:: WC [nobr]
<<if $SF.WG === 0||($SFTradeShow.CanAttend === -1 && ($SFColonel.Talk + $SFColonel.Fun !== 1))>> <br>Ask <<print SFC()>>: <</if>>
<<if $SF.WG === 0>>
	@@.yellowgreen;<<link "For some extra cash.""Firebase">>
		/*<<set $CashGift = ((Math.ceil((Math.abs($cash)*0.05)*(Math.max(0.99,$SF.Units))))*($arcologies[0].prosperity/100))*_Env>> OLD*/
		<<set $CashGift = Math.ceil(25000*($SF.Units/10)*_Env),$SF.WG = 1,$choice = 1,$cash += $CashGift>>
	<</link>>@@
	<<if $rep < 20000 && $SFTradeShow.CanAttend === -1>>
		@@.green;<<link "To put in a good word for you with her contacts.""Firebase">>
		<<set $GoodWords1 += 250+(Math.ceil($SF.Units/100*_Env))>>
		<<set $GoodWords1 = (Number($GoodWords1) ? $GoodWords1 : 500),$SF.WG = 1>>
		<<set $rep += $GoodWords1,$choice = 2>> <</link>>@@ <</if>>
	<<if $arcologies[0].prosperity < $AProsperityCap && $SFTradeShow.CanAttend === -1>>
		@@.yellowgreen;<<link "To use her contacts to help the arcology's business community.""Firebase">>
		<<set $GoodWords2 = _EnvProsp+(Math.ceil($SF.Units/100*_Env)),$SF.WG = 1,$choice = 3>>
		<<set $arcologies[0].prosperity += $GoodWords2>>
			<<if $arcologies[0].prosperity + $GoodWords2 > $AProsperityCap>>
				<<set $arcologies[0].prosperity = $AProsperityCap>> <</if>> <</link>>@@
	<</if>>
<</if>>

<<if $SFColonel.Talk === 0 && $SFColonel.Fun === 0 && $SFTradeShow.CanAttend === -1>> <span id="result0">
To spend time with you:
<<if $SFColonel.Status >= 25>>
	@@.orange;<<link "On the surface.">> <<replace "#result0">>
		<<set $SFColonel.Talk = 1>>
			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 < 10>>
				<br>Your complete lack of skill at warfare ensures that <<if $Bodyguard != 0>>in addition to $Bodyguard.slaveName, <</if>>you need; two full squads of $SF.Lower on foot, a squadron of fighters, a small convoy of $SF.Lower's ground vehicles.
			<<elseif $PC.warfare >= 100 && $PC.career == "mercenary">>
				<br>Your mastery of wet work and prior experience in a PMC satisfies The Colonel that you only need one soldier and a single vehicle<<if $Bodyguard != 0>> plus $Bodyguard.slaveName<</if>>. Being able to see and interact with the arcology owner even more directly if they so wish boosts the mood of your citizen's while also giving them an increased opportunity to try gaining favor with you.
				<<set $rep += 10, $cash += $EnvCash2>>
			<<elseif $PC.warfare >= 100>>
				<br>Your mastery of wet work satisfies The Colonel that you only need two soldiers and a single vehicle<<if $Bodyguard != 0>> plus $Bodyguard.slaveName<</if>>. Being able to see and interact with the arcology owner directly if they so wish boosts the mood of your citizens while also giving them the opportunity to try gaining favor with you.
				<<set $rep += 5, $cash += $EnvCash3>>
			<<elseif $PC.warfare >= 60>>
				<br>Your expertise in warfare means that <<if $Bodyguard != 0>>in addition to $Bodyguard.slaveName <</if>>you need; two full squads of $SF.Lower on foot, a squadron of fighters and a large convoy of $SF.Lower's ground vehicles.
			<<elseif $PC.warfare >= 30>>
				<br>As you have some skill in warfare, you only need<<if $Bodyguard != 0>> in addition to $Bodyguard.slaveName<</if>>; two full squads of $SF.Lower on foot, a squadron of fighters, a small convoy of $SF.Lower's ground vehicles.
			<<elseif $PC.warfare >= 10>>
				<br>Your F.N.G. tier skill in warfare ensures that <<if $Bodyguard != 0>>in addition to $Bodyguard.slaveName, <</if>>you need; two full squads of $SF.Lower on foot, a squadron of fighters, a small convoy of $SF.Lower's ground vehicles.
			<</if>>
			<<if $arcologies[0].FSPaternalist != "unset">>
				Stopping at a paternalist shop, you help The Colonel select some luxurious and relaxing treatments for her main slave.
				<<if $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.
				<<elseif $PC.slaving >= 100>>
					Your mastery of slaving allows you assist The Colonel greatly. Also the shop owner is so impressed by your understanding of slavery that she is more than happy for an endorsement from you. As you are exiting the shop you hear your pre-recorded message which bears the slogan "This is <<if def $PC.customTitle>>$PC.customTitle <</if>> <<= PlayerName()>> and this is my favorite Paternalist shop in $arcologies[0].name."
					<<if $arcologies[0].prosperity < $AProsperityCap>>
						<<set $arcologies[0].prosperity++>> <</if>>
				<<elseif $PC.slaving >= 60>>
					Your expertise in slavery allows you to be more useful.
				<<elseif $PC.slaving >= 30>>
					Possessing some skill, you are slightly helpful.
				<<elseif $PC.slaving >= 10>>
					Your basic skill at slavery, allows you to neither be a hindrance or helpful.
				<</if>>
			<<else>> Stopping at a shop. <</if>>
			<br>Soon the entourage heads back to the HQ of $SF.Lower. Along the route you see a homeless citizen in great pain.
			<<if $PC.medicine < 10>>
				Your total lack of medical skill causes the death of the citizen.
				<<set $arcologies[0].prosperity -= .25>>
			<<elseif $PC.medicine >= 100 && $PC.career == "medicine">>
				Your expertise in medicine ensures that the citizen is probably the best they have ever been. 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.
				<<set $rep += 10, $cash += $EnvCash4>>
			<<elseif $PC.medicine >= 100>>
				Your expertise in medicine ensures that the citizen is probably the best they have ever been. Word quickly spreads of the kindly arcology owner who took the time to heal a citizen.
				<<set $rep += 5>>
			<<elseif $PC.medicine >= 60>>
				Your mastery of medicine ensures that the citizen's condition is noticeably better.
			<<elseif $PC.medicine >= 30>>
				Your moderate skill in medicine ensures that the citizen's condition ever so slightly improves.
			<<elseif $PC.medicine >= 10>>
				Your basic skill in medicine is sufficient only to stabilize the citizen.
			<</if>> <<set $SFColonel.Status += 2>>
	<</replace>> <</link>>@@
<</if>>

@@.orange;<<link "In $SF.Lower's HQ.">> <<replace "#result0">> <span id="result1">
What do you want to do with The Colonel in the HQ?
@@.orange;<<link "Learn">> <<replace "#result1">>
<<set $SFColonel.Talk = 1,$SFColonel.Status += 1>>
"Sure, <<print SFCR()>>,I can use a break from all of this." She laughs.
She can try teaching you a bit about;
	@@.orange;[[field medicine|Firebase][$PC.medicine += 2]]@@
	,@@.orange;[[trading|Firebase][$PC.trading += 2]]@@
	,@@.orange;[[slaving|Firebase][$PC.slaving += 2]]@@
	,@@.orange;[[combat engineering|Firebase][$PC.engineering += 2]]@@
	,@@.orange;[[hacking|Firebase][$PC.hacking += 2]]@@
	,@@.orange;[[general skills|Firebase][$PC.medicine += 1,$PC.trading += 1,$PC.slaving += 1,$PC.engineering += 1,$PC.hacking += 1]]@@
	or you can ,@@.orange;[[listen to some war stories|Firebase][$PC.warfare += 2]]@@
@@.orange;[[Go back|Firebase][$SFColonel.Talk = 0,$SFColonel.Status -= 1]]@@
<</replace>> <</link>>@@

<<if $SFColonel.Status >= 45>>
@@.orange;<<link "Have some fun.">> <<replace "#result1">>
	@@.orange;<<link "Go back""Firebase">>
		<<set $SFColonel.Fun = 0, $SFColonel.Talk = 0,$SFColonel.Status -= 3>>
	<</link>>@@
	<<set $SFColonel.Fun = 1,$SFColonel.Talk = 1,$SFColonel.Status += 3>>
	Where should this fun take place?
	<br>@@.orange;<<link "In private">> <span id="result6">
			Which orifice do you wish to target?
			@@.orange;<<link "Go back""Firebase">> <</link>>@@
				<br>@@.orange;<<link "Pussy">> <<replace "#result6">>
					<<include "SFColonelSexDec">>
					<</replace>> <<set $SFColonel.Fun += 1>> <</link>>@@
				<br>@@.orange;<<link "Ass">> <<replace "#result6">>
					<<include "SFColonelSexDec">>
					<</replace>> <<set $SFColonel.Fun += 1>> <</link>>@@
				<br>@@.orange;<<link "Both pussy and ass">> <<replace "#result6">>
					<<include "SFColonelSexDec">>
					<</replace>> <<set $SFColonel.Fun += 2>> <</link>>@@
				<br>@@.orange;<<link "Mouth">> <<replace "#result6">>
					<<include "SFColonelSexDec">>
					<</replace>> <<set $SFColonel.Fun += 1>> <</link>>@@
				<br>@@.orange;<<link "All three holes">> <<replace "#result6">>
					<<include "SFColonelSexDec">>
					<</replace>> <<set $SFColonel.Fun += 3>> <</link>>@@
	</span> <</link>>@@

	<br>@@.orange;<<link "On The Colonel's throne.">> <span id="result6">
			Which orifice do you wish to target?
			@@.orange;<<link "Go back""Firebase">> <</link>>@@
				<br>@@.orange;<<link "Pussy">> <<replace "#result6">>
					<<include "SFColonelSexDec">>
					<</replace>> <<set $SFColonel.Fun += 1>> <</link>>@@
				<br>@@.orange;<<link "Ass">> <<replace "#result6">>
					<<include "SFColonelSexDec">>
					<</replace>> <<set $SFColonel.Fun += 1>> <</link>>@@
				<br>@@.orange;<<link "Both pussy and ass">> <<replace "#result6">>
					<<include "SFColonelSexDec">>
					<</replace>> <<set $SFColonel.Fun += 2>> <</link>>@@
				<br>@@.orange;<<link "Mouth">> <<replace "#result6">>
					<<include "SFColonelSexDec">>
					<</replace>> <<set $SFColonel.Fun += 1>> <</link>>@@
				<br>@@.orange;<<link "All three holes">> <<replace "#result6">>
					<<include "SFColonelSexDec">>
					<</replace>> <<set $SFColonel.Fun += 3>> <</link>>@@
		</span> <</link>>@@
<</replace>> <</link>>@@ @@.orange;[[Go back|Firebase][]]@@ <</if>> /*Closes fun*/
</span> <</replace>> <</link>>@@ <</if>> /*Closes spend time with The Colonel*/