == "arcology owner">>
	<<goto "PC Rumor Intro">>
<<else>>

	You're a relative unknown in the Free Cities, but it's clear you're already accomplished. The meek and average cannot aspire to acquire arcologies. You've got all the necessary skills to take over an arcology and succeed as its owner, but you should be able to leverage the skills and experience you retain from your past, too. @@.orange;What career brought you to the Free Cities?@@

[[Idle wealth|PC Rumor Intro][$PC.career = "wealth"]]

    //Start with @@.yellowgreen;extra money.@@
	<<if $showSecExp == 1>>
		However, you will find it @@.red;harder to maintain authority,@@ but @@.yellowgreen;propaganda hub upgrades will be cheaper.@@
	<</if>>
	Your starting slaves will have two free levels of @@.cyan;sex skills@@ available.//

[[Venture capitalism|PC Rumor Intro][$PC.career = "capitalist"]]

    //You will be more @@.green;effective at business pursuits.@@
	<<if $showSecExp == 1>>
		In addition, @@.yellowgreen;propaganda hub upgrades will be cheaper.@@
	<</if>>
	Your starting slaves will have a free level of @@.cyan;prostitution skill@@ available.//

[[Private military work|PC Rumor Intro][$PC.career = "mercenary"]]

    //You retain mercenary contacts
	<<if $showSecExp == 1>>
		and your security skills will make it @@.green;easier to keep the arcology safe.@@ Also, @@.yellowgreen;security HQ upgrades will be cheaper.@@
	<<else>>
		and security skills.
	<</if>>
	Your starting slaves will have @@.green;free trust available.@@ //

[[Slaving|PC Rumor Intro][$PC.career = "slaver"]]

    //Your slave breaking experience will be useful.
	<<if $showSecExp == 1>>
		You will find that authority will be @@.green;easier to maintain@@ and @@.yellowgreen;security HQ upgrades will be cheaper.@@
	<</if>>
	Your starting slaves will have free @@.hotpink;devotion@@ available.//

[[Arcology engineering|PC Rumor Intro][$PC.career = "engineer"]]

    //@@.yellowgreen;Upgrading the arcology will be cheaper.@@ Also, the arcology will start with @@.yellowgreen;basic economic upgrades@@ already installed.//

[[Slave surgery|PC Rumor Intro][$PC.career = "medicine"]]

    //Surgery will be @@.yellowgreen;cheaper@@ and @@.green;healthier@@ and @@.yellowgreen;drug upgrades will be cheaper.@@ Your starting slaves will have free implants available.//

[[Minor celebrity|PC Rumor Intro][$PC.career = "celebrity"]]

    //Start with @@.green;extra reputation.@@
	<<if $showSecExp == 1>>
		In addition, @@.yellowgreen;propaganda hub upgrades will be cheaper.@@
	<</if>>
	Your starting slaves will have a free level of @@.cyan;entertainment skill@@ available.//

[[High class escort|PC Rumor Intro][$PC.career = "escort"]]

    //As an ex-whore, you will find it @@.red;hard to maintain reputation@@<<if $showSecExp == 1>>, @@.red;in addition to authority@@<</if>>.
	Your starting slaves will have a free level of @@.cyan;sex skills@@ available, along with a free level of @@.cyan;entertainment and prostitution.@@//

[[Servant|PC Rumor Intro][$PC.career = "servant"]]

    //As an ex-servant, you will find it @@.red;hard to maintain reputation@@<<if $showSecExp == 1>>, @@.red;in addition to authority@@<</if>>.
	You know how to @@.yellowgreen;lower your upkeep,@@ but @@.red;not much else.@@ Your starting slaves will have free @@.mediumaquamarine;trust@@ and @@.hotpink;devotion.@@//

[[Gang Leader|PC Rumor Intro][$PC.career = "gang"]]

    //As an ex-gang leader, you know how to haggle slaves.
	<<if $showSecExp == 1>>
		In addition, asserting your authority @@.green;will be easier@@ and @@.yellowgreen;security HQ upgrades will be cheaper.@@
	<</if>>
	However, you will @@.red;find reputation quite hard@@ to maintain. Your starting slaves will be @@.green;fitter@@ and possess a free level of @@.cyan;combat skill.@@//

[[Incursion Specialist|PC Rumor Intro][$PC.career = "BlackHat"]]

    //As an ex-hacker for hire, you know how to gain access computer systems and other devices. @@.green;Certain upgrades will be cheaper@@ and you may find alternative approaches to problems.
	<<if $showSecExp == 1>>
		However, you will @@.red;find authority quite hard@@ to maintain.
	<</if>>
	Your starting slaves will have a free level of @@.cyan;intelligence@@.//

<</if>>

<<if $showSecExp == 0>>
	<<link "Show Security Expansion changes">>
		<<set $showSecExp = 1>>
		<<goto "PC Experience Intro">>
	<</link>>
<<else>>
	<<link "Hide Security Expansion changes">>
		<<set $showSecExp = 0>>
		<<goto "PC Experience Intro">>
	<</link>>
<</if>>


code:
:: PC Rumor Intro

Who you are is something that you will have to define for yourself through your actions. Once you own an arcology, no one will be in a position to apply moral scorekeeping to you. In the brave new world of the Free Cities, you will be free to define yourself as the sum of your actions, rather than as the product of your past. The first decision that will define who you are as an arcology owner is your choice of method in acquiring one. @@.orange;What approach will you take?@@

[[A judicious application of funds|Takeover Target][$PC.rumor = "wealth"]]
    //Start with @@.yellowgreen;extra money,@@ since you were wealthy enough to buy an arcology.//
[[Hard work and diligence|Takeover Target][$PC.rumor = "diligence"]]
    //New slaves will @@.hotpink;hate you less,@@ since it will be known that you worked hard to earn your position.//
[[The remorseless use of force|Takeover Target][$PC.rumor = "force"]]
    //New slaves @@.gold;will fear you more,@@ since rumors about your violent takeover will inevitably circulate.//
[[Clever social engineering|Takeover Target][$PC.rumor = "social engineering"]]
    //Start with the @@.green;first societal option unlocked,@@ since you manipulated the arcology's citizens.//
[[Blind luck|Takeover Target][$PC.rumor = "luck"]]
    //Start with a @@.green;good reputation,@@ since the story of your unlikely accession will be famous.//


code:
:: Terrain Intro [nobr]

<<if $targetArcology.type != "New">>
	<<set $terrain = $targetArcology.terrain, $continent = $targetArcology.continent>>
	<<switch $targetArcology.type>>
	<<case "RomanRevivalist">><<set $language = "Latin">>
	<<case "AztecRevivalist">><<set $language = "Nahuatl">>
	<<case "EgyptianRevivalist">><<set $language = "Ancient Egyptian">>
	<<case "EdoRevivalist">><<set $language = "Japanese">>
	<<case "ArabianRevivalist">><<set $language = "Arabic">>
	<<case "ChineseRevivalist">><<set $language = "Chinese">>
	<<default>>
		<<switch $terrain>>
		<<case "oceanic" "North America" "Australia">><<set $language = "English">>
		<<case "South America">><<set $language = "Spanish">>
		<<case "Brazil">><<set $language = "Portuguese">>
		<<case "the Middle East" "Africa">><<set $language = "Arabic">>
		<<case "Asia">><<set $language = "Chinese">>
		<<case "Europe">><<set $language = "German">>
		<<case "Japan">><<set $language = "Japanese">>
		<</switch>>
	<</switch>>
	<<goto "Intro Summary">>
<<else>>

The Free Cities are located wherever the rule of law is weak enough or permissive enough to allow a small area to secede, and where founders can afford to buy an area on which to build.

Many Free Cities are therefore located in marginal, rural terrain. Founding a Free City in such an area is easy, and can usually be accomplished with the indifference or even connivance of the old country from which it secedes. After all, the potential commercial benefits are great, and the loss of underused land is only significant in the moral sense.

Some Free Cities are located on water. Though some areas of shallow sea over the continental shelves hide valuable resources, others are neglected. Arcologies are such massive structures that it is very possible to design them to float anchored to the seabed.

Finally, a few Free Cities have been carved out from old world cities. Urban decay has left the hearts of many cities ripe for this. Many old world countries resist this kind of secession, but this rarest, smallest, and densest kind of Free City can offer its surrounding nation a great deal of economic advantage.

@@.orange;Which kind of Free City hosts your arcology?@@

[[Urban|Location Intro][$terrain = "urban"]]

    @@.yellow;Low@@ minimum slave value and initial @@.yellow;bear market@@ for slaves.

    @@.green;High@@ ease of commerce with the old world.

    @@.green;High@@ access to refugees and other desperate people.

    @@.red;Low@@ cultural independence.

[[Rural|Location Intro][$terrain = "rural"]]

    @@.yellow;High@@ minimum slave value and initial @@.yellow;bull market@@ for slaves.

    Moderate ease of commerce with the old world.

    Moderate access to refugees and other desperate people.

    Moderate cultural independence.

[[Ravine|Location Intro][$terrain = "ravine"]]

    @@.yellow;High@@ minimum slave value and initial @@.yellow;bull market@@ for slaves.

    @@.red;Low@@ ease of commerce with the old world.

    @@.red;Very low@@ access to refugees and other desperate people.

    @@.green;High@@ cultural independence.

[[Marine|Location Intro][$terrain = "marine"]]

    Moderate minimum slave value and initially balanced market for slaves.

    Moderate ease of commerce with the old world.

    @@.red;Low@@ access to refugees and other desperate people.

    @@.green;High@@ cultural independence.

[[Oceanic|Intro Summary][$terrain = "oceanic"]]

    @@.yellow;High@@ minimum slave value and initial @@.yellow;bull market@@ for slaves.

    Moderate ease of commerce with the old world.

    @@.red;Very low@@ access to refugees and other desperate people.

    @@.green;Very high@@ cultural independence.

    Ensures access to slaves from all over the world and will not associate the arcology with a continent.
<<if $showSecExp == 1>>

Oceanic arcologies will not be subjects of attacks.
<</if>>

<<if $showSecExp == 0>>
	<<link "Show Security Expansion changes">>
		<<set $showSecExp = 1>>
		<<goto "Terrain Intro">>
	<</link>>
<<else>>
	<<link "Hide Security Expansion changes">>
		<<set $showSecExp = 0>>
		<<goto "Terrain Intro">>
	<</link>>
<</if>>

<</if>>


code:
:: Trade Intro [nobr]

Most of the Free Cities are run on radically libertarian or even anarcho-capitalist principles. The first Free Cities experimented with indentured servitude, and this rapidly developed into widespread slavery. By now, the Free Cities collectively are a fundamentally slaveowning society and maintain a thriving slave trade that feeds off the terrible conditions in parts of the old world. @@.orange;What attitude have the old world countries generally taken towards this trade?@@

[[They've turned a blind eye, or even been complicit.|Extreme Intro][$internationalTrade = 1]] //Slaves from all across the world will appear.//

[[They've done what little they can to stop it.|Extreme Intro][$internationalTrade = 0]] //Almost all slaves will be from the continent where the arcology is located.//

<<link "Reactions have been mixed.">><<set $internationalTrade = 0, $customVariety = 1, $customWA = 1>><<goto "Customize Slave Trade">><</link>> //This will bypass arcology location restrictions, allowing you to adjust the nationalities encountered when buying non-customizable slaves.//


code:
App.Data.Facilities.arcade = {
	baseName: "arcade",
	genericName: null,
	jobs: {
		assignee: {
			position: "whore",
			assignment: "be confined in the arcade",
			publicSexUse: true,
			fuckdollAccepted: true
		},
	},
	defaultJob: "assignee",
	manager: null
};

App.Entity.Facilities.ArcadeJob = class extends App.Entity.Facilities.FacilitySingleJob {
	/**
	 * Can slave be employed at this position
	 * @param {App.Entity.SlaveState} slave
	 * @returns {string[]}
	 */
	canEmploy(slave) {
		let r = super.canEmploy(slave);
		if (slave.indentureRestrictions > 0) {
			r.push(`${slave.slaveName}'s indenture forbids arcade service.`);
		}
		return r;
	}
};

App.Entity.facilities.arcade = new App.Entity.Facilities.SingleJobFacility(
	App.Data.Facilities.arcade,
	{
		assignee: new App.Entity.Facilities.ArcadeJob()
	}
);


code:
App.Data.Facilities.armory = {
	baseName: "dojo",
	genericName: "armory",
	jobs: {	},
	defaultJob: null,
	manager: {
		position: "bodyguard",
		assignment: "guard you",
		careers: ["a bodyguard", "a boxer", "a bully hunter", "a child soldier", "a hitman", "a kunoichi", "a law enforcement officer", "a military brat", "a prince", "a revolutionary", "a sniper", "a soldier", "a transporter", "an assassin", "an MS pilot", "captain of the kendo club", "in a militia", "spec ops"],
		skill: "bodyguard",
		publicSexUse: true,
		fuckdollAccepted: false,
		broodmotherAccepted: false,
		shouldWalk: true,
		shouldSee: true,
		shouldHear: true,
		shouldTalk: false,
		shouldThink: true,
		requiredDevotion: 51
	}
};

App.Entity.facilities.armory = new App.Entity.Facilities.SingleJobFacility(
	App.Data.Facilities.armory
);