code:
:: Long Slave Description [nobr]

<<run SlaveStatClamp($activeSlave)>>
<<setLocalPronouns $activeSlave>>

	<<if $seeImages == 1 && $eventDescription != 1 && passage() != "Slave Interact">>
		<<if $imageChoice == 1>>

<<= SlaveArt($activeSlave, 3, 0)>>

		<<else>>

<<= SlaveArt($activeSlave, 3, 0)>>

		<</if>>
	<</if>>

<<= SlaveFullName($activeSlave)>>

<<if $activeSlave.custom.label>> (<<print $activeSlave.custom.label>>)<</if>>

<<if $ui == "start">>
<<elseif $saleDescription == 1>>
	<<if $applyLaw == 1>>
		has passed inspection to be sold in your arcology.
		<<include "Law Compliance">> /* includes CheckForGingering */
	<<else>>
		is for sale and is available to inspect.
		<<if $prisonCrime>> /* reports a slave's crime in the criminal market */
			$He $prisonCrime
			<<set $prisonCrime = 0>>
		<</if>>
	<</if>>

    $activeSlave.slaveName
<</if>>

is

<<if $activeSlave.devotion < -95>>a hate-filled,
<<elseif $activeSlave.devotion < -50>>a hateful,
<<elseif $activeSlave.devotion < -20>>a reluctant,
<<elseif $activeSlave.devotion <= 20>>a hesitant,
<<elseif $activeSlave.devotion <= 50>>an accepting,
<<elseif $activeSlave.devotion <= 95>>a devoted,
<<else>>a worshipful,
<</if>>
<<if $activeSlave.trust < -95>>abjectly terrified
<<elseif $activeSlave.trust < -50>>terrified
<<elseif $activeSlave.trust < -20>>frightened
<<elseif $activeSlave.trust < 20>>fearful
<<elseif $activeSlave.trust <= 50>>
	<<if $activeSlave.devotion < -20>>
		careful
	<<else>>
		careful
	<</if>>
<<elseif $activeSlave.trust < 95>>
	<<if $activeSlave.devotion < -20>>
		bold
	<<else>>
		trusting
	<</if>>
<<else>>
	<<if $activeSlave.devotion < -20>>
		defiant
	<<else>>
		profoundly trusting
	<</if>>
<</if>>

<<set $desc = SlaveTitle($activeSlave)>>
$desc.

<<if $activeSlave.indenture > -1>>
	$His <<if $activeSlave.indentureRestrictions > 1>>restrictive<<elseif $activeSlave.indentureRestrictions > 0>>protective<<else>>unrestricted<</if>> indenture
	<<if $activeSlave.indenture > 0>>
		<<if $activeSlave.indenture > 1>>
			has $activeSlave.indenture weeks left to run.
		<<else>>
			expires next week.
		<</if>>
	<<else>>
		expires this week.
	<</if>>
<</if>>

<<if $ui == "start">>
<<elseif $saleDescription == 1>>
<<elseif $eventDescription == 1>>
	$He is currently involved in an event, but is assigned to $activeSlave.assignment.
	<<if $activeSlave.assignment == "be a subordinate slave">>
		<<set _lsd = $slaveIndices[$activeSlave.subTarget]>>
		<<if def _lsd>>
			$He has been ordered to serve <<= SlaveFullName($slaves[_lsd])>> specifically.
		<</if>>
	<</if>>
<<else>>

	<<if $activeSlave.fuckdoll > 0>>
		You order another slave to bring $him before your desk so you can inspect $him.
	<<elseif ($activeSlave.assignment == "work in the dairy") && ($dairyRestraintsSetting > 1)>>
		You go down to $dairyName to inspect $his heaving body.
	<<elseif $activeSlave.assignment == "be your agent">>
		You place a call to
		<<set _agentLocation = "$his current location">>
		<<for _i = 0; _i < $arcologies.length; _i++>>
			<<if $arcologies[_i].leaderID == $activeSlave.ID>>
				<<set _agentLocation = $arcologies[_i].name>>
				<<break>>
			<</if>>
		<</for>>
		<<print _agentLocation>>, and $he instantly appears on camera.
	<<else>>
		$He comes to you for an inspection
		<<switch $activeSlave.assignment>>
		<<case "whore">>
			between customers.
		<<case "serve the public">>
			from where $he was offering $himself publicly.
		<<case "work a glory hole">>
			straight from confinement in a glory hole.
		<<case "get milked">>
			between milkings.
		<<case "work as a farmhand">>
			from where $he was taking care of crops and animals.
		<<case "rest">>
			from where $he was resting.
		<<case "work as a nanny">>
			from where $he was <<if $nurseryBabies > 0>>taking care of children<<else>>keeping $nurseryName clean<</if>>.
		<<case "please you">>
			from where $he was offering $himself to you.
		<<case "be a subordinate slave">>
			<<if $activeSlave.subTarget == -1>>
				from where $he was resting after $his latest baby-making session.
			<<else>>
				straight from orally servicing another slave.
			<</if>>
		<<case "be a servant">>
			straight from bathing another slave.
		<<case "train slaves">>
			between slave training contracts.
		<<case "stay confined">>
			straight from $his confinement.
		<<case "guard you">>
			armed and alert.
		<<case "recruit girls">>
			<<if $recruiterTarget != "other arcologies">>
				after $he finishes cybering with a prospective recruit.
			<<else>>
				<<if $arcologies[0].influenceTarget == -1>>
					right away, since you haven't decided on an arcology to target for cultural influence, leaving $him with nothing to do.
				<<else>>
					from where $he was resting after $his latest sexually exhausting visit to <<for $i = 0; $i < $arcologies.length; $i++>><<if $arcologies[$i].direction == $arcologies[0].influenceTarget>>$arcologies[$i].name<<break>><</if>><</for>>.
				<</if>>
			<</if>>
		<<case "be your Head Girl">>
			with updates on your other slaves ready for your review.
		<<default>>
			as quickly as $he can.
		<</switch>>
	<</if>>

	<<if $activeSlave.sentence > 0>>
		<<if $activeSlave.assignment == "work a glory hole">>
			$His sentence lasts another <<if $activeSlave.sentence > 1>>$activeSlave.sentence weeks<<else>>week<</if>>.
		<<else>>
			$His work assignment lasts another <<if $activeSlave.sentence > 1>>$activeSlave.sentence weeks<<else>>week<</if>>.
		<</if>>
	<</if>>

	<<if $activeSlave.fuckdoll == 0>>
		<<if $activeSlave.voice != 0>>
			<<if $activeSlave.rules.speech == "restrictive">>
				$He is not allowed to speak unless spoken to, but when allowed, $he speaks in a
			<<else>>
				$He is allowed to ask questions, and when $he speaks, $he does so in a
			<</if>>
			<<if $activeSlave.voice == 1>>
				<<if $activeSlave.voiceImplant < 0>>
					ridiculously deep, gravelly voice.
				<<else>>
					deep, unfeminine voice.
				<</if>>
			<<elseif $activeSlave.voice == 2>>
				<<if $activeSlave.voiceImplant != 0>>
					slightly artificial feminine voice.
				<<else>>
					pretty, feminine voice.
				<</if>>
			<<elseif $activeSlave.voice == 3>>
				<<if $activeSlave.voiceImplant > 0>>
					ridiculously high, bubblegum voice.
				<<else>>
					high, girly voice.
				<</if>>
			<</if>>

			<<if canTalk($activeSlave, false)>>
				<<= App.Desc.accent($activeSlave)>>
			<</if>>

		<</if>>
	<</if>>

	<<if $activeSlave.relationship == -3>>
		<<if $activeSlave.fetish == "mindbroken">>
			$He is married to you, not that it matters to $his broken mind; to $him, $he is a slave, nothing more.
		<<elseif $activeSlave.devotion+$activeSlave.trust >= 175>>
			$He is happily married to you, though of course $he is still your slave; albeit a loving, devoted one.
		<<elseif $activeSlave.devotion < -20 && $activeSlave.trust > 20>>
			$He is reluctantly married to you, though of course $he is still your slave.
		<<elseif $activeSlave.devotion < -20>>
			$He is forcibly married to you, though of course $he is still your slave.
		<<else>>
			$He is married to you, though of course $he is still your slave.
		<</if>>
	<<elseif $activeSlave.relationship == -1>>
		$He is an emotional slut, happy to remain officially single and free to treat everyone equally.
	<<elseif $activeSlave.relationship == -2>>
		$He is emotionally bound to you; $his feelings for you are comparable to those in a healthy, loving relationship.
	<<elseif $activeSlave.relationship != 0>>
		<<set _lsd = $slaveIndices[$activeSlave.relationshipTarget]>>
		<<if def _lsd>>
			$He is
			/* TODO: update this with the new relationship rules */
			<<if $activeSlave.relationship <= 1>>
				friends with <<= SlaveFullName($slaves[_lsd])>>; the rules <<if $activeSlave.rules.relationship != "restrictive">>encourage<<else>> discourage<</if>> their relationship.
			<<elseif $activeSlave.relationship <= 2>>
				best friends with <<= SlaveFullName($slaves[_lsd])>>; the rules <<if $activeSlave.rules.relationship != "restrictive">>encourage<<else>> discourage<</if>> their close relationship.
			<<elseif $activeSlave.relationship <= 3>>
				<<= SlaveFullName($slaves[_lsd])>>'s friend with benefits; the rules <<if $activeSlave.rules.relationship == "permissive">>encourage<<else>> discourage<</if>> their sexual relationship.
			<<elseif $activeSlave.relationship <= 4>>
				<<= SlaveFullName($slaves[_lsd])>>'s lover; the rules <<if $activeSlave.rules.relationship == "permissive">>encourage<<else>> discourage<</if>> their passionate relationship.
			<<elseif $slaves[_lsd].relationship > 4>>
				<<= SlaveFullName($slaves[_lsd])>>'s slave $wife; the rules <<if $activeSlave.rules.relationship == "permissive">>encourage<<else>> discourage<</if>> marital bliss.
			<</if>>
		<</if>>
	<<elseif $activeSlave.fuckdoll == 0>>
		<<if $activeSlave.rules.relationship == "restrictive">>
			The rules forbid $him from associating freely with other slaves.
		<<elseif $activeSlave.career == "a Futanari Sister">>
			The rules encourage $him to form friendships with other slaves, but $he seems disinclined to do so. $He's both friendly with them and eagerly sexual with them when allowed, but $he seems to be waiting for someone, deep down.
		<<elseif $activeSlave.rules.relationship == "just friends">>
			The rules encourage $him to form friendships with other slaves.
		<<else>>
			The rules encourage $him to form relationships with other slaves.
		<</if>>
	<</if>>

	<<if $activeSlave.fuckdoll == 0>>
		<<set _lover = getSlave($activeSlave.relationshipTarget)>>
		<<if def _lover>>
			<<setLocalPronouns _lover 2>>
		<</if>>
		<<if ($activeSlave.ID == $HeadGirl.ID) && ($HGSuite == 1)>>
			$He lives in $his own suite within your penthouse,
		<<elseif ($activeSlave.ID == $Bodyguard.ID) && ($dojo > 1)>>
			$He lives in $his own room within the armory,
		<<elseif ($activeSlave.assignment == "work in the dairy") && ($dairyRestraintsSetting > 1)>>
			$He sleeps attached to a milking machine,
		<<elseif $activeSlave.rules.living == "spare">>
			$He sleeps on a bedroll,
		<<elseif $activeSlave.rules.living == "normal">>
			$He sleeps on a cot,
		<<elseif $activeSlave.relationship >= 4>>
			$He has $his own room, which $he shares with $his <<if $activeSlave.relationship == 5>>_wife2<<else>><<= _girl2>>friend<</if>> whenever they can manage it,
		<<else>>
			$He sleeps in $his own little room,
		<</if>>
		<<= App.Desc.releaseDesc($activeSlave)>>
	<</if>>

<</if>> /* CLOSES SALE AND EVENT RULES NONDISPLAY */

<<if $activeSlave.slaveName != $activeSlave.birthName || $activeSlave.slaveSurname != $activeSlave.birthSurname>>
	<<set _nameloss = 0>>
	<<if $activeSlave.fuckdoll == 0>>
		<<if $activeSlave.slaveName != $activeSlave.birthName && $activeSlave.slaveSurname != $activeSlave.birthSurname>>
			<<= SlaveFullName($activeSlave)>> is not $his original full name;
			<<if $activeSlave.birthName === "" || $activeSlave.birthSurname === "">>
				whatever it was, however, has been lost forever.
				<<set _nameloss = 1>>
			<</if>>
		<<elseif $activeSlave.slaveName != $activeSlave.birthName>>
			$activeSlave.slaveName is not $his original given name;
			<<if $activeSlave.birthName === "">>
				whatever it was, however, has been lost forever.
				<<set _nameloss = 1>>
			<</if>>
		<<elseif $activeSlave.slaveSurname != $activeSlave.birthSurname>>
			<<if $activeSlave.slaveSurname === 0 && $activeSlave.birthSurname === "">>
				$He once had a surname; whatever it was, however, has been lost forever.
				<<set _nameloss = 1>>
			<<elseif $activeSlave.slaveSurname !== 0>>
				$activeSlave.slaveSurname is not $his original surname;
				<<if $activeSlave.birthSurname === "">>
					whatever it was, however, has been lost forever.
					<<set _nameloss = 1>>
				<</if>>
			<<else>>
				<<set _nameloss = 1>>
			<</if>>
		<</if>>
		<<if $activeSlave.birthName !== "" || $activeSlave.birthSurname !== "">>
			<<if _nameloss == 1>>
				$He
			<<else>>
				$he
			<</if>>
			<<if $activeSlave.devotion > 95>>
				adores $his slave name and affects to have forgotten that $he was ever called
			<<elseif $activeSlave.devotion > 50>>
				uses $his slave name automatically and gives no sign that $he was ever called
			<<elseif $activeSlave.devotion > 20>>
				uses $his slave name despite once being known as
			<<elseif $activeSlave.devotion >= -20>>
				uses $his slave name hesitantly since $he was once called
			<<elseif $activeSlave.devotion >= -50>>
				uses $his slave name with resentment since $he prefers $his original name,
			<<else>>
				uses $his slave name only when constantly punished, since $he feels $his real name is
			<</if>>
			<<if $activeSlave.slaveName !== $activeSlave.birthName && $activeSlave.slaveSurname !== $activeSlave.birthSurname>>
				<<= SlaveFullBirthName($activeSlave)>>.
			<<elseif $activeSlave.slaveName !== $activeSlave.birthName>>
				<<if $activeSlave.slaveName.endsWith($activeSlave.birthName)>>
					just plain
				<</if>>
				$activeSlave.birthName.
			<<elseif $activeSlave.slaveSurname !== $activeSlave.birthSurname>>
				$activeSlave.birthSurname.
			<</if>>
		<</if>>
		<<if $activeSlave.slaveSurname == 0>>
			$He has no surname as a slave, which $he
			<<if $activeSlave.devotion > 95>>loves.
			<<elseif $activeSlave.devotion > 50>>likes.
			<<elseif $activeSlave.devotion > 20>>accepts.
			<<elseif $activeSlave.devotion >= -20>>tolerates.
			<<elseif $activeSlave.devotion >= -50>>resents.
			<<else>>hates.
			<</if>>
		<</if>>
	<<else>>
		<<= SlaveFullName($activeSlave)>> is not $his original name: $he was once called <<= SlaveFullBirthName($activeSlave)>>.
	<</if>>
<</if>>

<<= App.Desc.ageAndHealth($activeSlave)>>

<<if $saleDescription != 1>>
	<<if $clinic != 0 && $clinicUpgradeScanner == 1>>
		<<if $activeSlave.chem > 15>>
			$clinicNameCaps's scanners score long term carcinogenic buildup in $his body at <<print Math.ceil($activeSlave.chem/10)>>.
		<<else>>
			$clinicNameCaps's scanners confirm that $he has good prospects for long term health.
		<</if>>
	<</if>>

	<<print App.Desc.geneticQuirkAssessment($activeSlave)>>

	<<if $showSexualHistory == 1 && $ui != "start">>
		<<= App.Desc.sexualHistory($activeSlave)>>
	<</if>>
<</if>>

<<= App.Desc.mind($activeSlave)>>

<<if $saleDescription == 0>>
	<<if $eventDescription == 0>>
		<<if canSee($activeSlave)>>
			<<if ($activeSlave.attrKnown == 1)>>
				<<if ($activeSlave.assignment != "work in the dairy") || ($dairyRestraintsSetting > 1)>>
					<<if ($activeSlave.attrXX > 85) && ($PC.boobs >= 400)>>
						$His attraction to women is obvious: $he can't seem to stop staring at your breasts.
					<<elseif ($activeSlave.attrXY > 85) && ($PC.dick != 0)>>
						$His attraction to men is obvious: $he can't seem to stop glancing down at your package.
					<<elseif ($activeSlave.attrXY > 85) && $PC.title == 1 && ($PC.boobs < 300)>>
						$His attraction to men is obvious: $he can't seem to stop checking out your broad chest.
					<</if>>
				<</if>>
			<</if>>
		<</if>>
	<</if>>
<</if>>

<<= App.Desc.family($activeSlave)>>

<<if $activeSlave.relationship >= 3 && totalRelatives($activeSlave) > 0>>
	<<set _lover = getSlave($activeSlave.relationshipTarget)>>
	<<if def _lover>>
		<<set _relTerm = relativeTerm($activeSlave, _lover)>>
		<<if _relTerm !== null>>
			$He is in an incestuous relationship with $his _relTerm, <<= SlaveFullName(_lover)>>.
		<</if>>
	<</if>>
<<elseif $activeSlave.relationship <= -2>>
	<<set _relTerm = relativeTerm($activeSlave, $PC)>>
	<<if _relTerm !== null>>
		$He is in an incestuous relationship with $his _relTerm, you.
	<</if>>
<</if>>

<<if $activeSlave.rivalry != 0>>
	<<set _lsd = $slaveIndices[$activeSlave.rivalryTarget]>>
	<<if def _lsd>>
		$He
		<<if $activeSlave.rivalry <= 1>>
			dislikes <<= SlaveFullName($slaves[_lsd])>>.
		<<elseif $activeSlave.rivalry <= 2>>
			is <<= SlaveFullName($slaves[_lsd])>>'s rival.
		<<else>>
			bitterly hates <<= SlaveFullName($slaves[_lsd])>>.
		<</if>>
	<</if>>
<</if>>

<<if $activeSlave.bodySwap > 0>>
	<<if $activeSlave.origBodyOwner !== "">>
		$He currently possesses <<print $activeSlave.origBodyOwner>>'s body.
	<</if>>
	<<if $activeSlave.fetish != "mindbroken" && $activeSlave.fuckdoll == 0 && $activeSlave.origBodyOwnerID > 0>>
		<<set _lsd = $slaveIndices[$activeSlave.origBodyOwnerID]>>
		<<if def _lsd>>
			$He is fully aware that <<= SlaveFullName($slaves[_lsd])>> is in $his old body.
		<</if>>
	<</if>>
<</if>>

<<if $saleDescription == 0>>
	<<if $activeSlave.origin != 0>>
		$activeSlave.origin
	<</if>>
<</if>>

<<if $activeSlave.fuckdoll == 0>>
	<<if $activeSlave.career != 0>>
		<<if $activeSlave.career == "a slave">>
			$He was a slave long before you obtained $him.
		<<elseif $activeSlave.career == "a slave since birth">>
			$He's been your slave $his entire life.
		<<elseif $activeSlave.career == "a meat toilet" || $activeSlave.career == "a cum dump">>
			$He sees $himself as a cum receptacle.
		<<elseif $activeSlave.career == "a dairy cow">>
			$He's been broken into the belief that $he is nothing more than a cow to be milked and bred.
		<<elseif $activeSlave.career == "a breeding bull">>
			$He's been broken into the belief that $he is nothing more than a bull destined to fill fertile wombs with calves.
		<<elseif $activeSlave.career == "a breeder">>
			Before you obtained $him, $he was a breeding slave.
		<<elseif $activeSlave.career == "a bioreactor">>
			$He has spent time as a cow in an industrial dairy, an experience that marked $him deeply.
		<<else>>
			Before $he was a slave, $he was
			<<if setup.bodyguardCareers.includes($activeSlave.career)>>
				<<= convertCareer($activeSlave)>>, giving $him potential as a Bodyguard.
			<<elseif setup.wardenessCareers.includes($activeSlave.career)>>
				<<= convertCareer($activeSlave)>>, giving $him potential as a Wardeness for <<if $cellblock == 0>>a Cellblock<<else>>$cellblockName<</if>>.
			<<elseif setup.attendantCareers.includes($activeSlave.career)>>
				<<= convertCareer($activeSlave)>>, giving $him potential as an Attendant for <<if $spa == 0>>a Spa<<else>>$spaName<</if>>.
			<<elseif setup.matronCareers.includes($activeSlave.career)>>
				<<= convertCareer($activeSlave)>>, giving $him potential as a Matron for <<if $nursery == 0 && $nurseryNannies == 0>>a Nursery<<else>>$nurseryName<</if>>.
			<<elseif setup.nurseCareers.includes($activeSlave.career)>>
				<<= convertCareer($activeSlave)>>, giving $him potential as a Nurse for <<if $clinic == 0>>a Clinic<<else>>$clinicName<</if>>.
			<<elseif setup.schoolteacherCareers.includes($activeSlave.career)>>
				<<= convertCareer($activeSlave)>>, giving $him potential as a Schoolteacher for <<if $schoolroom == 0>>a Schoolroom<<else>>$schoolroomName<</if>>.
			<<elseif setup.stewardessCareers.includes($activeSlave.career)>>
				<<= convertCareer($activeSlave)>>, giving $him potential as a Stewardess for <<if $servantsQuarters == 0>>a Servant's Quarters<<else>>$servantsQuartersName<</if>>.
			<<elseif setup.milkmaidCareers.includes($activeSlave.career)>>
				<<= convertCareer($activeSlave)>>, giving $him potential as a Milkmaid for <<if $dairy == 0>>a Dairy<<else>>$dairyName<</if>>.
			<<elseif setup.farmerCareers.includes($activeSlave.career)>>
				<<= convertCareer($activeSlave)>>, giving $him potential as a Farmer for <<if $farmyard == 0>>a Farmyard<<else>>$farmyardName<</if>>.
			<<elseif setup.madamCareers.includes($activeSlave.career)>>
				<<= convertCareer($activeSlave)>>, giving $him potential as a Madam for <<if $brothel == 0>>a Brothel<<else>>$brothelName<</if>>.
			<<elseif setup.DJCareers.includes($activeSlave.career)>>
				<<= convertCareer($activeSlave)>>, giving $him potential as a DJ for <<if $club == 0>>a Club<<else>>$clubName<</if>>.
			<<elseif setup.HGCareers.includes($activeSlave.career)>>
				<<= convertCareer($activeSlave)>>, giving $him potential as a Head Girl.
			<<elseif setup.recruiterCareers.includes($activeSlave.career)>>
				<<= convertCareer($activeSlave)>>, giving $him potential as a recruiter.
			<<elseif setup.entertainmentCareers.includes($activeSlave.career)>>
				<<= convertCareer($activeSlave)>>, giving $him a slight edge at entertainment.
			<<elseif setup.whoreCareers.includes($activeSlave.career)>>
				<<= convertCareer($activeSlave)>>, giving $him a slight edge at sexual commerce.
			<<elseif setup.gratefulCareers.includes($activeSlave.career)>>
				<<= convertCareer($activeSlave)>>, so $he can remember what it's like <<if $activeSlave.career == "prisoner">>no one looking out for you<<else>>to have the freedom to starve<</if>>.
			<<elseif setup.menialCareers.includes($activeSlave.career)>>
				<<= convertCareer($activeSlave)>>, giving $him experience following orders.
			<<elseif setup.servantCareers.includes($activeSlave.career)>>
				<<= convertCareer($activeSlave)>>, giving $him a slight edge in housekeeping.
			<<else>>
				<<= convertCareer($activeSlave)>>.
			<</if>>
		<</if>>
	<</if>>
	<<if ($week-$activeSlave.weekAcquired >= 20) && ($activeSlave.skill.entertainment >= 100)>>
		<<if setup.entertainmentCareers.includes($activeSlave.career)>><<else>>
			$He has gotten enough experience to be as charismatic as any professional entertainer<<if ($activeSlave.counter.oral + $activeSlave.counter.anal + $activeSlave.counter.vaginal + $activeSlave.counter.mammary + $activeSlave.counter.penetrative > 1000)>>, and has been fucked so many times that a free sex worker could teach $him nothing<</if>>.
		<</if>>
	<<elseif ($activeSlave.counter.oral + $activeSlave.counter.anal + $activeSlave.counter.vaginal + $activeSlave.counter.mammary + $activeSlave.counter.penetrative > 1000)>>
		<<if setup.whoreCareers.includes($activeSlave.career)>><<else>>
			$He has been fucked so many times that a free sex worker could teach $him nothing.
		<</if>>
	<</if>>
<</if>>

<<set _careers = []>>
<<if ($activeSlave.skill.headGirl >= $masteredXP)>>
	<<set _careers.push("Head Girl")>>
<</if>>
<<if ($activeSlave.skill.recruiter >= $masteredXP)>>
	<<set _careers.push("Recruiter")>>
<</if>>
<<if ($activeSlave.skill.bodyguard >= $masteredXP)>>
	<<set _careers.push("Bodyguard")>>
<</if>>
<<if ($activeSlave.skill.madam >= $masteredXP)>>
	<<set _careers.push("Madam")>>
<</if>>
<<if ($activeSlave.skill.DJ >= $masteredXP)>>
	<<set _careers.push("DJ")>>
<</if>>
<<if ($activeSlave.skill.nurse >= $masteredXP)>>
	<<set _careers.push("Nurse")>>
<</if>>
<<if ($activeSlave.skill.teacher >= $masteredXP)>>
	<<set _careers.push("Schoolteacher")>>
<</if>>
<<if ($activeSlave.skill.attendant >= $masteredXP)>>
	<<set _careers.push("Attendant")>>
<</if>>
<<if ($activeSlave.skill.matron >= $masteredXP)>>
	<<set _careers.push("Matron")>>
<</if>>
<<if ($activeSlave.skill.stewardess >= $masteredXP)>>
	<<set _careers.push("Stewardess")>>
<</if>>
<<if ($activeSlave.skill.milkmaid >= $masteredXP)>>
	<<set _careers.push("Milkmaid")>>
<</if>>
<<if ($activeSlave.skill.farmer >= $masteredXP)>>
	<<set _careers.push("Farmer")>>
<</if>>
<<if ($activeSlave.skill.wardeness >= $masteredXP)>>
	<<set _careers.push("Wardeness")>>
<</if>>
<<if ($activeSlave.skill.servant >= $masteredXP)>>
	<<set _careers.push("Servant")>>
<</if>>
<<if ($activeSlave.skill.entertainer >= $masteredXP)>>
	<<set _careers.push("Entertainer")>>
<</if>>
<<if ($activeSlave.skill.whore >= $masteredXP)>>
	<<set _careers.push("Whore")>>
<</if>>
<<if _careers.length > 0>>
	$He has working experience as a
	<<if _careers.length > 2>>
		<<for _j = 0; _j < _careers.length; _j++>>
			<<if _j < _careers.length-1>>
				<<print _careers[_j]>>,
			<<else>>
				and <<print _careers[_j]>>.
			<</if>>
		<</for>>
	<<elseif _careers.length > 1>>
		_careers[1] and <<print _careers[0]>>.
	<<else>>
		<<print _careers[0]>>.
	<</if>>
<</if>>
/* old
<<set _numCareers = 0>>
<<if ($activeSlave.skill.headGirl >= $masteredXP)>>
	<<set _numCareers += 1>>
<</if>>
<<if ($activeSlave.skill.recruiter >= $masteredXP)>>
	<<set _numCareers += 1>>
<</if>>
<<if ($activeSlave.skill.bodyguard >= $masteredXP)>>
	<<set _numCareers += 1>>
<</if>>
<<if ($activeSlave.skill.madam >= $masteredXP)>>
	<<set _numCareers += 1>>
<</if>>
<<if ($activeSlave.skill.DJ >= $masteredXP)>>
	<<set _numCareers += 1>>
<</if>>
<<if ($activeSlave.skill.nurse >= $masteredXP)>>
	<<set _numCareers += 1>>
<</if>>
<<if ($activeSlave.skill.teacher >= $masteredXP)>>
	<<set _numCareers += 1>>
<</if>>
<<if ($activeSlave.skill.attendant >= $masteredXP)>>
	<<set _numCareers += 1>>
<</if>>
<<if ($activeSlave.skill.matron >= $masteredXP)>>
	<<set _numCareers += 1>>
<</if>>
<<if ($activeSlave.skill.stewardess >= $masteredXP)>>
	<<set _numCareers += 1>>
<</if>>
<<if ($activeSlave.skill.milkmaid >= $masteredXP)>>
	<<set _numCareers += 1>>
<</if>>
<<if ($activeSlave.skill.farmer >= $masteredXP)>>
	<<set _numCareers += 1>>
<</if>>
<<if ($activeSlave.skill.wardeness >= $masteredXP)>>
	<<set _numCareers += 1>>
<</if>>
<<if _numCareers > 0>>
	$He has working experience as a
	<<if $activeSlave.skill.headGirl >= $masteredXP>>
		<<if _numCareers == 1>>
			Head Girl.
		<<elseif _numCareers == 2>>
			Head Girl and
		<<else>>
			Head Girl,
		<</if>>
		<<set _numCareers -= 1>>
	<</if>>
	<<if $activeSlave.skill.recruiter >= $masteredXP>>
		<<if _numCareers == 1>>
			Recruiter.
		<<elseif _numCareers == 2>>
			Recruiter and
		<<else>>
			Recruiter,
		<</if>>
		<<set _numCareers -= 1>>
	<</if>>
	<<if $activeSlave.skill.bodyguard >= $masteredXP>>
		<<if _numCareers == 1>>
			Bodyguard.
		<<elseif _numCareers == 2>>
			Bodyguard and
		<<else>>
			Bodyguard,
		<</if>>
		<<set _numCareers -= 1>>
	<</if>>
	<<if $activeSlave.skill.madam >= $masteredXP>>
		<<if _numCareers == 1>>
			Madam.
		<<elseif _numCareers == 2>>
			Madam and
		<<else>>
			Madam,
		<</if>>
		<<set _numCareers -= 1>>
	<</if>>
	<<if $activeSlave.skill.DJ >= $masteredXP>>
		<<if _numCareers == 1>>
			DJ.
		<<elseif _numCareers == 2>>
			DJ and
		<<else>>
			DJ,
		<</if>>
		<<set _numCareers -= 1>>
	<</if>>
	<<if $activeSlave.skill.nurse >= $masteredXP>>
		<<if _numCareers == 1>>
			Nurse.
		<<elseif _numCareers == 2>>
			Nurse and
		<<else>>
			Nurse,
		<</if>>
		<<set _numCareers -= 1>>
	<</if>>
	<<if $activeSlave.skill.teacher >= $masteredXP>>
		<<if _numCareers == 1>>
			Schoolteacher.
		<<elseif _numCareers == 2>>
			Schoolteacher and
		<<else>>
			Schoolteacher,
		<</if>>
		<<set _numCareers -= 1>>
	<</if>>
	<<if $activeSlave.skill.attendant >= $masteredXP>>
		<<if _numCareers == 1>>
			Attendant.
		<<elseif _numCareers == 2>>
			Attendant and
		<<else>>
			Attendant,
		<</if>>
		<<set _numCareers -= 1>>
	<</if>>
	<<if $activeSlave.skill.matron >= $masteredXP>>
		<<if _numCareers == 1>>
			Matron.
		<<elseif _numCareers == 2>>
			Matron and
		<<else>>
			Matron,
		<</if>>
		<<set _numCareers -= 1>>
	<</if>>
	<<if $activeSlave.skill.stewardess >= $masteredXP>>
		<<if _numCareers == 1>>
			Stewardess.
		<<elseif _numCareers == 2>>
			Stewardess and
		<<else>>
			Stewardess,
		<</if>>
		<<set _numCareers -= 1>>
	<</if>>
	<<if $activeSlave.skill.milkmaid >= $masteredXP>>
		<<if _numCareers == 1>>
			Milkmaid.
		<<else>>
			Milkmaid and
		<</if>>
		<<set _numCareers -= 1>>
	<</if>>
	<<if $activeSlave.skill.farmer >= $masteredXP>>
		<<if _numCareers == 1>>
			Farmer.
		<<else>>
			Farmer and
		<</if>>
		<<set _numCareers -= 1>>
	<</if>>
	<<if $activeSlave.skill.wardeness >= $masteredXP>>
		Wardeness.
	<</if>>
<</if>>
*/

<<if $activeSlave.prestige > 0>>
	<<if $activeSlave.prestigeDesc>>$activeSlave.prestigeDesc<</if>>
	<<if $activeSlave.prestige > 2>>
		It is extremely prestigious to own $him.
	<<elseif $activeSlave.prestige > 1>>
		It is quite prestigious to own $him.
	<<else>>
		It is fairly prestigious to own $him.
	<</if>>
<</if>>

<<if $activeSlave.porn.prestige > 0>>
	<<if $activeSlave.porn.prestigeDesc>>$activeSlave.porn.prestigeDesc<</if>>
	<<if $activeSlave.porn.prestige > 2>>
		As such, $he tends to gain a following wherever $he goes.
	<<elseif $activeSlave.porn.prestige > 1>>
		As such, $he is recognized often.
	<<else>>
		As such, $he is recognized occasionally.
	<</if>>
<</if>>

<<if $activeSlave.prestige > 0 || $activeSlave.porn.prestige > 1>>
	<<if $activeSlave.fuckdoll == 0 && $activeSlave.markings == "birthmark">>
		$He has a large, liver-colored birthmark, but since $he's well known, this uniqueness adds to $his beauty rather than detracting from it.
	<</if>>
<</if>>

<<if $activeSlave.fuckdoll > 0>>
	$He is
	<<if $activeSlave.fuckdoll <= 10>>
		poorly adapted to life as a living sex toy.
	<<elseif $activeSlave.fuckdoll <= 30>>
		moderately adapted to life as a living sex toy.
	<<elseif $activeSlave.fuckdoll <= 60>>
		well adapted to life as a living sex toy.
	<<elseif $activeSlave.fuckdoll < 100>>
		almost perfectly adapted to life as a living sex toy.
	<<else>>
		perfectly adapted to life as a living sex toy.
	<</if>>
	Entertainment and prostitution skills are irrelevant for a Fuckdoll.
<<else>>
	<<if $activeSlave.skill.whoring <= 10>>
		<<if $activeSlave.skill.entertainment <= 10>>
		<<elseif $activeSlave.skill.entertainment <= 30>>
			$He is reasonably entertaining.
		<<elseif $activeSlave.skill.entertainment <= 60>>
			$He is a skilled entertainer.
		<<elseif $activeSlave.skill.entertainment < 100>>
			$He is an expert entertainer.
		<<else>>
			$He is a master of entertainment.
		<</if>>
	<<else>>
		<<if $activeSlave.skill.entertainment <= 10>>
		<<elseif $activeSlave.skill.entertainment <= 30>>
			$He is reasonably entertaining and
		<<elseif $activeSlave.skill.entertainment <= 60>>
			$He is a skilled entertainer and
		<<elseif $activeSlave.skill.entertainment < 100>>
			$He is an expert entertainer and
		<<else>>
			$He is a master of entertainment and
		<</if>>
	<</if>>
	<<if $activeSlave.skill.whoring <= 10>>
	<<elseif $activeSlave.skill.whoring <= 30>>
		<<if $activeSlave.skill.entertainment <= 10>>$He <</if>>has basic experience as a prostitute.
	<<elseif $activeSlave.skill.whoring <= 60>>
		<<if $activeSlave.skill.entertainment <= 10>>$He is <</if>>a skilled streetwalker.
	<<elseif $activeSlave.skill.whoring < 100>>
		<<if $activeSlave.skill.entertainment <= 10>>$He is <</if>>an expert working $girl.
	<<else>>
		<<if $activeSlave.skill.entertainment <= 10>>$He is <</if>>a masterful whore.
	<</if>>
<</if>>

<<if ($activeSlave.custom.desc != "") && (def $activeSlave.custom.desc)>>
	<<print $activeSlave.custom.desc>>
<</if>>

<<if $arcologies[0].FSGenderFundamentalistLawBeauty + $arcologies[0].FSGenderRadicalistLawBeauty > 0>>
	<<if genderLawPass($activeSlave) == 1>>
		$His body is a perfect example of the fashionable feminine ideal.
	<</if>>
<<elseif $arcologies[0].FSSlimnessEnthusiastLaw == 1>>
	<<if slimLawPass($activeSlave) == 1>>
		$His body is a perfect example of the fashionable ideal flat body.
	<</if>>
<<elseif $arcologies[0].FSHedonisticDecadenceLaw2 == 1>>
	<<if ($activeSlave.boobs >= 2000) && ($activeSlave.butt >= 5) && ($activeSlave.weight > 95)>>
		$His body is a perfect example of the fashionable plump body.
	<</if>>
<</if>>

<<if $arcologies[0].FSRestartSMR > 0 && $arcologies[0].FSRestart > 80 && ($activeSlave.dick == 0) && ($activeSlave.balls == 0) && ($activeSlave.ovaries == 0) && ($activeSlave.mpreg == 0) && ($activeSlave.vagina < 0)>>
	$His body is a perfect example of a subhuman who has accepted their place in society.
<</if>>

<<if $arcologies[0].FSIntellectualDependencyLawBeauty == 1>>
	$He currently is graded
	<<switch bimboScore($activeSlave)>>
	<<case 6>>
		an S-class
	<<case 5>>
		an A-class
	<<case 4>>
		a B-class
	<<case 3>>
		a C-class
	<<case 2>>
		a D-class
	<<case 1>>
		an E-class
	<<default>>
		an F-class
	<</switch>>
	bimbo by societal trends.
<</if>>

<<if ($showScores != 0)>>
	Currently, $he has an

			attractiveness score

		of

				<<if $cheatMode || $debugMode>>
					<<link "<<= Beauty($activeSlave)>>">>
						<<run BeautyTooltip($activeSlave)>>
					<</link>>
				<<else>>
					<<= Beauty($activeSlave)>>
				<</if>>

	and a

			sexual score

		of

				<<if $cheatMode || $debugMode>>
					<<link "<<= FResult($activeSlave)>>.">>
						<<run FResultTooltip($activeSlave)>>
					<</link>>
				<<else>>
					<<= FResult($activeSlave)>>.
				<</if>>

<</if>>

<<= App.Desc.limbs($activeSlave)>>

<<= App.Desc.clothing($activeSlave)>>
<<= App.Desc.armwear($activeSlave)>>
<<if $showBodyMods == 1>>
	<<= App.Desc.clothingCorset($activeSlave)>>
<</if>>

<<if ($showClothing == 1) && ($saleDescription == 0)>>
	$He
<<else>>
	$activeSlave.slaveName
<</if>>
<<set _averageHeight = Height.mean($activeSlave)>>
is
<<if $activeSlave.height <= (_averageHeight+5) && $activeSlave.height >= (_averageHeight-5)>>
	an average height<<if $activeSlave.physicalAge < 16>> for $his age<</if>>
<<elseif $activeSlave.height < (_averageHeight-15)>>
	petite<<if $activeSlave.physicalAge < 16>> for $his age<</if>>
<<elseif $activeSlave.height < (_averageHeight-5)>>
	short<<if $activeSlave.physicalAge < 16>> for $his age<</if>>
<<elseif $activeSlave.height > (_averageHeight+15)>>
	very tall<<if $activeSlave.physicalAge < 16>> for $his age<</if>>
<<elseif $activeSlave.height > (_averageHeight+5)>>
	tall<<if $activeSlave.physicalAge < 16>> for $his age<</if>>
<</if>>
<<if $showHeightCMs == 1>> at <<= heightToEitherUnit($activeSlave.height)>>,<</if>>

and

<<if $activeSlave.weight > 190 >>
	<<if $arcologies[0].FSHedonisticDecadence != "unset">>
		<<print either("perfectly curvy", "perfectly plush")>>.
	<<else>>
		<<print either("dangerously fat", "dangerously overweight", "extremely obese")>>.
	<</if>>
<<elseif $activeSlave.weight > 160 >>
	<<if $arcologies[0].FSHedonisticDecadence != "unset">>
		<<print either("spectacularly curvy", "spectacularly plush")>>.
	<<else>>
		<<print either("extremely fat", "extremely overweight", "very obese")>>.
	<</if>>
<<elseif $activeSlave.weight > 130 >>
	<<if $arcologies[0].FSHedonisticDecadence != "unset">>
		<<print either("amazingly curvy", "amazingly plush")>>.
	<<else>>
		<<print either("obese", "very fat", "very overweight")>>.
	<</if>>
<<elseif $activeSlave.weight > 95>>
	<<if $arcologies[0].FSHedonisticDecadence != "unset">>
		<<print either("extremely curvy", "extremely plush")>><<if $activeSlave.hips > 1>>, $his huge hips complementing $his plushness perfectly<</if>>.
	<<elseif $activeSlave.hips > 1>>
		<<print either("extremely curvy", "extremely plush")>>, but $his huge hips make the extra weight attractive on $him.
	<<else>>
		<<print either("carrying a lot of extra weight", "fat", "overweight")>>.
	<</if>>
<<elseif $activeSlave.weight > 30>>
	<<if $arcologies[0].FSHedonisticDecadence != "unset">>
		<<print either("quite curvy", "very plush")>><<if $activeSlave.hips > 1>>, $his motherly hips adding to $his soft appeal<</if>>.
	<<elseif $activeSlave.hips > 1>>
		<<print either("quite curvy", "very plush")>>, but $his motherly hips make the extra weight attractive on $him.
	<<else>>
		<<print either("carrying extra weight", "chubby")>>.
	<</if>>
<<elseif $activeSlave.weight > 10 >><<print either("nicely plush", "pleasingly curvy")>>.
<<elseif $activeSlave.weight >= -10>><<print either("a healthy weight", "an attractive weight for $his frame", "neither too fat nor too skinny")>>.
<<elseif $activeSlave.weight >= -30>><<print either("appealingly skinny", "pleasingly thin")>>.
<<elseif $activeSlave.weight >= -95>>
	<<if $activeSlave.hips > 1>>
		<<print either("quite skinny", "very thin")>>, but $his wide hips make the gap between $his thighs very noticeable.
	<<elseif $activeSlave.hips < -1>>
		<<print either("quite skinny", "very thin")>>, but $his trim hips make $him look like a model.
	<<else>>
		<<print either("rail thin", "too skinny", "underweight")>>.
	<</if>>
<<else>><<print either("dangerously skinny", "emaciated")>>.
<</if>>

<<if $activeSlave.hips > 2>>
	$His hips are unrealistically wide, it is obvious they have been artificially widened.
<</if>>

<<= App.Desc.waist($activeSlave)>>

<<if $arcologies[0].FSStatuesqueGlorification != "unset">>
	<<if heightPass($activeSlave)>>
		$He is tall enough <<if setup.heightBoostingShoes.includes($activeSlave.shoes)>>in $his <<= heightToEitherUnit(heelLength($activeSlave))>> $activeSlave.shoes <</if>>to measure up to society's strict tastes.
	<<else>>
		$He fails to measure up to society's strict tastes<<if setup.heightBoostingShoes.includes($activeSlave.shoes)>> even with $his <<= heightToEitherUnit(heelLength($activeSlave))>> $activeSlave.shoes<</if>>.
	<</if>>
<<elseif $arcologies[0].FSPetiteAdmiration != "unset">>
	<<if heightPass($activeSlave)>>
		Society finds $him adorably short.
	<<elseif $activeSlave.height >= 170>>
		Society finds $him distastefully tall.
	<</if>>
<</if>>

<<if $arcologies[0].FSGenderFundamentalistLawBeauty + $arcologies[0].FSGenderRadicalistLawBeauty > 0>>
	<<if $arcologies[0].FSHedonisticDecadence == "unset" && $arcologies[0].FSPhysicalIdealistStrongFat == 0>>
		<<if $activeSlave.weight > 130>>
			$He is much too fat for the fashionable feminine ideal.
		<<elseif $activeSlave.weight > 30>>
			$He is too fat for the fashionable feminine ideal.
		<<elseif $activeSlave.weight < -30>>
			$He is too skinny for the fashionable feminine ideal.
		<</if>>
	<<else>>
		<<if $activeSlave.weight > 130>>
			$He is much too fat for the fashionable feminine ideal.
		<<elseif $activeSlave.weight < -30>>
			$He is too skinny for the fashionable feminine ideal.
		<</if>>
	<</if>>
<<elseif $arcologies[0].FSSlimnessEnthusiastLaw == 1>>
	<<if $arcologies[0].FSHedonisticDecadence == "unset" && $arcologies[0].FSPhysicalIdealistStrongFat == 0>>
		<<if $activeSlave.weight > 30>>
			$He is much too fat for the fashionable feminine ideal.
		<<elseif $activeSlave.weight > 10>>
			$He is too fat for the fashionable feminine ideal.
		<</if>>
	<<else>>
		<<if $activeSlave.weight > 60>>
			$He is much too fat for the fashionable feminine ideal.
		<<elseif $activeSlave.weight > 30>>
			$He is too fat for the fashionable feminine ideal.
		<</if>>
	<</if>>
<<elseif $arcologies[0].FSHedonisticDecadenceLaw2 == 1>>
	<<if $activeSlave.weight <= 95>>
		$He is too thin for the fashionable feminine ideal.
	<<elseif $activeSlave.weight <= 10>>
		$He is much too thin for the fashionable feminine ideal.
	<</if>>
<</if>>

<<if canWalk($activeSlave)>>
	<<if $activeSlave.weight > (170+($activeSlave.muscles/5)) && $activeSlave.physicalAge >= 18>>
		$He is so fat that it is difficult for $him to move.
		<<if $activeSlave.muscles > 95>>
			However, $he is so powerfully built that $he can manage it with effort, though $he often has to stop for breaks.
		<<elseif $activeSlave.muscles > 30>>
			$He can barely manage to get to $his feet unaided, and usually walks alongside objects to help relieve the weight.
		<<elseif $activeSlave.muscles > 5>>
			$He requires assistance to get to $his feet, and tends to lean on things to help relieve the weight. Much furniture has met an early demise thanks to this habit.
		<<else>>
			$He cannot get to $his feet unaided, and tries to stay seated as much as $he can.
		<</if>>
	<<elseif $activeSlave.weight > (110+($activeSlave.muscles/20)) && $activeSlave.physicalAge <= 3>>
		$He is so fat that it is difficult for $him to move.
		<<if $activeSlave.muscles > 95>>
			However, $he is so powerfully built that $he can manage it with effort, though $he often has to stop for breaks.
		<<elseif $activeSlave.muscles > 30>>
			$He can barely manage to get to $his feet unaided, and usually walks alongside objects to help relieve the weight.
		<<elseif $activeSlave.muscles > 5>>
			$He requires assistance to get to $his feet, and tends to lean on things to help relieve the weight. Much furniture has met an early demise thanks to this habit.
		<<else>>
			$He cannot get to $his feet unaided, and tries to stay seated as much as $he can.
		<</if>>
	<<elseif $activeSlave.weight > (140+($activeSlave.muscles/15)) && $activeSlave.physicalAge <= 12>>
		$He is so fat that it is difficult for $him to move.
		<<if $activeSlave.muscles > 95>>
			However, $he is so powerfully built that $he can manage it with effort, though $he often has to stop for breaks.
		<<elseif $activeSlave.muscles > 30>>
			$He can barely manage to get to $his feet unaided, and usually walks alongside objects to help relieve the weight.
		<<elseif $activeSlave.muscles > 5>>
			$He requires assistance to get to $his feet, and tends to lean on things to help relieve the weight. Much furniture has met an early demise thanks to this habit.
		<<else>>
			$He cannot get to $his feet unaided, and tries to stay seated as much as $he can.
		<</if>>
	<<elseif $activeSlave.weight > (165+($activeSlave.muscles/10)) && $activeSlave.physicalAge < 18>>
		$He is so fat that it is difficult for $him to move.
		<<if $activeSlave.muscles > 95>>
			However, $he is so powerfully built that $he can manage it with effort, though $he often has to stop for breaks.
		<<elseif $activeSlave.muscles > 30>>
			$He can barely manage to get to $his feet unaided, and usually walks alongside objects to help relieve the weight.
		<<elseif $activeSlave.muscles > 5>>
			$He requires assistance to get to $his feet, and tends to lean on things to help relieve the weight. Much furniture has met an early demise thanks to this habit.
		<<else>>
			$He cannot get to $his feet unaided, and tries to stay seated as much as $he can.
		<</if>>
	<</if>>
<</if>>

<<= App.Desc.heightImplant($activeSlave)>>

$He is
<<if $activeSlave.muscles > 95>>
	extremely muscular, with defined pecs, powerful glutes, and massive traps<<if $activeSlave.weight > 95>> hidden beneath a layer of fat<</if>>.
<<elseif $activeSlave.muscles > 50>>
	quite muscular, with ripped abs, strong shoulders, and defined lats<<if $activeSlave.weight > 95>> hidden beneath a layer of fat<</if>>.
<<elseif $activeSlave.muscles > 30>>
	well built, yet feminine with defined abs and strong shapely muscles<<if $activeSlave.weight > 95>> hidden beneath a layer of fat<</if>>.
<<elseif $activeSlave.muscles > 5>>
	well built, yet feminine, with just-visible muscles<<if $activeSlave.weight > 30>> hidden beneath a layer of fat<</if>>.
<<elseif $activeSlave.muscles > -6>>
	soft and feminine, with no visible muscles.
<<elseif $activeSlave.muscles > -31>>
	rather weak, with barely any muscles.
<<elseif $activeSlave.muscles > -96>>
	very weak; $he struggles with day-to-day tasks.
<<else>>
	frail; $he can barely hold $himself up.
<</if>>

<<if $arcologies[0].FSGenderFundamentalistLawBeauty + $arcologies[0].FSGenderRadicalistLawBeauty + $arcologies[0].FSSlimnessEnthusiastLaw > 0 && $arcologies[0].FSPhysicalIdealist == "unset" && $arcologies[0].FSHedonisticDecadenceStrongFat == 0>>
	<<if $arcologies[0].FSPhysicalIdealistLaw > 0 && $activeSlave.muscles > 50>>
		$He is entirely too muscular for the fashionable feminine ideal.
	<<elseif $activeSlave.muscles > 30>>
		$He is entirely too muscular for the fashionable feminine ideal.
	<</if>>
<</if>>

<<if hasAnyNaturalArms($activeSlave)>>
	<<if $activeSlave.weight > 190>>
		$He has <<if hasBothNaturalArms($activeSlave)>>hugely thick arms<<else>>a hugely thick arm<</if>> with sagging fat rolls<<if $activeSlave.muscles > 5>> and<<else>>.<</if>>
	<<elseif $activeSlave.weight > 160>>
		$He has <<if hasBothNaturalArms($activeSlave)>>thick arms<<else>>a thick arm<</if>> with drooping fat folds<<if $activeSlave.muscles > 5>> and<<else>>.<</if>>
	<<elseif $activeSlave.weight > 130>>
		$He has <<if hasBothNaturalArms($activeSlave)>>plump arms<<else>>a plump arm<</if>><<if $activeSlave.muscles > 5>> with<<else>>.<</if>>
	<<elseif $activeSlave.weight > 97>>
		$He has <<if hasBothNaturalArms($activeSlave)>>chubby arms<<else>>a chubby arm<</if>><<if $activeSlave.muscles > 5>> with<<else>>.<</if>>
	<<elseif $activeSlave.muscles > 5>>
		$He has <<if hasBothNaturalArms($activeSlave)>>normal arms<<else>>a normal arm<</if>> with
	<</if>>
	<<if $activeSlave.muscles > 95>>
		huge muscles<<if $activeSlave.weight > 95>> hidden beneath $his soft flesh<</if>>.
	<<elseif $activeSlave.muscles > 30>>
		obvious muscles<<if $activeSlave.weight > 95>> hidden beneath $his soft flesh<</if>>.
	<<elseif $activeSlave.muscles > 5>>
		toned muscles<<if $activeSlave.weight > 30>> hidden beneath $his soft flesh<</if>>.
	<<else>>
		/*little muscle to them.*/
	<</if>>
<</if>>

<<= App.Desc.bodyguard($activeSlave)>>

<<if ($activeSlave.counter.pitWins + $activeSlave.counter.pitLosses) > 0>>
	$He has participated in <<print num($activeSlave.counter.pitWins + $activeSlave.counter.pitLosses)>> pit fights, with $activeSlave.counter.pitWins wins and $activeSlave.counter.pitLosses losses.
<</if>>

<<if $activeSlave.counter.pitKills > 0>>
	$activeSlave.counter.pitKills slaves have died by $his hand in pit fights.
<</if>>

<<= App.Desc.piercing($activeSlave, "corset")>>

<<= App.Desc.pregnancy($activeSlave)>>

<<if hasAnyNaturalLegs($activeSlave)>>
	<<if $activeSlave.weight > 190>>
		$He has <<if hasBothNaturalLegs($activeSlave)>>extremely fat legs with immense soft, rather uneven thighs<<else>>an extremely fat leg with an immense soft, rather uneven thigh<</if>><<if $activeSlave.muscles > 5>> and<<else>>.<</if>>
	<<elseif $activeSlave.weight > 160>>
		$He has <<if hasBothNaturalLegs($activeSlave)>>very fat legs with massively thick, soft, somewhat uneven thighs<<else>>a very fat leg with a massively thick, soft, somewhat uneven thigh<</if>><<if $activeSlave.muscles > 5>> and<<else>>.<</if>>
	<<elseif $activeSlave.weight > 130>>
		$He has <<if hasBothNaturalLegs($activeSlave)>>fat legs with hugely thick, soft thighs<<else>>a fat leg with a hugely thick, soft thigh<</if>><<if $activeSlave.muscles > 5>> and<<else>>.<</if>>
	<<elseif $activeSlave.weight > 97>>
		$He has <<if hasBothNaturalLegs($activeSlave)>>fat legs with thick, soft thighs<<else>>a fat leg with a thick, soft thigh<</if>><<if $activeSlave.muscles > 5>> and<<else>>.<</if>>
	<<elseif $activeSlave.weight > 95>>
		$He has <<if hasBothNaturalLegs($activeSlave)>>normal legs with thick, soft thighs<<else>> a normal leg with a thick, soft thigh<</if>><<if $activeSlave.muscles > 5>> and<<else>>.<</if>>
	<<elseif $activeSlave.muscles > 5>>
		$He has <<if hasBothNaturalLegs($activeSlave)>>relatively normal legs and thighs<<else>>a relatively normal leg and thigh<</if>> with
	<</if>>
	<<if $activeSlave.muscles > 95>>
		huge muscles<<if $activeSlave.weight > 95>> hidden beneath $his soft flab<</if>>.
	<<elseif $activeSlave.muscles > 30>>
		obvious muscles<<if $activeSlave.weight > 95>> hidden beneath $his soft flab<</if>>.
	<<elseif $activeSlave.muscles > 5>>
		toned muscles<<if $activeSlave.weight > 30>> hidden beneath $his soft flab<</if>>.
	<<else>>
		/*barely any muscle in them.*/
	<</if>>
<</if>>

<<= App.Desc.mods($activeSlave, "thigh")>>
<<= App.Desc.mods($activeSlave, "calf")>>
<<= App.Desc.mods($activeSlave, "ankle")>>
<<= App.Desc.mods($activeSlave, "foot")>>
<<= App.Desc.heels($activeSlave, "foot")>>
<<= App.Desc.skin($activeSlave)>>

<<if $saleDescription == 1>>

	<<= App.Desc.accent($activeSlave)>>

<</if>>

<<set _scarCounter = 0>>
<<for _scarName, _scar range $activeSlave.scar>>
	<<if ($activeSlave.ID == $Bodyguard.ID) && _scarCounter > 1>>
		$His scars make $him look even more menacing than $he actually is.
		<<break>>
	<<elseif ($activeSlave.ID == $Bodyguard.ID) && $activeSlave.scar[_scarName].menacing > 0>>
		$His menacing scar makes $him look terrifying.
		<<break>>
	<<elseif ($activeSlave.ID == $Wardeness.ID) && _scarCounter > 1>>
		$His scars make $him look like $he's in the right place.
	<</if>>
	<<set _scarCounter++>>
<</for>>

<<if $activeSlave.fuckdoll == 0>>
	<<if $activeSlave.markings == "birthmark" && $activeSlave.prestige == 0 && $activeSlave.porn.prestige < 2>>
		$He has a large, liver-colored birthmark, detracting from $his beauty.
	<</if>>
	<<if ($activeSlave.skin == "sun tanned")>>
		<<if (($activeSlave.rules.release.slaves === 1) || App.Utils.hasFamilySex($activeSlave))>>
			<<if ($activeSlave.fetishStrength > 60) && ($activeSlave.fetishKnown == 1)>>
				$His tan is slightly uneven, since $he enjoys
				<<if ($activeSlave.fetish == "buttslut")>>
					letting other tanned slaves share a tanning bed with $him so they can sodomize $him while $he tans.
				<<elseif ($activeSlave.fetish == "cumslut")>>
					letting other tanned slaves share a tanning bed with $him so they get oral from $him while $he tans.
				<<elseif ($activeSlave.fetish == "sadist")>>
					forcing inferior slaves into the tanning beds with $him so $he can sodomize them while $he tans.
				<<elseif ($activeSlave.fetish == "dom")>>
					bringing other slaves into the tanning beds with $him so $he can fuck them while $he tans.
				<<elseif ($activeSlave.fetish == "masochist") || ($activeSlave.fetish == "submissive")>>
					letting other slaves into the tanning beds with $him so they can fuck $him while $he tans.
				<<elseif ($activeSlave.fetish == "boobs")>>
					bringing other slaves into the tanning beds with $him so $he can tittyfuck them while $he tans.
				<<elseif ($activeSlave.fetish == "pregnancy") && (random(0,99) < $seeDicks)>>
					letting slaves with dicks into the tanning beds with $him so they can cum inside $him while $he tans.
				<<else>>
					bringing other slaves into the tanning beds with $him to have sex while $he tans.
				<</if>>
			<</if>>
		<</if>>
	<</if>>
<</if>>

<<if $activeSlave.fuckdoll == 0>>
	/* Describe any brands that are not directly addressed elsewhere in longSlave */
	<<= App.Desc.mods($activeSlave, "extra")>>
<</if>>

<<if ($showClothing == 1) && ($saleDescription == 0)>>

	<<= App.Desc.ears($activeSlave)>>

	<<= App.Desc.upperFace($activeSlave)>>

	<<= App.Desc.hair($activeSlave)>>

<<else>>
	$His hair is $activeSlave.hColor<<if $activeSlave.hColor != $activeSlave.eyebrowHColor>>, with $activeSlave.eyebrowHColor eyebrows<</if>>.
<</if>>

<<if $activeSlave.fuckdoll == 0>>
	<<if ($activeSlave.hColor == "red")>>
		<<if ($activeSlave.hLength >= 10)>>
			<<if ($activeSlave.markings == "freckles") || ($activeSlave.markings == "heavily freckled")>>
				<<if (skinToneLevel($activeSlave.skin) > 5) && (skinToneLevel($activeSlave.skin) < 10)>>
					It goes perfectly with $his $activeSlave.skin skin and freckles.
				<</if>>
			<</if>>
		<</if>>
	<</if>>

	<<set _pubertyAge = Math.min($activeSlave.pubertyAgeXX, $activeSlave.pubertyAgeXY)>>
	<<if ($activeSlave.physicalAge < _pubertyAge-2)>>
		$He is too sexually immature to have armpit hair.
	<<elseif $activeSlave.underArmHStyle == "hairless">>
		$His armpits are perfectly smooth and naturally hairless.
	<<elseif $activeSlave.underArmHStyle == "bald">>
		$His armpits no longer grow hair, leaving them smooth and hairless.
	<<elseif ($activeSlave.underArmHStyle == "waxed")>>
		<<if ($activeSlave.assignment == "work in the dairy") && ($dairyRestraintsSetting > 1)>>
			$His armpit hair has been removed to prevent chafing.
		<<else>>
			$His armpits are waxed and smooth.
		<</if>>
	<<elseif ($activeSlave.physicalAge < _pubertyAge-1)>>
		$He has a few $activeSlave.underArmHColor wisps of armpit hair.
	<<elseif ($activeSlave.physicalAge < _pubertyAge)>>
		$He is on the verge of puberty and has a small patch of $activeSlave.underArmHColor armpit hair.
	<<elseif $activeSlave.underArmHStyle == "shaved">>
		$His armpits appear hairless, but closer inspection reveals light, $activeSlave.underArmHColor stubble.
	<<elseif $activeSlave.underArmHStyle == "neat">>
		$His armpit hair is neatly trimmed <<if !hasBothArms($activeSlave)>>since <<if hasAnyArms($activeSlave)>>at least half<<else>>it<</if>> is always in full view<<else>>to not be visible unless $he lifts $his arms<</if>>.
	<<elseif $activeSlave.underArmHStyle == "bushy">>
		$His $activeSlave.underArmHColor armpit hair has been allowed to grow freely, <<if !hasAnyArms($activeSlave)>>creating two bushy patches under where $his arms used to be<<else>>so it can be seen poking out from under $his arm<<if hasBothArms($activeSlave)>>s<</if>> at all times<</if>>.
	<</if>>
<</if>>

<<if $activeSlave.voice == 0>>
	$He is completely silent, which is understandable, since $he's mute.
<<else>>
	<<if $activeSlave.lips > 95>>
		$He is effectively mute, since $his lips are so large that $he can no longer speak intelligibly. $He can still <<if $activeSlave.devotion > 50>>moan<<elseif $activeSlave.devotion > 20>>whimper<<else>>scream<</if>> through them, though.
	<</if>>
<</if>>

<<if $showBodyMods == 1>>
	<<if $activeSlave.fuckdoll > 0>>
		<<if $activeSlave.earPiercing+$activeSlave.eyebrowPiercing+$activeSlave.nosePiercing > 0>>
			The piercings on $his head run through $his suit, helping secure the material to $his head.
		<</if>>
	<<else>>
		<<= App.Desc.mods($activeSlave, "ear")>>
		<<= App.Desc.mods($activeSlave, "nose")>>
		<<= App.Desc.mods($activeSlave, "eyebrow")>>
		<<= App.Desc.mods($activeSlave, "cheek")>>
		<<= App.Desc.mods($activeSlave, "neck")>>
		<<if ($activeSlave.custom.tattoo != "") && (def $activeSlave.custom.tattoo)>>
			<<print $activeSlave.custom.tattoo>>
		<</if>>
	<</if>>
<</if>>

<<= App.Desc.horns($activeSlave)>>
<<= App.Desc.face($activeSlave)>>
<<= App.Desc.mouth($activeSlave)>>

<<if ($showClothing == 1) && ($saleDescription == 0)>>

	<<if $activeSlave.fuckdoll == 0>>
		<<= App.Desc.collar($activeSlave)>>
		<<= App.Desc.faceAccessory($activeSlave)>>
		<<= App.Desc.mouthAccessory($activeSlave)>>
		<<if ($activeSlave.relationship > 4)>>
			<<if hasAnyArms($activeSlave)>>
				$He has a simple gold band on the little finger of $his <<if !hasLeftArm($activeSlave)>>right<<else>>left<</if>> hand.
			<<else>>
				$He has a simple gold band on a length of chain around $his neck.
			<</if>>
		<<elseif ($activeSlave.relationship == -3)>>
			<<if hasAnyArms($activeSlave)>>
				$He has a simple steel band on the little finger of $his <<if !hasLeftArm($activeSlave)>>right<<else>>left<</if>> hand.
			<<else>>
				$He has a simple steel band on a length of cord around $his neck.
			<</if>>
		<</if>>
	<</if>>

<</if>>

<<if $activeSlave.fuckdoll == 0>>
	<<= App.Desc.nails($activeSlave)>>
<</if>>
<<= App.Desc.mods($activeSlave, "back")>>
<<= App.Desc.mods($activeSlave, "shoulder")>>
<<= App.Desc.mods($activeSlave, "upper arm")>>
<<= App.Desc.mods($activeSlave, "lower arm")>>
<<= App.Desc.mods($activeSlave, "hand")>>
<<= App.Desc.mods($activeSlave, "wrist")>>

<<if $activeSlave.fuckdoll == 0>>
	<<if $activeSlave.minorInjury != 0>>
		<<if $activeSlave.minorInjury != "sore ass">>
			$He is sporting a $activeSlave.minorInjury, covered by makeup.
		<</if>>
	<</if>>
<</if>>
<<if $activeSlave.health.illness > 0>>
	<<if $activeSlave.fuckdoll == 0>>
		$He
	<<else>>
		$His suit reports that $he
	<</if>>
	<<if ($activeSlave.health.illness === 1)>>
		<<if $activeSlave.fuckdoll == 0>>
			is feeling under the weather.
		<<else>>
			has fallen ill.
		<</if>>
	<<elseif ($activeSlave.health.illness === 2)>>
		is somewhat ill.
	<<elseif ($activeSlave.health.illness === 3)>>
		is sick.
	<<elseif ($activeSlave.health.illness === 4)>>
		is very sick.
	<<elseif ($activeSlave.health.illness === 5)>>
		is terribly ill.
	<</if>>
<</if>>

/* Calling all boob widgets */
<<print App.Desc.boobs($activeSlave)>>
<<= App.Desc.boobsShape($activeSlave)>>
<<print App.Desc.boobsExtra($activeSlave)>>
<<= App.Desc.mods($activeSlave, "chest")>>
<<= App.Desc.mods($activeSlave, "breast")>>
<<= App.Desc.shoulders($activeSlave)>>
<<print App.Desc.nipples($activeSlave)>>
<<= App.Desc.mods($activeSlave, "nipple")>>
<<print App.Desc.areola($activeSlave)>>
<<= App.Desc.mods($activeSlave, "areolae")>>

<<if $activeSlave.inflation > 0>> /* to be obsoleted with phase 4 */
	<<= App.Desc.bellyInflation($activeSlave)>>
<<elseif $activeSlave.bellyImplant >= 2000>>
	<<= App.Desc.bellyImplant($activeSlave)>>
<<else>>
	<<= App.Desc.belly($activeSlave)>>
<</if>>
<<= App.Desc.mods($activeSlave, "belly")>>
/*<<= App.Desc.mods($activeSlave, "navel")>> Currently contained in App.Desc.belly()*/
<<= App.Desc.butt($activeSlave)>>

<<= App.Desc.crotch($activeSlave)>>
<<= App.Desc.dick($activeSlave)>>
<<= App.Desc.vagina($activeSlave)>>

<<= App.Desc.anus($activeSlave)>>

<<if $activeSlave.fuckdoll == 0>>

	<<= App.Desc.drugs($activeSlave)>>
<</if>>

<<set $saleDescription = 0, $applyLaw = 0>> /* clear sale and law flags, if set */


code:
:: Madam Select [nobr jump-to-safe jump-hidden jump-from-safe]

<<set $nextButton = "Back", $nextLink = "Brothel", $encyclopedia = "Madam">>
<<if ($Madam != 0)>>
	<<set $Madam = getSlave($Madam.ID)>>
	<<setLocalPronouns $Madam>>
	<<= SlaveFullName($Madam)>> is serving as your Madam.

$He will manage the brothel.
<<else>>
	You have not selected a Madam.
<</if>>

''Appoint a Madam from your devoted slaves:''

[[None|Brothel][removeJob($Madam, "be the Madam")]]

<<print App.UI.SlaveList.facilityManagerSelection(App.Entity.facilities.brothel, "Brothel")>>

repo_name: KnightBoulegard/fc

license: mit


code:
:: Main [nobr jump-to-safe jump-from-safe]

/* make sure the first thing that happens is the error check */
<<set _errors = App.MainView.errors()>>

<>

<<if $tabChoice.SlaveInteract != 'Description'>>
	<<set $tabChoice.SlaveInteract = 'Description'>>
<</if>>

<<run penthouseCensus()>>

<<set $nextButton = "END WEEK", $nextLink = "End Week", $encyclopedia = "How to Play">>
<<set $costs = Math.trunc(calculateCosts.predict())>>

<<set $currentRule = $defaultRules[0]>>

<<run SlaveSort.slaves($slaves)>>

<<if $newModelUI == 1>>

	<>
<</if>>

<<if $seeArcology == 1>>

	<>
<</if>>

<<if $seeDesk == 1>>
	<<include "Office Description">>
	[[Hide|Main][$seeDesk = 0]]
<</if>>

<<includeDOM App.MainView.full()>>

<<set $activeSlave = $slaves.random()>>
<<if $activeSlave && ($activeSlave.assignment != "please you") && ($activeSlave.assignment != "guard you")>>

//<<= walkPast($activeSlave)>>//
<</if>>
<<if ($debugMode == 1)>>
	//| [[Show all walk past scenes|Walk Past List]]//
<</if>>

<<run App.UI.SlaveList.ScrollPosition.restore()>>


code:
:: Manage Arcology [nobr jump-to-safe jump-from-safe]

<<set $nextButton = "Back", $nextLink = "Main", $encyclopedia = "The X-Series Arcology">>

<<if $cheatMode == 1>>

[[Cheat Edit Arcology|MOD_Edit Arcology Cheat][$cheater = 1]]

<</if>>

	<>

	<>

Arcology Ownership

		<<run App.Arcology.updateOwnership()>>
		<<= ownershipReport({sidebar: false})>>

<<if $FSAnnounced > 0>>
	<<if $FSCredits > 0>>

			$arcologies[0].name's society is ready to begin accepting a new societal direction.

	<</if>>
<</if>>

Construction

	<<if $arcologyUpgrade.drones != 1>>

			The first major upgrade needed is the installation of a drone security system so higher-class citizens will feel safe and protected should they choose to immigrate. This upgrade will cost <<print cashFormat(Math.trunc(5000*$upgradeMultiplierArcology))>>.

		<<link "Install drone security system" "Manage Arcology">>
			<<run cashX(forceNeg(Math.trunc(5000*$upgradeMultiplierArcology)), "capEx")>>
			<<set $arcologyUpgrade.drones = 1, $PC.skill.engineering += 1>>
			<<if $secExpEnabled == 1>>
				<<run App.SecExp.Check.general()>>
				<<set $secBots.active = 1, $secBots.troops = $secBots.maxTroops = 30>>
			<</if>>
		<</link>>
	<<elseif $arcologyUpgrade.hydro != 1>>

			The next major upgrade needed is the installation of a better water reclamation system so your residents will have access to cheaper water and hydroponically grown food. This upgrade will cost <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>>.

		[[Upgrade water reclamation system|Manage Arcology][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology)), "capEx"), $arcologyUpgrade.hydro = 1, $PC.skill.engineering += 1]]
	<<elseif $arcologyUpgrade.apron != 1>>

			The next major upgrade needed is the installation of a broader apron at the bottom of the arcology to increase its surface area and gather more solar energy. Right now, tenants that use a lot of power have to import it from outside. This upgrade will cost <<print cashFormat(Math.trunc(20000*$upgradeMultiplierArcology))>>.

		[[Install solar apron|Manage Arcology][cashX(forceNeg(Math.trunc(20000*$upgradeMultiplierArcology)), "capEx"), $arcologyUpgrade.apron = 1, $PC.skill.engineering += 1]]
	<<elseif $arcologyUpgrade.grid != 1>>

			The next major upgrade needed is an improvement of the arcology's electrical transmission lines to make efficient use of the additional power from the solar apron. This upgrade will cost <<print cashFormat(Math.trunc(50000*$upgradeMultiplierArcology))>>.

		[[Upgrade transmission lines|Manage Arcology][cashX(forceNeg(Math.trunc(50000*$upgradeMultiplierArcology)), "capEx"), $arcologyUpgrade.grid = 1, $PC.skill.engineering += 1]]
	<<else>>

			The arcology's public areas are fully upgraded.

		<<includeDOM App.Arcology.upgrades($building)>>
	<</if>>

	<<if $weatherCladding == 0>>

			Extreme weather is becoming common worldwide. The arcology's exterior can be hardened to reduce damage in case of heavy weather, but this will reduce its beauty somewhat and will cost <<print cashFormat(Math.trunc(50000*$upgradeMultiplierArcology))>>.
			Your citizens are
			<<if $weatherAwareness == 0>>
				likely to disapprove of this measure as alarmism.
			<<else>>
				concerned that this measure has not been taken already.
			<</if>>

		[[Apply weather cladding|Manage Arcology][cashX(forceNeg(Math.trunc(50000*$upgradeMultiplierArcology)), "capEx"), $weatherCladding = 1, $PC.skill.engineering += 1]]
	<<elseif $weatherCladding == 1 && $building.sections.length > 0>>
		The arcology's exterior is jacketed with unsightly but sturdy weather cladding. Your arcology is so prosperous that remodeling the cladding into something beautiful is within the realm of possibility. This massive project will cost <<print cashFormat(Math.trunc(3500000*$upgradeMultiplierArcology))>> and without a doubt render your arcology one of the wonders of the world.
		[[Remodel weather cladding|Manage Arcology][cashX(forceNeg(Math.trunc(3500000*$upgradeMultiplierArcology)), "capEx"), $weatherCladding = 2, $PC.skill.engineering += 1]]
	<<elseif $weatherCladding == 1>>

			The arcology's exterior is jacketed with unsightly but sturdy weather cladding.

	<<elseif $weatherCladding == 2>>

			The arcology's exterior is jacketed with gorgeously sculpted and fully functional weather cladding.

	<</if>>

	<<run FCTV.manage()>>
	<<if $FCTV.receiver > -1 && !$FCTV.weekEnabled>>
		You have not installed an FCTV receiver.
		Installing this receiver yourself will cost <<print cashFormat(Math.trunc(25000*$upgradeMultiplierArcology*$HackingSkillMultiplier))>>.
		You can have your citizens pay for the fiberoptic upgrades, reducing the cost to <<print cashFormat(Math.trunc(20000*$upgradeMultiplierArcology*$HackingSkillMultiplier))>>.
		You can also have them heavily subsidize installation, they will be upset about it, but it will only cost <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology*$HackingSkillMultiplier))>>.

		[[No subsidy|Manage Arcology][cashX(forceNeg(Math.trunc(25000*$upgradeMultiplierArcology*$HackingSkillMultiplier)), "capEx"), $FCTV.receiver = 1, $FCTV.weekEnabled = $week, repX(500, "capEx"), $PC.skill.hacking += 1]] | [[Light subsidy|Manage Arcology][cashX(forceNeg(Math.trunc(20000*$upgradeMultiplierArcology*$HackingSkillMultiplier)), "capEx"), $FCTV.receiver = 1, $FCTV.weekEnabled= $week, $PC.skill.hacking += 1]] | [[Heavy subsidy|Manage Arcology][cashX(forceNeg(Math.trunc(10000*$upgradeMultiplierArcology*$HackingSkillMultiplier)), "capEx"), $FCTV.receiver = 1, $FCTV.weekEnabled = $week, repX(-1500, "capEx"), $PC.skill.hacking += 1]]
	<<elseif ($FCTV.receiver == 3)>>
		You have installed the FCTV receiver and have access to the full range of FCTV's programs. High viewership rates amongst your citizens makes it easier to pursue your societal goals.
	<<elseif ($FCTV.receiver == 2)>>
		You have installed the FCTV receiver and have access to the full range of FCTV's programs. Decent viewership rates amongst your citizens makes it somewhat easier to pursue your societal goals.
	<<elseif ($FCTV.receiver == 1)>>
		You have installed the FCTV receiver and have access to the full range of FCTV's programs. Low viewership rates amongst your citizens limits the impact of FCTV on your societal goals.
	<</if>>

	<<if ($PC.skill.engineering >= 100) || ($PC.career == "arcology owner")>>

			Arcology upgrades are less expensive due to your

				<<if $PC.career == "arcology owner">>experience in the Free Cities<<else>>arcology engineering training<</if>>.

	<</if>>

<<if $secExpEnabled == 0>>
	<<if $weatherAwareness > 0>>

		<<if $antiWeatherFreeze == 0>>
			The extreme weather hurts your arcology's ability to function. Reinforcing your passenger terminals increase the weather range at which they can operate.

				Reinforcing passenger terminals costs <<print cashFormat(50000)>> and increase upkeep. [[Reinforce|Manage Arcology][$antiWeatherFreeze = 1, cashX(-50000, "capEx")]]

		<<elseif $antiWeatherFreeze == 1>>
			You have reinforced your passenger terminals to function even during bad weather. You can invest into all-weather transportation to remain functional no matter what.

				Investing in all-weather transportation costs <<print cashFormat(100000)>> and increase upkeep. [[Invest|Manage Arcology][$antiWeatherFreeze = 2, cashX(-100000, "capEx")]]

		<<elseif $antiWeatherFreeze == 2>>
			Your arcology's passenger terminals remain fully operational even during the most extreme weather.
		<</if>>

	<</if>>
<</if>>

<<if $secExpEnabled == 1>>

Security

		<<if $SecExp.buildings.propHub.active == 0>>
			[[Set up the propaganda Hub|Manage Arcology][cashX(forceNeg(Math.trunc((5000*$upgradeMultiplierArcology*$HackingSkillMultiplier))), "capEx"), $SecExp.buildings.propHub.active = 1, $PC.skill.engineering += 1, $PC.skill.hacking += 1, App.SecExp.Check.general()]]

				Costs <<print cashFormat(Math.trunc((5000*$upgradeMultiplierArcology*$HackingSkillMultiplier)))>>.

Building specialized in the management of authority.

		<<else>>
			The [[Propaganda Hub|propagandaHub]] is ready to manipulate reality on your command.
		<</if>>

		<<if $secHQ == 0>>
			[[Set up the security headquarters|Manage Arcology][cashX(forceNeg(Math.trunc((5000*$upgradeMultiplierArcology*$HackingSkillMultiplier))), "capEx"), $secHQ = 1, $PC.skill.engineering += 1, $PC.skill.hacking += 1]]

				Costs <<print cashFormat(Math.trunc(5000*$upgradeMultiplierArcology*$HackingSkillMultiplier))>>.

Building specialized in the management of security and crime.

		<<else>>
			The [[security HQ|securityHQ]] is constantly working to protect your arcology.
		<</if>>

		<<if $SecExp.buildings.barracks.active == 0>>
			[[Set up the barracks|Manage Arcology][cashX(forceNeg(Math.trunc(5000*$upgradeMultiplierArcology)), "capEx"), $SecExp.buildings.barracks.active = 1, $PC.skill.engineering += 1, App.SecExp.Check.general()]]

				Costs <<print cashFormat(Math.trunc(5000*$upgradeMultiplierArcology))>>

Building specialized in the management of armed forces.

		<<else>>
			The [[barracks|secBarracks]] patiently await your orders.
		<</if>>

		<<if $riotCenter == 0 && $SecExp.settings.rebellion.enabled == 1>>
			[[Set up the riot control center|Manage Arcology][cashX(forceNeg(Math.trunc(5000*$upgradeMultiplierArcology)), "capEx"), $riotCenter = 1, $PC.skill.engineering += 1]]

				Costs <<print cashFormat(Math.trunc(5000*$upgradeMultiplierArcology))>>

Building specialized in the management and suppression of rebellions.

		<<elseif $SecExp.settings.rebellion.enabled == 1>>
			The [[Riot Control Center|riotControlCenter]] stands ready for action.
		<</if>>

<</if>>

<<if $difficultySwitch == 1>>

Disaster Response

		<<if $econWeatherDamage > 0>>
			The recent terrible weather has damaged the local infrastructure. It is reducing the local economy score by <<print $econWeatherDamage>>.

			<<if $disasterResponse == 0>>
				Locals will do their best to repair the damage on their own, but setting up a disaster response unit will improve the recovery of infrastructure critical for keeping goods, people and information flowing smoothly in and out of your arcology.

					Creating the unit will cost <<print cashFormat(50000)>> and incur upkeep. [[Create Disaster Response Unit|Manage Arcology][cashX(-50000, "capEx"), $disasterResponse = 1]]

			<<elseif $disasterResponse == 1>>
				You are sending your disaster response unit to repair critical infrastructure. They are doing what they can.

					The unit can be made more effective with an additional investment of <<print cashFormat(100000)>>. This will also increase upkeep. [[Improve Disaster Response Unit|Manage Arcology][cashX(-100000, "capEx"), $disasterResponse = 2]]

			<<else>>
				Your highly capable disaster response unit is rapidly repairing the weather damage.
			<</if>>

		<<elseif $disasterResponse > 0>>
			Your disaster response unit is idle. It will not cost you any upkeep this week.
		<</if>>

<</if>>

<<if $foodMarket > 0>>

Food Management

		<<include "Food Market">>

<</if>>

Sexual Service Policies

		If so desired, your assistant can help you manipulate the business environment within your arcology.

		Currently outside parties are providing <<print $NPCMarketShare.lowerClass/10>>%, <<print $NPCMarketShare.middleClass/10>>%, <<print $NPCMarketShare.upperClass/10>>% and <<print $NPCMarketShare.topClass/10>>% of the sexual services for the lower, middle, upper and top class respectively.

	<<if $sexSubsidies.lowerClass == 0>>
		You can provide a minor subsidy for those selling sexual services to the lower class. Upkeep is relative to the amount of sex provided by other parties. [[Minor Subsidy|Manage Arcology][$sexSubsidies.lowerClass = 1]]
	<<elseif $sexSubsidies.lowerClass == 1>>
		You are providing a minor subsidy for those selling sexual services to the lower class. Upkeep is relative to the amount of sex provided by other parties. [[Cancel Subsidy|Manage Arcology][$sexSubsidies.lowerClass = 0]] | [[Moderate Subsidy|Manage Arcology][$sexSubsidies.lowerClass = 2]]
	<<elseif $sexSubsidies.lowerClass == 2>>
		You are providing a moderate subsidy for those selling sexual services to the lower class. Upkeep is relative to the amount of sex provided by other parties. [[Minor Subsidy|Manage Arcology][$sexSubsidies.lowerClass = 1]] | [[Substantial Subsidy|Manage Arcology][$sexSubsidies.lowerClass = 3]]
	<<elseif $sexSubsidies.lowerClass == 3>>
		You are providing a substantial subsidy for those selling sexual services to the lower class. Upkeep is relative to the amount of sex provided by other parties. [[Moderate Subsidy|Manage Arcology][$sexSubsidies.lowerClass = 2]] | [[Gratuitous Subsidy|Manage Arcology][$sexSubsidies.lowerClass = 4]]
	<<else>>
		You are providing a gratuitous subsidy for those selling sexual services to the lower class. Upkeep is relative to the amount of sex provided by other parties [[Substantial Subsidy|Manage Arcology][$sexSubsidies.lowerClass = 3]]
	<</if>>

	<<if $sexSupplyBarriers.lowerClass == 0>>
		You can make things more difficult for those supplying sexual services in the lower class segment if you are willing to spend 1000 reputation and pay a flat upkeep of <<print cashFormat(1000)>>. <<if $rep > 1000>>[[Create Bureaucracy|Manage Arcology][$sexSupplyBarriers.lowerClass = 1, repX(-1000, "subsidiesAndBarriers")]] <<else>>You are not reputable enough.<</if>>
	<<elseif $sexSupplyBarriers.lowerClass == 1>>
		You have forced some unneeded bureaucracy on those selling sexual services to the lower class making things a little more difficult. If you are willing to spend 1000 reputation you can change this policy. Increasing the bureaucracy further will cost a flat upkeep of <<print cashFormat(5000)>>. <<if $rep > 1000>>[[Abolish Bureaucracy|Manage Arcology][$sexSupplyBarriers.lowerClass = 0, repX(-1000, "subsidiesAndBarriers")]] | [[Increase Bureaucracy|Manage Arcology][$sexSupplyBarriers.lowerClass = 2, repX(-1000, "subsidiesAndBarriers")]]<<else>>You are not reputable enough.<</if>>
	<<elseif $sexSupplyBarriers.lowerClass == 2>>
		You have forced considerable bureaucracy on those selling sexual services to the lower class making things a little more difficult. If you are willing to spend 1000 reputation you can change this policy. Increasing the bureaucracy further will cost a flat upkeep of <<print cashFormat(20000)>>. <<if $rep > 1000>>[[Reduce Bureaucracy|Manage Arcology][$sexSupplyBarriers.lowerClass = 1, repX(-1000, "subsidiesAndBarriers")]] | [[Increase Bureaucracy|Manage Arcology][$sexSupplyBarriers.lowerClass = 3, repX(-1000, "subsidiesAndBarriers")]]<<else>>You are not reputable enough.<</if>>
	<<elseif $sexSupplyBarriers.lowerClass == 3>>
		You have forced stifling bureaucracy on those selling sexual services to the lower class making things a little more difficult. If you are willing to spend 1000 reputation you can change this policy. Increasing the bureaucracy further will cost a flat upkeep of <<print cashFormat(60000)>>. <<if $rep > 1000>>[[Reduce Bureaucracy|Manage Arcology][$sexSupplyBarriers.lowerClass = 2, repX(-1000, "subsidiesAndBarriers")]] | [[Increase Bureaucracy|Manage Arcology][$sexSupplyBarriers.lowerClass = 4, repX(-1000, "subsidiesAndBarriers")]]<<else>>You are not reputable enough.<</if>>
	<<else>>
		You have forced suffocating bureaucracy on those selling sexual services to the lower class making things a little more difficult. If you are willing to spend 1000 reputation you can change this policy. <<if $rep > 1000>>[[Reduce Bureaucracy|Manage Arcology][$sexSupplyBarriers.lowerClass = 3, repX(-1000, "subsidiesAndBarriers")]]<<else>>You are not reputable enough.<</if>>
	<</if>>

	<<if $sexSubsidies.middleClass == 0>>
		You can provide a minor subsidy for those selling sexual services to the middle class. Upkeep is relative to the amount of sex provided by other parties. [[Minor Subsidy|Manage Arcology][$sexSubsidies.middleClass = 1]]
	<<elseif $sexSubsidies.middleClass == 1>>
		You are providing a minor subsidy for those selling sexual services to the middle class. Upkeep is relative to the amount of sex provided by other parties. [[Cancel Subsidy|Manage Arcology][$sexSubsidies.middleClass = 0]] | [[Moderate Subsidy|Manage Arcology][$sexSubsidies.middleClass = 2]]
	<<elseif $sexSubsidies.middleClass == 2>>
		You are providing a moderate subsidy for those selling sexual services to the middle class. Upkeep is relative to the amount of sex provided by other parties. [[Minor Subsidy|Manage Arcology][$sexSubsidies.middleClass = 1]] | [[Substantial Subsidy|Manage Arcology][$sexSubsidies.middleClass = 3]]
	<<elseif $sexSubsidies.middleClass == 3>>
		You are providing a substantial subsidy for those selling sexual services to the middle class. Upkeep is relative to the amount of sex provided by other parties. [[Moderate Subsidy|Manage Arcology][$sexSubsidies.middleClass = 2]] | [[Gratuitous Subsidy|Manage Arcology][$sexSubsidies.middleClass = 4]]
	<<else>>
		You are providing a gratuitous subsidy for those selling sexual services to the middle class. Upkeep is relative to the amount of sex provided by other parties [[Substantial Subsidy|Manage Arcology][$sexSubsidies.middleClass = 3]]
	<</if>>

	<<if $sexSupplyBarriers.middleClass == 0>>
		You can make things more difficult for those supplying sexual services in the middle class segment if you are willing to spend 1000 reputation and pay a flat upkeep of <<print cashFormat(1000)>>. <<if $rep > 1000>>[[Create Bureaucracy|Manage Arcology][$sexSupplyBarriers.middleClass = 1, repX(-1000, "subsidiesAndBarriers")]] <<else>>You are not reputable enough.<</if>>
	<<elseif $sexSupplyBarriers.middleClass == 1>>
		You have forced some unneeded bureaucracy on those selling sexual services to the middle class making things a little more difficult. If you are willing to spend 1000 reputation you can change this policy. Increasing the bureaucracy further will cost a flat upkeep of <<print cashFormat(5000)>>. <<if $rep > 1000>>[[Abolish Bureaucracy|Manage Arcology][$sexSupplyBarriers.middleClass = 0, repX(-1000, "subsidiesAndBarriers")]] | [[Increase Bureaucracy|Manage Arcology][$sexSupplyBarriers.middleClass = 2, repX(-1000, "subsidiesAndBarriers")]]<<else>>You are not reputable enough.<</if>>
	<<elseif $sexSupplyBarriers.middleClass == 2>>
		You have forced considerable bureaucracy on those selling sexual services to the middle class making things a little more difficult. If you are willing to spend 1000 reputation you can change this policy. Increasing the bureaucracy further will cost a flat upkeep of <<print cashFormat(20000)>>. <<if $rep > 1000>>[[Reduce Bureaucracy|Manage Arcology][$sexSupplyBarriers.middleClass = 1, repX(-1000, "subsidiesAndBarriers")]] | [[Increase Bureaucracy|Manage Arcology][$sexSupplyBarriers.middleClass = 3, repX(-1000, "subsidiesAndBarriers")]]<<else>>You are not reputable enough.<</if>>
	<<elseif $sexSupplyBarriers.middleClass == 3>>
		You have forced stifling bureaucracy on those selling sexual services to the middle class making things a little more difficult. If you are willing to spend 1000 reputation you can change this policy. Increasing the bureaucracy further will cost a flat upkeep of <<print cashFormat(60000)>>. <<if $rep > 1000>>[[Reduce Bureaucracy|Manage Arcology][$sexSupplyBarriers.middleClass = 2, repX(-1000, "subsidiesAndBarriers")]] | [[Increase Bureaucracy|Manage Arcology][$sexSupplyBarriers.middleClass = 4, repX(-1000, "subsidiesAndBarriers")]]<<else>>You are not reputable enough.<</if>>
	<<else>>
		You have forced suffocating bureaucracy on those selling sexual services to the middle class making things a little more difficult. If you are willing to spend 1000 reputation you can change this policy. <<if $rep > 1000>>[[Reduce Bureaucracy|Manage Arcology][$sexSupplyBarriers.middleClass = 3, repX(-1000, "subsidiesAndBarriers")]]<<else>>You are not reputable enough.<</if>>
	<</if>>

	<<if $sexSubsidies.upperClass == 0>>
		You can provide a minor subsidy for those selling sexual services to the upper class. Upkeep is relative to the amount of sex provided by other parties. [[Minor Subsidy|Manage Arcology][$sexSubsidies.upperClass = 1]]
	<<elseif $sexSubsidies.upperClass == 1>>
		You are providing a minor subsidy for those selling sexual services to the upper class. Upkeep is relative to the amount of sex provided by other parties. [[Cancel Subsidy|Manage Arcology][$sexSubsidies.upperClass = 0]] | [[Moderate Subsidy|Manage Arcology][$sexSubsidies.upperClass = 2]]
	<<elseif $sexSubsidies.upperClass == 2>>
		You are providing a moderate subsidy for those selling sexual services to the upper class. Upkeep is relative to the amount of sex provided by other parties. [[Minor Subsidy|Manage Arcology][$sexSubsidies.upperClass = 1]] | [[Substantial Subsidy|Manage Arcology][$sexSubsidies.upperClass = 3]]
	<<elseif $sexSubsidies.upperClass == 3>>
		You are providing a substantial subsidy for those selling sexual services to the upper class. Upkeep is relative to the amount of sex provided by other parties. [[Moderate Subsidy|Manage Arcology][$sexSubsidies.upperClass = 2]] | [[Gratuitous Subsidy|Manage Arcology][$sexSubsidies.upperClass = 4]]
	<<else>>
		You are providing a gratuitous subsidy for those selling sexual services to the upper class. Upkeep is relative to the amount of sex provided by other parties. [[Substantial Subsidy|Manage Arcology][$sexSubsidies.upperClass = 3]]
	<</if>>

	<<if $sexSupplyBarriers.upperClass == 0>>
		You can make things more difficult for those supplying sexual services in the upper class segment if you are willing to spend 1000 reputation and pay a flat upkeep of <<print cashFormat(1000)>>. <<if $rep > 1000>>[[Create Bureaucracy|Manage Arcology][$sexSupplyBarriers.upperClass = 1, repX(-1000, "subsidiesAndBarriers")]] <<else>>You are not reputable enough.<</if>>
	<<elseif $sexSupplyBarriers.upperClass == 1>>
		You have forced some unneeded bureaucracy on those selling sexual services to the upper class making things a little more difficult. If you are willing to spend 1000 reputation you can change this policy. Increasing the bureaucracy further will cost a flat upkeep of <<print cashFormat(5000)>>. <<if $rep > 1000>>[[Abolish Bureaucracy|Manage Arcology][$sexSupplyBarriers.upperClass = 0, repX(-1000, "subsidiesAndBarriers")]] | [[Increase Bureaucracy|Manage Arcology][$sexSupplyBarriers.upperClass = 2, repX(-1000, "subsidiesAndBarriers")]]<<else>>You are not reputable enough<</if>>
	<<elseif $sexSupplyBarriers.upperClass == 2>>
		You have forced considerable bureaucracy on those selling sexual services to the upper class making things a little more difficult. If you are willing to spend 1000 reputation you can change this policy. Increasing the bureaucracy further will cost a flat upkeep of <<print cashFormat(20000)>>. <<if $rep > 1000>>[[Reduce Bureaucracy|Manage Arcology][$sexSupplyBarriers.upperClass = 1, repX(-1000, "subsidiesAndBarriers")]] | [[Increase Bureaucracy|Manage Arcology][$sexSupplyBarriers.upperClass = 3, repX(-1000, "subsidiesAndBarriers")]]<<else>>You are not reputable enough.<</if>>
	<<elseif $sexSupplyBarriers.upperClass == 3>>
		You have forced stifling bureaucracy on those selling sexual services to the upper class making things a little more difficult. If you are willing to spend 1000 reputation you can change this policy. Increasing the bureaucracy further will cost a flat upkeep of <<print cashFormat(60000)>>. <<if $rep > 1000>>[[Reduce Bureaucracy|Manage Arcology][$sexSupplyBarriers.upperClass = 2, repX(-1000, "subsidiesAndBarriers")]] | [[Increase Bureaucracy|Manage Arcology][$sexSupplyBarriers.upperClass = 4, repX(-1000, "subsidiesAndBarriers")]]<<else>>You are not reputable enough.<</if>>
	<<else>>
		You have forced suffocating bureaucracy on those selling sexual services to the upper class making things a little more difficult. If you are willing to spend 1000 reputation you can change this policy. <<if $rep > 1000>>[[Reduce Bureaucracy|Manage Arcology][$sexSupplyBarriers.upperClass = 3, repX(-1000, "subsidiesAndBarriers")]]<<else>>You are not reputable enough.<</if>>
	<</if>>

	<<if $sexSubsidies.topClass == 0>>
		You can provide a minor subsidy for those selling sexual services to the millionaires. Upkeep is relative to the amount of sex provided by other parties. [[Minor Subsidy|Manage Arcology][$sexSubsidies.topClass = 1]]
	<<elseif $sexSubsidies.topClass == 1>>
		You are providing a minor subsidy for those selling sexual services to the millionaires. Upkeep is relative to the amount of sex provided by other parties. [[Cancel Subsidy|Manage Arcology][$sexSubsidies.topClass = 0]] | [[Moderate Subsidy|Manage Arcology][$sexSubsidies.topClass = 2]]
	<<elseif $sexSubsidies.topClass == 2>>
		You are providing a moderate subsidy for those selling sexual services to the millionaires. Upkeep is relative to the amount of sex provided by other parties. [[Minor Subsidy|Manage Arcology][$sexSubsidies.topClass = 1]] | [[Substantial Subsidy|Manage Arcology][$sexSubsidies.topClass = 3]]
	<<elseif $sexSubsidies.topClass == 3>>
		You are providing a substantial subsidy for those selling sexual services to the millionaires. Upkeep is relative to the amount of sex provided by other parties [[Moderate Subsidy|Manage Arcology][$sexSubsidies.topClass = 2]] | [[Gratuitous Subsidy|Manage Arcology][$sexSubsidies.topClass = 4]]
	<<else>>
		You are providing a gratuitous subsidy for those selling sexual services to the millionaires. Upkeep is relative to the amount of sex provided by other parties [[Substantial Subsidy|Manage Arcology][$sexSubsidies.topClass = 3]]
	<</if>>

	<<if $sexSupplyBarriers.topClass == 0>>
		You can make things more difficult for those supplying sexual services in the millionaires segment if you are willing to spend 1000 reputation and pay a flat upkeep of <<print cashFormat(1000)>>. <<if $rep > 1000>>[[Create Bureaucracy|Manage Arcology][$sexSupplyBarriers.topClass = 1, repX(-1000, "subsidiesAndBarriers")]] <<else>>You are not reputable enough.<</if>>
	<<elseif $sexSupplyBarriers.topClass == 1>>
		You have forced some unneeded bureaucracy on those selling sexual services to the millionaires making things a little more difficult. If you are willing to spend 1000 reputation you can change this policy. Increasing the bureaucracy further will cost a flat upkeep of <<print cashFormat(5000)>>. <<if $rep > 1000>>[[Abolish Bureaucracy|Manage Arcology][$sexSupplyBarriers.topClass = 0, repX(-1000, "subsidiesAndBarriers")]] | [[Increase Bureaucracy|Manage Arcology][$sexSupplyBarriers.topClass = 2, repX(-1000, "subsidiesAndBarriers")]]<<else>>You are not reputable enough.<</if>>
	<<elseif $sexSupplyBarriers.topClass == 2>>
		You have forced considerable bureaucracy on those selling sexual services to the millionaires making things a little more difficult. If you are willing to spend 1000 reputation you can change this policy. Increasing the bureaucracy further will cost a flat upkeep of <<print cashFormat(20000)>>. <<if $rep > 1000>>[[Reduce Bureaucracy|Manage Arcology][$sexSupplyBarriers.topClass = 1, repX(-1000, "subsidiesAndBarriers")]] | [[Increase Bureaucracy|Manage Arcology][$sexSupplyBarriers.topClass = 3, repX(-1000, "subsidiesAndBarriers")]]<<else>>You are not reputable enough<</if>>
	<<elseif $sexSupplyBarriers.topClass == 3>>
		You have forced stifling bureaucracy on those selling sexual services to the millionaires making things a little more difficult. If you are willing to spend 1000 reputation you can change this policy. Increasing the bureaucracy further will cost a flat upkeep of <<print cashFormat(60000)>>. <<if $rep > 1000>>[[Reduce Bureaucracy|Manage Arcology][$sexSupplyBarriers.topClass = 2, repX(-1000, "subsidiesAndBarriers")]] | [[Increase Bureaucracy|Manage Arcology][$sexSupplyBarriers.topClass = 4, repX(-1000, "subsidiesAndBarriers")]]<<else>>You are not reputable enough.<</if>>
	<<else>>
		You have forced suffocating bureaucracy on those selling sexual services to the millionaires making things a little more difficult. If you are willing to spend 1000 reputation you can change this policy. <<if $rep > 1000>>[[Reduce Bureaucracy|Manage Arcology][$sexSupplyBarriers.topClass = 3, repX(-1000, "subsidiesAndBarriers")]]<<else>>You are not reputable enough<</if>>
	<</if>>

Population and Rent

	<<print $arcologies[0].name>> is home to the following;
	<<set _percACitizens = Math.trunc(($ACitizens / ($ACitizens + $ASlaves)) * 1000) / 10,
	_percASlaves = Math.trunc(($ASlaves / ($ACitizens + $ASlaves)) * 1000) / 10,
	_percLowerClass = Math.trunc(($lowerClass / ($ACitizens + $ASlaves)) * 1000) / 10,
	_percMiddleClass = Math.trunc(($middleClass / ($ACitizens + $ASlaves)) * 1000) / 10,
	_percUpperClass = Math.trunc(($upperClass / ($ACitizens + $ASlaves)) * 1000) / 10,
	_percTopClass = Math.trunc(($topClass / ($ACitizens + $ASlaves)) * 1000) / 10,
	_rentLowerClass = Math.trunc($rent.lowerClass * (1 + (5 - $baseDifficulty) / 20) / 0.25) / 100,
	_rentMiddleClass = Math.trunc($rent.middleClass * (1 + (5 - $baseDifficulty) / 20) / 0.25) / 100,
	_rentUpperClass = Math.trunc($rent.upperClass * (1 + (5 - $baseDifficulty) / 20) / 25),
	_rentTopClass = Math.trunc($rent.topClass * (1 + (5 - $baseDifficulty) / 20) / 25)>>

	Lower Class Citizens | $lowerClass | <<print _percLowerClass>>% | Rent <<print cashFormat(_rentLowerClass)>>
	<<if $rent.lowerClass > $rentDefaults.lowerClass * 1.5>>
		Very High | [[Decrease|Manage Arcology][$rent.lowerClass = $rentDefaults.lowerClass * 1.5, $rentEffectL = 0.94, $whoreBudget.lowerClass *= 9 / 8]]
	<<elseif $rent.lowerClass > $rentDefaults.lowerClass>>
		High | [[Increase|Manage Arcology][$rent.lowerClass = $rentDefaults.lowerClass * 2, $rentEffectL = 0.85, $whoreBudget.lowerClass *= 8 / 9]] | [[Decrease|Manage Arcology][$rent.lowerClass = $rentDefaults.lowerClass, $rentEffectL = 1, $whoreBudget.lowerClass *= 10 / 9]]
	<<elseif $rent.lowerClass > $rentDefaults.lowerClass * 0.5>>
		Average | [[Increase|Manage Arcology][$rent.lowerClass = $rentDefaults.lowerClass * 1.5, $rentEffectL = 0.94, $whoreBudget.lowerClass *= 9 / 10]] | [[Decrease|Manage Arcology][$rent.lowerClass = $rentDefaults.lowerClass * 0.5, $rentEffectL = 1.04, $whoreBudget.lowerClass *= 11 / 10]]
	<<elseif $rent.lowerClass > 0>>
		Low | [[Increase|Manage Arcology][$rent.lowerClass = $rentDefaults.lowerClass, $rentEffectL = 1, $whoreBudget.lowerClass *= 10 / 11]] | [[Free Rent|Manage Arcology][$rent.lowerClass = 0, $rentEffectL = 1.1, $whoreBudget.lowerClass *= 12 / 11]]
	<<else>>
		Free | [[Increase|Manage Arcology][$rent.lowerClass = $rentDefaults.lowerClass * 0.5, $rentEffectL = 1.04, $whoreBudget.lowerClass *= 11 / 12]]
	<</if>>

	Middle Class Citizens | $middleClass | <<print _percMiddleClass>>% | Rent <<print cashFormat(_rentMiddleClass)>>
	<<if $rent.middleClass > $rentDefaults.middleClass * 1.5>>
		Very High | [[Decrease|Manage Arcology][$rent.middleClass = $rentDefaults.middleClass * 1.5, $rentEffectM = 0.94, $whoreBudget.middleClass *= 9 / 8]]
	<<elseif $rent.middleClass > $rentDefaults.middleClass>>
		High | [[Increase|Manage Arcology][$rent.middleClass = $rentDefaults.middleClass * 2, $rentEffectM = 0.85, $whoreBudget.middleClass *= 8 / 9]] | [[Decrease|Manage Arcology][$rent.middleClass = $rentDefaults.middleClass, $rentEffectM = 1, $whoreBudget.middleClass *= 10 / 9]]
	<<elseif $rent.middleClass > $rentDefaults.middleClass * 0.5>>
		Average | [[Increase|Manage Arcology][$rent.middleClass = $rentDefaults.middleClass * 1.5, $rentEffectM = 0.94, $whoreBudget.middleClass *= 9 / 10]] | [[Decrease|Manage Arcology][$rent.middleClass = $rentDefaults.middleClass * 0.5, $rentEffectM = 1.04, $whoreBudget.middleClass *= 11 / 10]]
	<<elseif $rent.middleClass > 0>>
		Low | [[Increase|Manage Arcology][$rent.middleClass = $rentDefaults.middleClass, $rentEffectM = 1, $whoreBudget.middleClass *= 10 / 11]] | [[Free Rent|Manage Arcology][$rent.middleClass = 0, $rentEffectM = 1.1, $whoreBudget.middleClass *= 12 / 11]]
	<<else>>
		Free | [[Increase|Manage Arcology][$rent.middleClass = $rentDefaults.middleClass * 0.5, $rentEffectM = 1.04, $whoreBudget.middleClass *= 11 / 12]]
	<</if>>

	Upper Class Citizens | $upperClass | <<print _percUpperClass>>% | Rent <<print cashFormat(_rentUpperClass)>>
	<<if $rent.upperClass > $rentDefaults.upperClass * 1.5>>
		Very High | [[Decrease|Manage Arcology][$rent.upperClass = $rentDefaults.upperClass * 1.5, $rentEffectU = 0.94, $whoreBudget.upperClass *= 9 / 8]]
	<<elseif $rent.upperClass > $rentDefaults.upperClass>>
		High | [[Increase|Manage Arcology][$rent.upperClass = $rentDefaults.upperClass * 2, $rentEffectU = 0.85, $whoreBudget.upperClass *= 8 / 9]] | [[Decrease|Manage Arcology][$rent.upperClass = $rentDefaults.upperClass, $rentEffectU = 1, $whoreBudget.upperClass *= 10 / 9 ]]
	<<elseif $rent.upperClass > $rentDefaults.upperClass * 0.5>>
		Average | [[Increase|Manage Arcology][$rent.upperClass = $rentDefaults.upperClass * 1.5, $rentEffectU = 0.94, $whoreBudget.upperClass *= 9 / 10]] | [[Decrease|Manage Arcology][$rent.upperClass = $rentDefaults.upperClass * 0.5, $rentEffectU = 1.04, $whoreBudget.upperClass *= 11 / 10]]
	<<elseif $rent.upperClass > 0>>
		Low | [[Increase|Manage Arcology][$rent.upperClass = $rentDefaults.upperClass, $rentEffectU = 1, $whoreBudget.upperClass *= 10 / 11]] | [[Free Rent|Manage Arcology][$rent.upperClass = 0, $rentEffectU = 1.1, $whoreBudget.upperClass *= 12 / 11]]
	<<else>>
		Free | [[Increase|Manage Arcology][$rent.upperClass = $rentDefaults.upperClass * 0.5, $rentEffectU = 1.04, $whoreBudget.upperClass *= 11 / 12]]
	<</if>>

	Millionaires | $topClass | <<print _percTopClass>>% | Rent <<print cashFormat(_rentTopClass)>>
	<<if $rent.topClass > $rentDefaults.topClass * 1.5>>
		Very High | [[Decrease|Manage Arcology][$rent.topClass = $rentDefaults.topClass * 1.5, $rentEffectT = 0.94, $whoreBudget.topClass *= 9 / 8]]
	<<elseif $rent.topClass > $rentDefaults.topClass>>
		High | [[Increase|Manage Arcology][$rent.topClass = $rentDefaults.topClass * 2, $rentEffectT = 0.85, $whoreBudget.topClass *= 8 / 9]] | [[Decrease|Manage Arcology][$rent.topClass = $rentDefaults.topClass, $rentEffectT = 1, $whoreBudget.topClass *= 10 / 9]]
	<<elseif $rent.topClass > $rentDefaults.topClass * 0.5>>
		Average | [[Increase|Manage Arcology][$rent.topClass = $rentDefaults.topClass * 1.5, $rentEffectT = 0.94, $whoreBudget.topClass *= 9 / 10]] | [[Decrease|Manage Arcology][$rent.topClass = $rentDefaults.topClass * 0.5, $rentEffectT = 1.04, $whoreBudget.topClass *= 11 / 10]]
	<<elseif $rent.topClass > 0>>
		Low | [[Increase|Manage Arcology][$rent.topClass = $rentDefaults.topClass, $rentEffectT = 1, $whoreBudget.topClass *= 10 / 11]] | [[Free Rent|Manage Arcology][$rent.topClass = 0, $rentEffectT = 1.1, $whoreBudget.topClass *= 12 / 11]]
	<<else>>
		Free | [[Increase|Manage Arcology][$rent.topClass = $rentDefaults.topClass * 0.5, $rentEffectT = 1.04, $whoreBudget.topClass *= 11 / 12]]
	<</if>>

		Slaves | $ASlaves | <<print _percASlaves>>%

Language

	The lingua franca of the arcology is $language.
	<<link "Language options">><<set $seed = $language>><<goto "Change Language">><</link>>

Special Arcology Upgrades

	<<if ($personalArms == 0) && ($mercenaries == 0) && ($assistant.personality == 0)>>
		$arcologies[0].name has no special upgrades.
	<</if>>

	<<if ($personalArms == 1)>>
		You own a prototype powered exoskeleton that mounts armor and a smart mortar system, and has rifles mounted into its forearms.
	<<elseif ($personalArms > 1)>>
		You own a prototype powered exoskeleton that mounts armor and a smart mortar system, and has rifles mounted into its forearms. Furthermore, your security drones can rearm with small-caliber guns if necessary.
	<</if>>

	<<if ($mercenaries > 0)>>
		<<if ($mercenaries == 1)>>
			A squad of mercenaries is permanently quartered in $arcologies[0].name. They are grim men and women, heavily armed and armored.
		<<elseif ($mercenaries < 5)>>
			A full platoon of mercenaries is permanently quartered in $arcologies[0].name. They are grim men and women, heavily armed and armored.
		<<elseif ($mercenaries >= 5)>>
			You have permanently settled a full company of mercenaries in $arcologies[0].name as your $mercenariesTitle. They are grim men and women who appreciate their luxurious life here and train hard to keep their skills with their prototype armor sharp.
		<</if>>
	<</if>>

	<<if $assistant.personality > 0>>
		<<setAssistantPronouns>>
		<<= capFirstChar($assistant.name)>> is using an alternative personality setting, speaking in a sultry, sexual voice, and talking as though the penthouse's sex toys are _hisA body.
		<<if $assistant.personality > 1>>
			_HeA also has charge of all smart piercings in the arcology, and is using _hisA adaptations to sexual duties to improve their effectiveness.
		<</if>>
	<</if>>

	Your slaves have participated in approximately <<print num($oralTotal+$vaginalTotal+$analTotal)>> sexual encounters: <<print num($oralTotal)>> primarily oral, <<print num($vaginalTotal)>> vanilla, <<print num($mammaryTotal)>> mammary, <<print num($analTotal)>> anal, and <<print num($penetrativeTotal)>> with the slave penetrating another. They have produced about <<print num($milkTotal)>> liters of marketable milk, <<if $seeDicks != 0>>about <<print num($cumTotal)>> deciliters of marketable cum, <</if>>and have given birth <<print num($birthsTotal)>> times.

	<<if $abortionsTotal > 0 && $miscarriagesTotal > 0>>
		They have had a total of <<print num($abortionsTotal)>> abortions and <<print num($miscarriagesTotal)>> miscarriages.
	<<elseif $abortionsTotal > 0>>
		They have had a total of <<print num($abortionsTotal)>> abortions.
	<<elseif $miscarriagesTotal > 0>>
		They have had a total of <<print num($miscarriagesTotal)>> miscarriages.
	<</if>>

	<<if $fuckdollsSold > 0>>
		$fuckdollsSold mindbroken arcade slaves have been converted into Fuckdolls and sold.
	<</if>>

<<if $pitFightsTotal > 0 && $pitKillsTotal > 0>>

	$arcologies[0].name has hosted <<print num ($pitFightsTotal)>> pit fights, and <<print num ($pitKillsTotal)>> slaves have died in your pit.

<<elseif $pitFightsTotal > 0>>

	$arcologies[0].name has hosted <<print num ($pitFightsTotal)>> pit fights.

<</if>>

<<if $secExpEnabled == 1 && $SecExp.settings.battle.enabled == 1>>

	<<if $SF.Toggle === 0||$SF.Active === 0>>
		Your army counts <<print num($militiaEmployedManpower + $slavesEmployedManpower + $mercEmployedManpower)>> total soldiers.
	<<elseif $SF.Toggle && $SF.Active >= 1>>
		Your army counts <<print num($militiaEmployedManpower + $slavesEmployedManpower + $mercEmployedManpower + $SF.ArmySize)>> total soldiers of which <<print num($SF.ArmySize)>> under the special force command and the rest under your direct control.
	<</if>>
	<<if $hasFoughtOnce == 1>>
		Your troops were involved in <<print num($battlesCount)>> battles of which <<print num($majorBattlesCount)>> were major engagements. You won
		<<if $battlesCount == $PCvictories>>
			all of them.
		<<elseif $battlesCount == $PClosses>>
			none of them.
		<<else>>
			<<print num($PCvictories)>> of them, while the enemy managed to gain the upper hand in the other <<print num($PClosses)>>.
		<</if>>
	<</if>>

	<<if $rebellionsCount >= 1>>
		Your arcology was involved in <<print num($rebellionsCount)>> rebellions. You won <<print num($PCrebWon)>> of them, while the rebels defeated your forces in <<print num($PCrebLoss)>>.
	<</if>>

	During all battles you lost a total of <<print num($militiaTotalCasualties + $slavesTotalCasualties + $mercTotalCasualties)>> men, while scoring a total of <<print num($totalKills)>> kills.

<</if>>

	Your arcology is named <<textbox "$arcologies[0].name" $arcologies[0].name "Manage Arcology">>

<<if $experimental.dinnerParty == 1 && $seeExtreme == 1>>

		[[Host Dinner Party|Dinner Party Preparations]]

<</if>>