code:
:: Security Force Proposal [nobr]

<<set $nextButton = " ", _price = 20000>>
The Free Cities were founded on the principles of unrestrained anarcho-capitalism. To those with such beliefs, the very idea of possessing an armed force, a key tool of government control, or weapons at all, was anathema.

In the period since, however, your citizens have seen the value in weaponry. They watched on their news-feed as some Free Cities were sacked by the armies and mobs of the old world, driven by their hatred of the citizens' luxurious lifestyles. They've seen other Cities toppled from within, by slave conspiracies or infighting among citizen groupings with differing beliefs. They've witnessed the distressingly rapid rise of fanatical anti-slavery organizations, who would like nothing more than to see them slowly bled by their own chattel. They are learned people, and they know what happens to slaveowners who lose their power.

They've also seen the results of your policies. Your actions towards the arming of both yourself and the arcology proved critical, and ensured their safety when the old world came for them. And your victory over the Daughters of Liberty, who the citizens know would have executed every single one of them, has created an opportunity. If you insisted upon the creation of a standing 'special' force for the arcology, many would support you and, more importantly, nobody of note would object.

Such a force would solve many problems. More soldiers would mean more control, which is very good for you. More soldiers would mean more security for the arcology and the approaches to it, which is very good for business. More soldiers would mean more obedience from rebellious slaves who can see how powerless they truly are, which is very good for everybody. The force would be tiny compared to the old world militaries that still exist, but money and technology can, of course, overcome massive numerical inferiority. This being the Free Cities, they would have other uses besides security. Perhaps, in time, you could exert some manner of influence on the old world itself.

''This is a unique and very important opportunity'', and is possible only because of your recent victory over the Daughters. If you do not seize it, the memories and fears of your citizens will fade,and you will not be able to raise the matter again.

<<if $PC.warfare >= 100>>
	<<set _price *= 0.5>>
<<elseif $PC.warfare >= 50||$PC.career === "arcology owner">>
	<<set _price *= 0.75>>
<</if>>

[[Prepare for an announcement.|Security Force Naming-Colonel][$SF.Active = 1, $SF.IntroProgress = -1, App.SF.Init(), cashX(-_price, "specialForces")]]

 //Initial costs are @@.yellowgreen;<<print cashFormat(_price)>>@@ and upon establishment the force will have significant support costs until it is self-sufficient.//

[[The current measures are enough|RIE Eligibility Check][$SF.Active = 0]]


code:
:: Trick Shot Night [nobr]

<<set $nextButton = "Continue", $nextLink = "RIE Eligibility Check", $returnTo = "RIE Eligibility Check">>

<<setAssistantPronouns>>

<<if $PC.warfare == -100>>
	<<set _shootChance = 5>>
<<elseif $PC.warfare <= -75>>
	<<set _shootChance = 10>>
<<elseif $PC.warfare <= -50>>
	<<set _shootChance = 15>>
<<elseif $PC.warfare <= -25>>
	<<set _shootChance = 20>>
<<elseif $PC.warfare == 0>>
	<<set _shootChance = 25>>
<<elseif $PC.warfare <= 25>>
	<<set _shootChance = 45>>
<<elseif $PC.warfare <= 50>>
	<<set _shootChance = 60>>
<<elseif $PC.warfare <= 75>>
	<<set _shootChance = 85>>
<<elseif $PC.warfare >= 100>>
	<<set _shootChance = 90>>
<</if>>

Despite your direct elevator, interaction with the majority of your security force is relatively scarce. Aside from mutually exchanged nods in the firebase and the occasional briefing, your $SF.Lower enjoy a degree of autonomy.

On a particularly lackadaisical evening, you find yourself alerted to a message alert by $assistantName.
<<if $assistant > 0>>
	"<<= properMaster()>>, a message from $SF.Lower." _HeA pauses before continuing. "It seems they're asking if you'd like to join their trick shot night."
<<else>>
	It informs you that $SF.Lower have sent a message asking you to join them at their trick shot night.
<</if>>

  <<link "Politely decline">>
	<<replace "#result">>
		You inform $SF.Lower that you aren't planning to attend. A short while later, you receive a message from them stating that their invitation is an open one and that you're welcome to join in another night.
	<</replace>>
<</link>>

<<if $cash < 50000>>

//You lack the necessary funds to attend.//
<<else>> /* cash >= 50000 */

<<link "Attend the trick shot night">>
	<<replace "#result">>
		You instruct $assistantName to inform $SF.Lower that you will be attending their trick shot night, and after settling your affairs in the penthouse you head down to the firebase. The atmosphere in the firebase is casual, especially in comparison to the usual situations you meet them, though your security force still maintain some measure of decorum towards you as their employer. Eventually, you settle in at the table with a handful of $SF.Lower officers and turn your @@.yellowgreen;<<print cashFormat(50000)>>@@ into bullets. All that remains is to decide your strategy for the night.

	<<link "Play it safe">>
		<<replace "#bountyresult">>
			<<if random(1,100) > _shootChance>>
				Despite your attempts to mitigate risk and play the safest shots possible, it seems lady luck has conspired against you this evening. However, even when your last bullet is shot, your security force pitch you a few bullets to keep you in the game for the rest of the night. You may have lost most of your ¤, but it seems you've @@.green;made some friends.@@
				<<run repX(5000, "event")>>
				<<run cashX(-25000, "event")>>
			<<else>>
				While a careful eye for accuracy has buoyed you through the evening, ultimately lady luck is the decider in handing you the win in a number of close shots. Unfortunately your meticulous play limited your chance at a larger payout, and you only come away from the evening with @@.yellowgreen;<<print cashFormat(100000)>>@@ more than you arrived with and @@.green;the respect of your security force.@@
				<<run repX(5000, "event")>>
				<<run cashX(10000, "event")>>
			<</if>>
		<</replace>>
	<</link>>

	<<if random(1,100) < _shootChance>>

 <<link "Up the ante">>
		<<replace "#bountyresult">>
			<<set $activeSlaveOneTimeMinAge = 25>>
			<<set $activeSlaveOneTimeMaxAge = 35>>
			<<set $one_time_age_overrides_pedo_mode = 1>>
			<<set $oneTimeDisableDisability = 1>>
			<<if $arcologies[0].FSSupremacistLawME == 1>>
				<<set $fixedRace = $arcologies[0].FSSupremacistRace>>
			<<elseif $arcologies[0].FSSubjugationistLawME == 1>>
				<<set _races = setup.filterRacesLowercase.filter(race => race !== $arcologies[0].FSSubjugationistRace)>>
				<<set $fixedRace = _races.random()>>
			<</if>>
			<<if $seeDicks != 100>>
				<<set $activeSlave = GenerateNewSlave("XX")>>
			<<else>>
				<<set $activeSlave = GenerateNewSlave("XY")>>
			<</if>>
			<<set $activeSlave.origin = "She put herself up as collateral at a trick shot game, and lost.">>
			<<set $activeSlave.career = "a soldier">>
			<<set $activeSlave.indentureRestrictions = 2>>
			<<set $activeSlave.indenture = 52>>
			<<set $activeSlave.devotion = random(45,60)>>
			<<set $activeSlave.trust = random(55,65)>>
			<<set $activeSlave.health = random(60,80)>>
			<<set $activeSlave.muscles = 60>>
			<<if $activeSlave.weight > 130>>
				<<set $activeSlave.weight -= 100>>
				<<set $activeSlave.waist = random(-10,50)>>
			<</if>>
			<<set $activeSlave.anus = 0>>
			<<set $activeSlave.skill.anal = 0>>
			<<set $activeSlave.skill.whoring = 0>>
			<<set $activeSlave.skill.combat = 1>>
			<<set $activeSlave.accent = random(0,1)>>
			<<set $activeSlave.behavioralFlaw = "arrogant">>
			<<set $activeSlave.hLength = 1>>
			<<set $activeSlave.hStyle = "buzzcut">>
			<<set $activeSlave.clothes = "a military uniform">>
			<<setLocalPronouns $activeSlave>>

			/* 000-250-006 */
			<<if $seeImages == 1>>
				<<if $imageChoice == 1>>

<<SlaveArt $activeSlave 2 0>>

				<<else>>

<<SlaveArt $activeSlave 2 0>>

				<</if>>
			<</if>>
			/* 000-250-006 */

			Some aggressive play and an eye for riling up your fellow players has resulted in an immense payout, and all but one of your adversaries have folded as the situation has escalated. The only player still in contention is a wily old mercenary, the veteran of $his fair share of battles on the battlefield and at the firing range. $He's short on bullets, however, and $he'll have to buy in with something else as collateral.

				<<link "A year of servitude">>
					<<set $activeSlave.clothes = "no clothing">>
					<<replace "#aliveresult">>
						<<if random(1,100) > _shootChance>>
							For all your skillful maneuvering to reach this position, ultimately the win comes down to chance. This time, however, luck was not on your side. As the victor sweeps up $his spoils, the other security force clap you on the back and offer their condolences for your defeat. Though you may have lost your ¤, it seems you've @@.green;made some friends.@@
							<<run repX(5000, "event")>>
							<<run cashX(-50000, "event")>>
						<<else>>
							<<replace "#artFrame">>

								/* 000-250-006 */
								<<if $seeImages == 1>>
									<<if $imageChoice == 1>>

<<SlaveArt $activeSlave 2 0>>

									<<else>>

<<SlaveArt $activeSlave 2 0>>

									<</if>>
								<</if>>
								/* 000-250-006 */

							<</replace>>
							For all your skillful maneuvering to reach this position, ultimately the win comes down to chance. This time, however, luck has rendered you the victor. A silence falls over the room as the result is declared, but after some time your opponent breaks the hush by joking that life as your slave is probably easier than fighting for $arcologies[0].name. After some awkward laughter the night continues, and at the end your former mercenary joins you on your trip back to the penthouse to submit to processing and to begin $his new life as your sexual servant. $He's not young, but $he's tough and not distrusting of you due to $his service in $SF.Lower.

							<<include "New Slave Intro">>
						<</if>>
						<<= IncreasePCSkills('warfare', 1)>>
					<</replace>>
				<</link>>

 <<link "Dock $his wages">>
					<<replace "#aliveresult">>
						<<if random(1,100) > _shootChance>>
							For all your skillful maneuvering to reach this position, ultimately the win comes down to chance. This time, however, luck was not on your side. As the victor sweeps up $his spoils, the other security force members clap you on the back and offer their condolences for your defeat. Though you may have lost your ¤, it seems you've @@.green;made some friends.@@
							<<run repX(5000, "event")>>
							<<run cashX(-50000, "event")>>
						<<else>>
							For all your skillful maneuvering to reach this position, ultimately the win comes down to chance. This time, however, luck has rendered you the victor. Your opponent accepts $his defeat with grace and jokes to $his comrades that $he'll be fighting in $his underwear for the next few months, and their uproar of laughter fills the room. Though you take the lion's share of the ¤, your security force also @@.green;had a good time fraternizing with you.@@
							<<run repX(10000, "event")>>
							<<run cashX(50000, "event")>>
						<</if>>
						<<= IncreasePCSkills('warfare', 1)>>
					<</replace>>
				<</link>>

		<</replace>>
	<</link>>
	<</if>>

	<</replace>>
<</link>> // It will cost @@.red;<<print cashFormat(50000)>>@@ to participate in the trick shot night.//
<</if>>

repo_name: KelioSteel/fc


code:
:: Upgrades [nobr]

<<if $SF.Size !== _max>>
	Total upgrade progress: <<print App.SF.progress($SF.Size,_max)>> $SF.Size/_max(<<print ($SF.Size/_max).toFixed(2)*100>>%) <<if $SF.Size < 30>>
//<<print (30-$SF.Size )>> more upgrades is needed until the next tier unlocks.// <</if>>
<<else>>
	There are no more upgrades available.
<</if>>

<<if $SF.Upgrade > 0 && ($SF.Size !== _max)>>
	<<set _cost = Math.ceil(Math.abs($cash*.05*(1.25+($SF.Size/1000))))>>

[[Re-unlock upgrading.|Firebase][$SF.Upgrade = 0,cashX(-(_cost), "specialForces")]] @@.red;<<print cashFormat(_cost)>>@@
<</if>>

<<if ($SF.Size < 30 || $SF.Size !== _max) && $SF.Upgrade < 1>>

Which facility or equipment do you wish to upgrade this week?

	<<if $SF.Squad.Firebase < 5||_T1 && $SF.Squad.Firebase < _FU>>
		<<set _cF = App.SF.UpgradeCost(100000,$SF.Squad.Firebase)>>
		<<if $cash >= _cF>>

			[[Upgrade Firebase|Firebase][$SF.Upgrade = 1, $SF.Colonel.Talk += 1, $SF.Squad.Firebase++, cashX(-(_cF), "specialForces")]]
		<<else>>
			//Cannot afford to upgrade the Firebase.//
		<</if>>
		//Costs @@.red;<<print cashFormat(_cF)>>@@//  <<print App.SF.progress($SF.Squad.Firebase)>>

	<<elseif $SF.Squad.Firebase === _FU>>
		//The Firebase has been fully upgraded.//

	<</if>>

	<<if $SF.Squad.Armoury < 5||_T1 && $SF.Squad.Armoury < _AU>>
		<<set _cA = App.SF.UpgradeCost(40000,$SF.Squad.Armoury)>>
		<<if $cash >= _cA>>
			[[Upgrade Armory|Firebase][$SF.Upgrade = 1, $SF.Colonel.Talk += 1, $SF.Squad.Armoury++, cashX(-(_cA), "specialForces")]]
		<<else>>
			//Cannot afford to upgrade the Armory.//
		<</if>>
		//Costs @@.red;<<print cashFormat(_cA)>>@@//  <<print App.SF.progress($SF.Squad.Armoury)>>

	<<elseif $SF.Squad.Armoury === _AU>>
		//The Armory has been fully upgraded.//

	<</if>>

	<<if $SF.Squad.Drugs < 5||_T1 && $SF.Squad.Drugs < _DrugsU>>
		<<set _cDrugs = App.SF.UpgradeCost(40000,$SF.Squad.Drugs)>>
		<<if $cash >= _cDrugs>>
			[[Upgrade Drug Lab|Firebase][$SF.Upgrade = 1, $SF.Colonel.Talk += 1, $SF.Squad.Drugs++, cashX(-(_cDrugs), "specialForces")]]
		<<else>>
				//Cannot afford to upgrade the Drug Lab.//
		<</if>>
		//Costs @@.red;<<print cashFormat(_cDrugs)>>@@//  <<print App.SF.progress($SF.Squad.Drugs)>>

	<<elseif $SF.Squad.Drugs === _DrugsU>>
		//The Drug Lab has been fully upgraded.//

	<</if>>

	<<if $SF.Squad.Firebase >= 2 && ($SF.Squad.Drones < 5 ||_T1 && $SF.Squad.Drones < _DU)>>
		<<set _cDrones = App.SF.UpgradeCost(45000,$SF.Squad.Drones)>>
		<<if $cash >= _cDrones>>
			[[Upgrade Drone Bay|Firebase][$SF.Upgrade = 1, $SF.Colonel.Talk += 1, $SF.Squad.Drones++, cashX(-(_cDrones), "specialForces")]]
		<<else>>
			//Cannot afford to upgrade the Drone Bay.//
		<</if>>
		//Costs @@.red;<<print cashFormat(_cDrones)>>@@//  <<print App.SF.progress($SF.Squad.Drones)>>

	<<elseif $SF.Squad.Drones === _DU>>
		//The Drone Bay has been fully upgraded.//

	<</if>>

	<<if $SF.Squad.Firebase >= 1 && $terrain !== "oceanic">>
''Garage''

		<<if ($SF.Squad.AV < 5||_T1 && $SF.Squad.AV < _AVU)>>
			<<set _cAV = App.SF.UpgradeCost(60000,$SF.Squad.AV)>>
			<<if $cash >= _cAV>>
				[[Upgrade Attack Vehicle Fleet|Firebase][$SF.Upgrade = 1, $SF.Colonel.Talk += 1, $SF.Squad.AV++, cashX(-(_cAV), "specialForces")]]
			<<else>>
				//Cannot afford to upgrade the Attack Vehicle Fleet.//
			<</if>>
			//Costs @@.red;<<print cashFormat(_cAV)>>@@//  <<print App.SF.progress($SF.Squad.AV)>>

		<<elseif $SF.Squad.AV === _AVU>>
			//The Attack Vehicle Fleet has been fully upgraded.//

		<</if>>

		<<if ($SF.Squad.TV < 5||_T1 && $SF.Squad.TV < _TVU)>>
			<<set _cTV = App.SF.UpgradeCost(60000,$SF.Squad.TV)>>
			<<if $cash >= _cTV>>
				[[Upgrade Transport Vehicle Fleet|Firebase][$SF.Upgrade = 1, $SF.Colonel.Talk += 1, $SF.Squad.TV++, cashX(-(_cTV), "specialForces")]]
			<<else>>
				//Cannot afford to upgrade Transport Vehicle Fleet.//
			<</if>>
			//Costs @@.red;<<print cashFormat(_cTV)>>@@//  <<print App.SF.progress($SF.Squad.TV)>>

		<<elseif $SF.Squad.TV === _TVU>>
			//The Transport Vehicle Fleet has been fully upgraded.//

		<</if>>

		<<if _T1 && $SF.Squad.PGT < _PGTU>>
			<<set _cPGT = App.SF.UpgradeCost(735000,$SF.Squad.PGT)>>
			<<if $cash >= _cPGT>>
				[[Upgrade Prototype Goliath tank|Firebase][$SF.Upgrade = 1, $SF.Colonel.Talk += 1, $SF.Squad.PGT++, cashX(-(_cPGT), "specialForces")]]
			<<else>>
				//Cannot afford to upgrade Prototype Goliath Tank.//
			<</if>>
			//Costs @@.red;<<print cashFormat(_cPGT)>>@@//  <<print App.SF.progress($SF.Squad.PGT)>>

		<<elseif $SF.Squad.PGT === _PGTU && $PC.warfare < 75>>
			//Your warfare skill is not high enough unlock the next upgrade.// <<print App.SF.progress($SF.Squad.PGT)>>

		<<elseif $SF.Squad.PGT === _PGTU>>
			//The Prototype Goliath Tank has been fully upgraded.//

		<</if>>

	<</if>> /*Closes garage.*/

	<<if $SF.Squad.Firebase >= 4>>''Hangar''

		<<if $SF.Squad.AA < 5||_T1 && $SF.Squad.AA < _AAU>>
			<<set _cAA = App.SF.UpgradeCost(70000,$SF.Squad.AA)>>
			<<if $cash >= _cAA>>
				[[Upgrade Attack Aircraft Fleet|Firebase][$SF.Upgrade = 1, $SF.Colonel.Talk += 1, $SF.Squad.AA++, cashX(-(_cAA), "specialForces")]]
			<<else>>
				//Cannot afford to upgrade Attack Aircraft Fleet.//
			<</if>>
			//Costs @@.red;<<print cashFormat(_cAA)>>@@//  <<print App.SF.progress($SF.Squad.AA)>>

		<<elseif $SF.Squad.AA === _AAU>>
			//The Attack Aircraft Fleet has been fully upgraded.//

		<</if>>

		<<if $SF.Squad.TA < 5||_T1 && $SF.Squad.TA < _TAU>>
			<<set _cTA = App.SF.UpgradeCost(70000,$SF.Squad.TA)>>
			<<if $cash >= _cTA>>
				[[Upgrade Transport Aircraft Fleet|Firebase][$SF.Upgrade = 1, $SF.Colonel.Talk += 1, $SF.Squad.TA++, cashX(-(_cTA), "specialForces")]]
			<<else>>
				//Cannot afford to upgrade the Transport Aircraft Fleet.//
			<</if>>
			//Costs @@.red;<<print cashFormat(_cTA)>>@@//  <<print App.SF.progress($SF.Squad.TA)>>

		<<elseif $SF.Squad.TA === _TAU>>
			//The Transport Aircraft Fleet has been fully upgraded.//

		<</if>>

		<<if _T1 && $SF.Squad.SpacePlane < _SPU>>
			<<set _cSP = App.SF.UpgradeCost(250000,$SF.Squad.SpacePlane)>>
			<<if $cash >= _cSP>>
				[[Upgrade Spaceplane|Firebase][$SF.Upgrade = 1, $SF.Colonel.Talk += 1, $SF.Squad.SpacePlane++, cashX(-(_cSP), "specialForces")]]
			<<else>>
				//Cannot afford to upgrade the Spaceplane.//
			<</if>>
			//Costs @@.red;<<print cashFormat(_cSP)>>@@// <<print App.SF.progress($SF.Squad.SpacePlane)>>

		<<elseif $SF.Squad.SpacePlane === _SPU && $PC.warfare < 75>>
			//Your warfare skill is not high enough unlock the next upgrade.// <<print App.SF.progress($SF.Squad.SpacePlane)>>

		<<elseif $SF.Squad.SpacePlane === _SPU>>
			//The Spaceplane has been fully upgraded.//

		<</if>>

		<<if _T1 && $SF.Squad.GunS < _GunSU>>
			<<set _cGunS = App.SF.UpgradeCost(350000,$SF.Squad.GunS)>>
			<<if $cash >= _cGunS>>
				[[Upgrade Gunship|Firebase][$SF.Upgrade = 1, $SF.Colonel.Talk += 1, $SF.Squad.GunS++, cashX(-(_cGunS), "specialForces")]]
			<<else>>
				//Cannot afford to upgrade Gunship.//
			<</if>>
			//Costs @@.red;<<print cashFormat(_cGunS)>>@@// <<print App.SF.progress($SF.Squad.GunS)>>

		<<elseif $SF.Squad.GunS === _GunSU && $PC.warfare < 75>>
			//Your warfare skill is not high enough unlock the next upgrade.// <<print App.SF.progress($SF.Squad.GunS)>>

		<<elseif $SF.Squad.GunS === _GunSU>>
			//The Gunship has been fully upgraded.//

		<</if>>

	<</if>> /*Closes hangar.*/

	<<if _T1>>''Launch Bay''

		<<if $SF.Squad.Satellite.lv < _SatU && $SF.Squad.Satellite.InOrbit < 1>>
			<<set _cSat = App.SF.UpgradeCost(525000,$SF.Squad.Satellite.lv)>>
			<<if $cash >= _cSat>>
				[[Upgrade Satellite|Firebase][$SF.Upgrade = 1, $SF.Colonel.Talk += 1, $SF.Squad.Satellite.lv++, cashX(-(_cSat), "specialForces")]]
			<<else>>
				//Cannot afford to upgrade Satellite.//
			<</if>>
			//Costs @@.red;<<print cashFormat(_cSat)>>@@// <<print App.SF.progress($SF.Squad.Satellite.lv)>>

		<<elseif $SF.Squad.Satellite.lv === _SatU && $PC.warfare < 75>>
			//Your warfare skill is not high enough unlock the next upgrade.// <<print App.SF.progress($SF.Squad.Satellite.lv)>>

		<<else>>
			//The Satellite has been fully upgraded.//

		<</if>>

		<<if $terrain !== "oceanic">>

			<<if $SF.Squad.GiantRobot < _GRU>>
				<<set _cGR = App.SF.UpgradeCost(550000,$SF.Squad.GiantRobot)>>
				<<if $cash >= _cGR>>
					[[Upgrade Giant Robot|Firebase][$SF.Upgrade = 1, $SF.Colonel.Talk += 1, $SF.Squad.GiantRobot++, cashX(-(_cGR), "specialForces")]]
				<<else>>
					//Cannot afford to upgrade the Giant Robot.//
				<</if>>
				//Costs @@.red;<<print cashFormat(_cGR)>>@@// <<print App.SF.progress($SF.Squad.GiantRobot)>>

			<<elseif $SF.Squad.GiantRobot === _GRU && $PC.warfare < 75>>
				//Your warfare skill is not high enough unlock the next upgrade.// <<print App.SF.progress($SF.Squad.GiantRobot)>>

			<<else>>
				//The Giant Robot has been fully upgraded.//

			<</if>>

			<<if $SF.Squad.MissileSilo < _MSU>>
				<<set _cMS = App.SF.UpgradeCost(565000,$SF.Squad.MissileSilo)>>
				<<if $cash >= _cMS>>
					[[Upgrade Cruise Missile|Firebase][$SF.Upgrade = 1, $SF.Colonel.Talk += 1, $SF.Squad.MissileSilo++, cashX(-(_cMS), "specialForces")]]
				<<else>>
					//Cannot afford to upgrade Cruise Missile.//
				<</if>>
				//Costs @@.red;<<print cashFormat(_cMS)>>@@// <<print App.SF.progress($SF.Squad.MissileSilo)>>

			<<elseif $SF.Squad.MissileSilo === _MSU && $PC.warfare < 75>>
				//Your warfare skill is not high enough unlock the next upgrade.// <<print App.SF.progress($SF.Squad.MissileSilo)>>

			<<else>>
				//The Cruise Missile has been fully upgraded.//

			<</if>>

	<</if>> /*Closes Launch Bay.*/

	<<if _T1 && ($terrain == "oceanic" || $terrain == "marine")>>''Naval Yard''

		<<if $SF.Squad.AircraftCarrier < _ACU>>
			<<set _cAC = App.SF.UpgradeCost(650000,$SF.Squad.AircraftCarrier)>>
			<<if $cash >= _cAC>>
				[[Upgrade Aircraft Carrier|Firebase][$SF.Upgrade = 1, $SF.Colonel.Talk += 1, $SF.Squad.AircraftCarrier++, cashX(-(_cAC), "specialForces")]]
			<<else>>
				//Cannot afford to upgrade Aircraft Carrier.//
			<</if>>
			//Costs @@.red;<<print cashFormat(_cAC)>>@@// <<print App.SF.progress($SF.Squad.AircraftCarrier)>>

		<<elseif $SF.Squad.AircraftCarrier === _ACU && $PC.warfare < 75>>
			//Your warfare skill is not high enough unlock the next upgrade.// <<print App.SF.progress($SF.Squad.AircraftCarrier)>>

		<<else>>
			//The Aircraft Carrier has been fully upgraded.//

		<</if>>

		<<if $SF.Squad.Sub < _SubU>>
			<<set _cSub = App.SF.UpgradeCost(700000,$SF.Squad.Sub)>>
			<<if $cash >= _cSub>>
				[[Upgrade Submarine|Firebase][$SF.Upgrade = 1, $SF.Colonel.Talk += 1, $SF.Squad.Sub++, cashX(-(_cSub), "specialForces")]]
			<<else>>
				//Cannot afford to upgrade Submarine//
			<</if>>
			//Costs @@.red;<<print cashFormat(_cSub)>>@@// <<print App.SF.progress($SF.Squad.Sub)>>
		<<elseif $SF.Squad.Sub === _SubU && $PC.warfare < 75>>
			//Your warfare skill is not high enough unlock the next upgrade.// <<print App.SF.progress($SF.Squad.Sub)>>
		<<else>>
			//The Submarine has been fully upgraded.//

		<</if>>

		<<if $SF.Squad.HAT < _HATU>>
			<<set _cHAT = App.SF.UpgradeCost(665000,$SF.Squad.HAT)>>
			<<if $cash >= _cHAT>>
				[[Upgrade Amphibious Transport|Firebase][$SF.Upgrade = 1, $SF.Colonel.Talk += 1, $SF.Squad.HAT++, cashX(-(_cHAT), "specialForces")]]
			<<else>>
				//Cannot afford to upgrade Amphibious Transport.//
			<</if>>
			//Costs @@.red;<<print cashFormat(_cHAT)>>@@// <<print App.SF.progress($SF.Squad.HAT)>>
		<<elseif $SF.Squad.HAT === _HATU && $PC.warfare < 75>>
			//Your warfare skill is not high enough unlock the next upgrade.// <<print App.SF.progress($SF.Squad.HAT)>>

		<<else>>
			//The Amphibious Transport has been fully upgraded.//

		<</if>>

	<</if>> /*Closes Naval Yard.*/

<</if>>
<</if>>
/*
<<if _T1 && $SF.Facility.Toggle > 0 && $SF.Facility.Active < 1>>
<<set _cSFF = App.SF.UpgradeCost(735000,$SF.Facility.Active)>>
	<<if $cash >= _cSFF>>
		[[Build $SF.Lower's support facility|Firebase][$SF.Upgrade = 1, $SF.Colonel.Talk += 1, $SF.Facility.Active++, cashX(-(_cSFF), "specialForces")]]
	<<else>> //Cannot afford to build $SF.Lower's support facility.// <</if>>
//Costs @@.red;<<print cashFormat(_cSFF)>>@@//
<</if>>*/


code:
:: WC [nobr]

<<set _colonelTalkTensionRuction = 0>>
<<if $SF.FS.Tension >= 0>>
	<<set _colonelTalkTensionRuction = 5>>
<</if>>

<<if $SF.Gift === 0 && $SF.MercCon.CanAttend === -1 && ($SF.Colonel.Talk + $SF.Colonel.Fun !== 1)>>
	The Colonel looks down a list on her tablet. "There's some things we can do to help you out, boss.

We've had some good prizes turn up, that's made us some extra money we could turn over. | <<link "Request cash""Firebase">>
	/*<<set $CashGift = ((Math.ceil((Math.abs($cash)*0.05)*(Math.max(0.99,$SF.Size))))*($arcologies[0].prosperity/100))*_Env>> OLD*/
	<<set $CashGift = Math.ceil(25000*($SF.Size/10)*_Env),$SF.Gift = 1,$choice = 1>>
	<<set $CashGift = ($CashGift > 5000 ? $CashGift : 5000)>>
	<<run cashX($CashGift, "specialForces")>>
	<</link>>
	<<if $rep < 20000>>

If you want we could throw a quick military parade, get the people feeling extra patriotic. | <<link "Request military parade""Firebase">>
		<<set $GoodWords1 += 50*(Math.ceil($SF.Size*0.03*_Env))>>
		<<set $GoodWords1 = (Number($GoodWords1) ? $GoodWords1 : 500),$SF.Gift = 1>>
		<<set $choice = 2>>
		<<run repX($GoodWords1, "specialForces")>>
		<</link>>
	<</if>>
	<<if $arcologies[0].prosperity < $AProsperityCap>>

Or we could hit some businesses that rival the ones in $arcologies[0].name with some sabotage. | <<link "Request sabotage""Firebase">>
		<<set $GoodWords2 = _EnvProsp+(Math.ceil($SF.Size/100*_Env)),$SF.Gift = 1,$choice = 3>>
		<<if $arcologies[0].prosperity + $GoodWords2 > $AProsperityCap>>
			<<set $arcologies[0].prosperity = $AProsperityCap>>
		<<else>> <<set $arcologies[0].prosperity += $GoodWords2>> <</if>> <</link>>
	<</if>>
<<elseif $SF.Gift == 0 && ($SF.MercCon.CanAttend > -1 || ($SF.Colonel.Talk + $SF.Colonel.Fun > 0))>>

He looks down a list on his tablet. "<<= properTitle()>>, how can $SF.Lower help you this week?

$SF.Caps can spare some profits from our recent operations. | <<link "Request cash""Firebase">>
	<<set $CashGift = 25000*($SF.Size/10)*_Env,$SF.Gift = 1,$choice = 1>>
	<<set $CashGift = ($CashGift > 5000 ? $CashGift : 5000)>>
	<<run cashX(Math.ceil($CashGift * 0.8), "specialForces")>>

	<</link>>
	<<if $rep < 20000>>

We can set some units aside for a ceremonial march through the arcology. | <<link "Request a parade""Firebase">>
		<<set $GoodWords1 += 50*(Math.ceil($SF.Size*0.03*_Env))>>
		<<set $GoodWords1 = (Number($GoodWords1) ? $GoodWords1 : 500),$SF.Gift = 1>>
		<<set $choice = 2>>
		<<run repX(Math.ceil($GoodWords1*0.8), "specialForces")>>
		<</link>>
	<</if>>
	<<if $arcologies[0].prosperity < $AProsperityCap>>

Or we can target rival businesses for sabotage. | <<link "Request sabotage""Firebase">>
		<<set $GoodWords2 = _EnvProsp+(Math.ceil($SF.Size/100*_Env)),$SF.Gift = 1,$choice = 3>>
		<<if $arcologies[0].prosperity + $GoodWords2 * 0.8 > $AProsperityCap>>
			<<set $arcologies[0].prosperity = $AProsperityCap>>
		<<else>> <<set $arcologies[0].prosperity += Math.ceil($GoodWords2*0.8)>> <</if>> <</link>>
	<</if>>
<</if>>

<<if $SF.Colonel.Talk === 0 && $SF.Colonel.Fun === 0 && $SF.MercCon.CanAttend === -1>>

"If you need me for anything else, let me know."
	<<= App.SF.fsIntegration()>>
	<<if $SF.MercCon.History >= 1>>

		<<link "Merc meetup report.">> <<replace "#result0">>

While at the recent merc meetup, The Colonel made @@.yellowgreen;<<print cashFormat(Math.ceil($SF.MercCon.Income))>>@@ selling generic schematics to her friends, <<print num($SF.MercCon.Menials)>> menial slaves were won in a poker game, and <<print num($SF.MercCon.TotalMercs)>> mercenaries were persuaded to join $SF.Lower.

Total earnings thus far: @@.yellowgreen;<<print cashFormat(Math.ceil($SF.MercCon.Revenue))>>@@ in income, <<print num($SF.MercCon.TotalMenials)>> menial slaves and <<print num($SF.MercCon.Mercs)>> mercenaries joined across $SF.MercCon.History meetups.
		<</replace>> <</link>>
	<</if>>

	<<if $SF.Colonel.Status >= 25>>

		<<link "Walk with the Colonel on the surface.">> <<replace "#result0">>
			<<set $SF.Colonel.Talk = 1, $SF.Colonel.Status += 2, $SF.FS.Tension -= _colonelTalkTensionRuction>>

You ask the Colonel if she would like to stretch her legs up on the surface. It doesn't take much effort for her to agree.
			<<if $PC.warfare >= 100 && $PC.career == "mercenary">>
				Your mastery of wet work and prior experience in a PMC satisfies the Colonel that between you<<if $Bodyguard != 0>>, $Bodyguard.slaveName,<</if>> and her, there should be little threat to walking around the arcology. Being able to see and interact with the arcology owner directly maintains the false idea that you're just like one of them while also giving them an increased opportunity to try gaining your favor.
				<<run repX(10, "specialForces")>>
				<<run cashX(_EnvCash2, "specialForces")>>
			<<elseif $PC.warfare >= 100>>
				Your mastery of wet work satisfies the Colonel that you only need two soldiers <<if $Bodyguard != 0>> plus $Bodyguard.slaveName<</if>> to walk safely around the arcology. Being able to see and interact with the arcology owner directly maintains the false idea that you're just like one of them while also giving them an increased opportunity to try gaining your favor.
				<<run repX(5, "specialForces")>>
				<<run cashX(_EnvCash3, "specialForces")>>
			<<elseif $PC.warfare >= 60>>
				With some expertise in warfare, the Colonel believes <<if $Bodyguard != 0>>with $Bodyguard.slaveName <</if>>you only need a squad of armed soldiers for a walk through the arcology.
			<<elseif $PC.warfare >= 30>>
				As you have some skill in warfare, the Colonel believes<<if $Bodyguard != 0>> with $Bodyguard.slaveName<</if>> you only need two full squads of armed soldiers for a walk around the arcology.
			<<elseif $PC.warfare >= 10>>
				Your minor skill in warfare convinces the Colonel that <<if $Bodyguard != 0>>in addition to $Bodyguard.slaveName, <</if>>you need two full squads of armed soldiers and an armored car escort for a simple walk around the arcology.
			<<else>>
				Your complete lack of combat skill convinces the Colonel that <<if $Bodyguard != 0>>in addition to $Bodyguard.slaveName, <</if>>you need two full squads of armed soldiers, an armored car escort, and a sniper overwatch for a simple walk around the arcology.
			<</if>>

As you make your way through the arcology you stop at a
			<<if $arcologies[0].FSPaternalist != "unset">>
				paternalist shop, <<if $SF.Colonel.Core == "cruel">>earning a sneer from the Colonel.<<else>>helping the Colonel select some luxurious and relaxing slave treatments.<</if>>
			<<elseif $arcologies[0].FSPastoralist != "unset">>
				pastoralist shop, helping the Colonel select a more comfortable breast pump.
			<<else>>
				shop that catches the Colonel's eye.
			<</if>>
			<<if $PC.slaving >= 100 && $PC.career == "slaver">>
				Your mastery and extensive history of slaving allows you to assist the Colonel greatly. The shop owner is so impressed by your understanding of slavery that she asks you for some advice. Before you leave, you manage to pass on a few tips, helping the business with future customers.
				<<if $arcologies[0].prosperity < $AProsperityCap>> <<set $arcologies[0].prosperity++>> <</if>>
			<<elseif $PC.slaving >= 100>>
				Your mastery and extensive history of slaving allows you to assist the Colonel greatly. The shop owner is so impressed by your understanding of slavery that she asks you for some advice. Before you leave, you manage to pass on a few tips, helping the business with future customers.
				<<if $arcologies[0].prosperity < $AProsperityCap>> <<set $arcologies[0].prosperity++>> <</if>>
				<<elseif $PC.slaving >= 60>>
					Your expertise in slavery allows you to help the Colonel decide what to buy for her main slave.
				<<elseif $PC.slaving >= 30>>
					Your moderate skill in slavery makes you somewhat helpful to the Colonel in deciding what to buy for her main slave.
				<<elseif $PC.slaving >= 10>>
					Your basic skill level of slavery doesn't allow you to help the Colonel at all.
				<<elseif $PC.slaving < 10>>
					Your total lack of slavery skill (which is very unusual and very concerning for an arcology owner) means that you are of little to no help or even a hindrance. The shopkeeper notices your complete ineptitude, and as soon as you've left the rumor mill begins.
					<<run repX(-20, "PCactions")>>
				<</if>>

Soon the entourage heads back to the HQ of $SF.Lower.
			<<if random(1,100) > 50>>Along the route you see a homeless citizen with a serious injury begging for help.
				<<if $PC.medicine >= 100 && $PC.career == "medicine">>
					Your expertise in surgery ensures that the citizen receives the best care they'll ever experience in their life. They are so grateful that they are more than happy to try and compensate your time. Word quickly spreads of the kindly medically trained arcology owner who took the time to heal a citizen, providing confidence to the rest of the citizens.
					<<run repX(10, "specialForces")>>
					<<run cashX(_EnvCash4, "specialForces")>>
				<<elseif $PC.medicine >= 100>>
					Your expertise in surgery ensures that the citizen receives the best care they'll ever experience in their life. Word quickly spreads of the kindly arcology owner who took the time to heal a citizen.
					<<run repX(5, "specialForces")>>
				<<elseif $PC.medicine >= 60>>
					Your proficiency in surgery allows you to properly close their wound with minimal trauma to the patient.
				<<elseif $PC.medicine >= 30>>
					Your moderate surgical skill ensures that you can close the citizen's wound, though not without likely scarring.
				<<elseif $PC.medicine >= 10>>
					Your basic surgical skill in medicine is sufficient only to stabilize the citizen's wounds before medical assistance arrives.
				<<else>>
					Your total lack of surgical skill causes the death of the citizen through repeated medical blunders.
					<<set $arcologies[0].prosperity -= .25>>
				<</if>>
			<</if>>
		<</replace>> <</link>>
	<</if>>

 <<link "Talk in $SF.Lower's HQ.">> <<replace "#result0">>

What do you want to do with the Colonel in the HQ?

 <<link "Talk">><<replace "#result1">> <<set $SF.Colonel.Talk = 1, $SF.Colonel.Status += 3, $SF.FS.Tension -= _colonelTalkTensionRuction>>

You and the Colonel talk over some $PC.refreshment, where she ends up talking about her past. You learn a little more about her.
			<<switch random(1,6)>>
			<<case 1>>
				<<= IncreasePCSkills('medicine', 1)>> <<= IncreasePCSkills('trading', 1)>> <<= IncreasePCSkills('slaving', 1)>>
			<<case 2>>
				<<= IncreasePCSkills('trading', 1)>> <<= IncreasePCSkills('slaving', 1)>> <<= IncreasePCSkills('engineering', 1)>>
			<<case 3>>
				<<= IncreasePCSkills('slaving', 1)>> <<= IncreasePCSkills('engineering', 1)>> <<= IncreasePCSkills('hacking', 1)>>
			<<case 4>>
				<<= IncreasePCSkills('engineering', 1)>> <<= IncreasePCSkills('hacking', 1)>> <<= IncreasePCSkills('warfare', 1)>>
			<<case 5>>
				<<= IncreasePCSkills('hacking', 1)>> <<= IncreasePCSkills('warfare', 1)>> <<= IncreasePCSkills('medicine', 1)>>
			<<case 6>>
				<<= IncreasePCSkills('warfare', 1)>> <<= IncreasePCSkills('medicine', 1)>> <<= IncreasePCSkills('trading', 1)>>
			<</switch>>
		<</replace>><</link>>

 <<link "Learn">> <<replace "#result1">>
			<<set $SF.Colonel.Talk = 1,$SF.Colonel.Status += 1, $SF.FS.Tension -= _colonelTalkTensionRuction>>

"Sure boss, I can use a break from all of this," she laughs. The Colonel tells a story about one time when she
			<<switch random(1,6)>>
			<<case 1>>
				used field medicine to save another merc's life, teaching you some medical procedures in the process.
				<<= IncreasePCSkills('medicine', 5)>>
			<<case 2>>
				haggled for necessary gear with a stingy quartermaster, teaching you how to get what you want from traders.
				<<= IncreasePCSkills('trading', 5)>>
			<<case 3>>
				found a load of human chattel in a raid and had to manage them before they could later be unloaded, teaching you how to better care for your slaves.
				<<= IncreasePCSkills('slaving', 5)>>
			<<case 4>>
				was responsible for rebuilding a fort she had seized, teaching you how to better manage construction in your arcology.
				<<= IncreasePCSkills('engineering', 5)>>
			<<case 5>>
				was forced to hack her way out of a trap, teaching you how to better penetrate digital security.
				<<= IncreasePCSkills('hacking', 5)>>
			<<case 6>>
				fought off an entire battalion with only a small squad, teaching you how to think tactically in battle.
				<<= IncreasePCSkills('warfare', 5)>>
			<</switch>>
		<</replace>> <</link>>

		<<if $SF.Colonel.Status >= 45>>
 <<link "Have some fun.">> <<replace "#result1">>
			<<set $SF.Colonel.Fun = 1,$SF.Colonel.Talk = 1,$SF.Colonel.Status += 3, $SF.FS.Tension -= _colonelTalkTensionRuction>>

Where should this fun take place? <<link "Go back""Firebase">>
				<<set $SF.Colonel.Fun = 0, $SF.Colonel.Talk = 0,$SF.Colonel.Status -= , $SF.FS.Tension += _colonelTalkTensionRuction3>>
			<</link>>

 <<link "In private">> <<replace "#result4">>

Which orifice do you wish to target?
				<<link "Go back""Firebase">> <</link>>

 <<link "Pussy">> <<replace "#result6">>
							<<include "SFColonelSexDec">>
							<</replace>> <<set $SF.Colonel.Fun += 1>> <</link>>

 <<link "Ass">> <<replace "#result6">>
							<<include "SFColonelSexDec">>
							<</replace>> <<set $SF.Colonel.Fun += 1>> <</link>>

 <<link "Both pussy and ass">> <<replace "#result6">>
							<<include "SFColonelSexDec">>
							<</replace>> <<set $SF.Colonel.Fun += 2>> <</link>>

 <<link "Mouth">> <<replace "#result6">>
							<<include "SFColonelSexDec">>
							<</replace>> <<set $SF.Colonel.Fun += 1>> <</link>>

 <<link "All three holes">> <<replace "#result6">>
							<<include "SFColonelSexDec">>
							<</replace>> <<set $SF.Colonel.Fun += 3>> <</link>>
			 <</replace>> <</link>>

 <<link "On The Colonel's throne.">> <<replace "#result4">>

Which orifice do you wish to target?
					<<link "Go back""Firebase">> <</link>>

 <<link "Pussy">> <<replace "#result6">>
							<<include "SFColonelSexDec">>
						<</replace>> <<set $SF.Colonel.Fun += 1>> <</link>>

 <<link "Ass">> <<replace "#result6">>
							<<include "SFColonelSexDec">>
						<</replace>> <<set $SF.Colonel.Fun += 1>> <</link>>

 <<link "Both pussy and ass">> <<replace "#result6">>
							<<include "SFColonelSexDec">>
						<</replace>> <<set $SF.Colonel.Fun += 2>> <</link>>

 <<link "Mouth">> <<replace "#result6">>
							<<include "SFColonelSexDec">>
						<</replace>> <<set $SF.Colonel.Fun += 1>> <</link>>

 <<link "All three holes">> <<replace "#result6">>
							<<include "SFColonelSexDec">>
						<</replace>> <<set $SF.Colonel.Fun += 3>> <</link>>
			 <</replace>> <</link>>
		 <</replace>> <</link>> <</if>> /*Closes fun*/
	 <</replace>> <</link>> /*Closes talk*/
 <</if>> /*Closes spend time with The Colonel*/


code:
:: art widgets [nobr widget]

/%
Call as <<SlaveArt>>
Displays slave images. Currently passage-based.
$args[0]: Slave.
$args[1]: Image size/center.
	3: Large, right. Example: long slave description.
	2: Medium, right. Example: random events.
	1: Small, left. Example: lists.
	0: Tiny, left. Example: facilities
$args[2]: icon UI Display for vector art, 1 for on.
%/
<<widget "SlaveArt">>

<<= SlaveArt($args[0], $args[1], $args[2])>>

<</widget>>

<<widget "SlaveArtById">>
	<<set _s = getSlave($args[0])>>
	<<SlaveArt _s $args[1]>>
<</widget>>


code:
:: Art_Vector_Body_Clothing_Control_ [nobr]

<<set _eyeBallColor = "#ffffff">>

<<if _artSlave.eyeColor != "">>
	<<if _artSlave.eyeColor.split(" ").length > 1>>
		<<set _eyeLens = _artSlave.eyeColor.split(" ")[0]>>

		<<if _eyeLens == "demonic">>
			<<set _eyeBallColor = _eyeColor>>
		<<elseif _eyeLens == "devilish">>
			<<set _eyeBallColor = "#000000">>
		<</if>>
	<</if>>
<</if>>

<<set _muscles_value = _artSlave.muscles + 101>>
<<set _art_muscle_visibility = 0.910239*Math.log(0.02*_muscles_value) >>

<<set _showEyes = 1>>
<<set _showLips = 1>>
<<set _showMouth = 1>>
<<set _showPubic = 1>>
<<set _showPussy = (_artSlave.vagina >= 0)>>
<<set _showArmHair = 1>>
<<set _showHair = (_artSlave.hStyle != "shaved")>>
<<set _showBoobs = 1>>
<<set _showNipples = 1>>
<<set _showArmHighlight = 0>>
<<set _showTorsoHighlight = 0>>
<<set _showLegHighlight = 0>>
<<set _showBoobsHighlight = 0>>
<<set _showEyesHighlight = 1>>
<<set _showHeadHighlight = 1>>
<<set _showBellyPiercings = 1>>
<<set _showNipplePiercings = 1>>
<<set _chastityAnal = (_artSlave.chastityAnus == 1)>>

<<set _chastityVaginal = (_artSlave.chastityVagina == 1)>>

<<if _artSlave.fuckdoll > 0>>
	<<set _showEyes = 0>>
	<<set _showPubic = 0>>
	<<set _showArmHair = 0>>
	<<set _showHair = 0>>
	<<set _showArmHighlight = 1>>
	<<set _showTorsoHighlight = 1>>
	<<set _showBoobsHighlight = 1>>
	<<set _showLegHighlight = 1>>
	<<set _showHeadHighlight = 1>>
<</if>>

<<if _artSlave.clothes == "a nice maid outfit">>
	<<set _showPubic = 0>>
	<<set _showBoobs = 0>>
	<<set _showBellyPiercings = 0>>
	<<set _showNipplePiercings = 0>>
	<<set _showNipples = 0>>
<</if>>

<<if _artSlave.clothes == "a slutty maid outfit">>
	<<set _showBellyPiercings = 0>>
<</if>>

<<if _artSlave.clothes == "restrictive latex">>
	<<set _showEyes = 0>>
	<<set _showPubic = 0>>
	<<set _showArmHair = 0>>
	<<set _showHair = 0>>
	<<set _showArmHighlight = 1>>
	<<set _showTorsoHighlight = 1>>
	<<set _showLegHighlight = 1>>
	<<set _showHeadHighlight = 1>>
	<<set _showBellyPiercings = 0>>
<</if>>

<<if _artSlave.clothes == "a latex catsuit">>
	<<set _showPubic = 0>>
	<<set _showArmHair = 0>>
	<<set _showArmHighlight = 1>>
	<<set _showTorsoHighlight = 1>>
	<<set _showLegHighlight = 1>>
	<<set _showBoobsHighlight = 1>>
	<<set _showHeadHighlight = 1>>
	<<set _showBellyPiercings = 0>>
	<<set _showNipplePiercings = 0>>
	<<set _chastityAnal = 0>>
	<<set _chastityVaginal = 0>>
<</if>>

<<if $showBodyMods == 0>>
	<<set _showNipplePiercings = 0>>
<</if>>

<<if $seeVectorArtHighlights == 1>>
	<<set _showArmHighlight = 0>>
	<<set _showTorsoHighlight = 0>>
	<<set _showLegHighlight = 0>>
	<<set _showBoobsHighlight = 0>>
<</if>>