code:
:: SVG filters [widget]
<<widget "SVGFilters">>
<html>
<svg class="defs-only" style="width: 0; height: 0; position: absolute;">
	<filter id="skin-black" color-interpolation-filters="sRGB">
		<feColorMatrix type="matrix" values="0.15 0 0 0 0 0 0.1 0 0 0 0 0 0.05 0 0 0 0 0 1 0"/>
	</filter>
	<filter id="skin-bronzed" color-interpolation-filters="sRGB">
		<feColorMatrix type="matrix" values="0.8 0 0.1 0 0 0 0.6 0 0 0 0 0 0.3 0 0 0 0 0 1 0"/>
	</filter>
	<filter id="skin-brown" color-interpolation-filters="sRGB">
		<feColorMatrix type="matrix" values="0.8 0 0 0 0 0 0.5 0 0 0 0 0 0.15 0 0 0 0 0 1 0"/>
	</filter>
	<filter id="skin-dark" color-interpolation-filters="sRGB">
		<feColorMatrix type="matrix" values="0.5 0 0 0 0 0 0.2 0 0 0 0 0 0.1 0 0 0 0 0 1 0 "/>
	</filter>
	<filter id="skin-ebony" color-interpolation-filters="sRGB">
		<feColorMatrix type="matrix" values="0.1 0 0 0 0 0 0.05 0 0 0 0 0 0.05 0 0 0 0 0 1 0"/>
	</filter>
	<filter id="skin-extremely-pale" color-interpolation-filters="sRGB">
		<feColorMatrix type="matrix" values="1.05 0 0 0 0 0 1.05 0 0 0 0 0 1.1 0 0 0 0 0 1 0"/>
	</filter>
	<filter id="skin-fair" color-interpolation-filters="sRGB">
		<feColorMatrix type="matrix" values="0.8 0 0 0 0.2 0 0.8 0 0 0.2 0 0 0.8 0 0.2 0 0 0 1 0"/>
	</filter>
	<filter id="skin-light" color-interpolation-filters="sRGB">
		<feColorMatrix type="matrix" values="0.5 0 0 0 0.5 0 0.5 0 0 0.5 0 0 0.5 0 0.5 0 0 0 1 0"/>
	</filter>
	<filter id="skin-light-brown" color-interpolation-filters="sRGB">
		<feColorMatrix type="matrix" values="0.8 0 0 0 0 0 0.7 0 0 0 0 0 0.5 0 0 0 0 0 1 0"/>
	</filter>
	<filter id="skin-olive" color-interpolation-filters="sRGB">
		<feColorMatrix type="matrix" values="0.9 0 0 0 0 0 0.8 0 0 0 0 0 0.6 0 0 0 0 0 1 0"/>
	</filter>
	<filter id="skin-pale" color-interpolation-filters="sRGB">
		<feColorMatrix type="matrix" values="0.6 0 0 0 0.4 0 0.6 0 0 0.4 0 0 1 0 0 0 0 0 1 0"/>
	</filter>
	<filter id="skin-tanned" color-interpolation-filters="sRGB">
		<feColorMatrix type="matrix" values="0.8 0 0 0 0 0 0.65 0 0 0 0 0 0.5 0 0 0 0 0 1 0"/>
	</filter>
	<filter id="skin-white" color-interpolation-filters="sRGB">
		<feColorMatrix type="matrix" values="1 0 0 0 0 0 1 0 0 0 0 0 1 0 0 0 0 0 1 0"/>
	</filter>
	<filter id="skin-dyed-red" color-interpolation-filters="sRGB">
		<feColorMatrix type="matrix" values="0.6 0 0 0 0.4 0 0.25 0 0 0.2 0 0 0 0 0.3 0 0 0 1 0 "/>
	</filter>
	<filter id="skin-dyed-green" color-interpolation-filters="sRGB">
		<feColorMatrix type="matrix" values="0.7 0 0 0 0 0.2 0.65 0.15 0 0 0 0 0.5 0 0 0 0 0 1 0"/>
	</filter>
	<filter id="skin-dyed-blue" color-interpolation-filters="sRGB">
		<feColorMatrix type="matrix" values="0.3 0 0 0 0 0 0.5 0 0 0 0.4 0.2 0.25 0 0.1 0 0 0 1 0"/>
	</filter>

	<filter id="hair-ashen" color-interpolation-filters="sRGB">
		<feColorMatrix type="matrix" values="0.7 0 0 0 0.1 0 0.7 0 0 0.1 0 0 0.7 0 0.1 0 0 0 1 0"/>
	</filter>
	<filter id="hair-auburn" color-interpolation-filters="sRGB">
		<feColorMatrix type="matrix" values="0.8 0 0 0 0.2 0 0.5 0 0 0 0 0 0.15 0 0 0 0 0 1 0"/>
	</filter>
	<filter id="hair-black" color-interpolation-filters="sRGB">
		<feColorMatrix type="matrix" values="0.2 0 0 0 0 0 0.15 0 0 0 0 0 0.1 0 0 0 0 0 1 0"/>
	</filter>
	<filter id="hair-blazing-red" color-interpolation-filters="sRGB">
		<feComponentTransfer>
			<feFuncR type="gamma" exponent="0.10" />
			<feFuncG type="gamma" exponent="3.00" />
			<feFuncB type="gamma" exponent="7.50" />
		</feComponentTransfer>
	</filter>
	<filter id="hair-blonde" color-interpolation-filters="sRGB">
		<feColorMatrix type="matrix" values="1.4 0 0 0 0 0 1.3 0 0 0 0 0 0.7 0 0 0 0 0 1 0"/>
	</filter>
	<filter id="hair-blue" color-interpolation-filters="sRGB">
		<feColorMatrix type="matrix" values="0.3 0 0 0 0 0 0.5 0 0 0 0.4 0.2 0.25 0 0.1 0 0 0 1 0"/>
	</filter>
	<filter id="hair-bright-red" color-interpolation-filters="sRGB">
		<feColorMatrix type="matrix" values="1 0 0 0 0.2 0 0.4 0 0 0 0 0 0.1 0 0.1 0 0 0 1 0"/>
	</filter>
	<filter id="hair-brown" color-interpolation-filters="sRGB">
		<feColorMatrix type="matrix" values="0.8 0 0 0 0 0 0.5 0 0 0 0 0 0.15 0 0 0 0 0 1 0"/>
	</filter>
	<filter id="hair-brunette" color-interpolation-filters="sRGB">
		<feColorMatrix type="matrix" values="0.8 0 0 0 0 0 0.5 0 0 0 0 0 0.15 0 0 0 0 0 1 0"/>
	</filter>
	<filter id="hair-burgundy" color-interpolation-filters="sRGB">
		<feColorMatrix type="matrix" values="0.45 0 0 0 0.25 0 0.2 0 0 0.1 0 0 0.3 0 0.2 0 0 0 1 0"/>
	</filter>
	<filter id="hair-chestnut" color-interpolation-filters="sRGB">
		<feColorMatrix type="matrix" values="0.9 0 0 0 0.2 0 0.7 0 0 0 0 0 0.1 0 0.1 0 0 0 1 0"/>
	</filter>
	<filter id="hair-chocolate-brown" color-interpolation-filters="sRGB">
		<feColorMatrix type="matrix" values="0.6 0 0 0 0 0 0.2 0 0 0 0 0 0.1 0 0 0 0 0 1 0"/>
	</filter>
	<filter id="hair-copper" color-interpolation-filters="sRGB">
		<feColorMatrix type="matrix" values="1.5 0 0 0 -0.2 0 0.8 0 0 -0.2 0 0 0.1 0 0 0 0 0 1 0"/>
	</filter>
	<filter id="hair-dark" color-interpolation-filters="sRGB">
		<feColorMatrix type="matrix" values="0.5 0 0 0 0 0 0.2 0 0 0 0 0 0.1 0 0 0 0 0 1 0"/>
	</filter>
	<filter id="hair-dark-blonde" color-interpolation-filters="sRGB">
		<feColorMatrix type="matrix" values="1.1 0 0 0 0 0 0.9 0 0 0 0 0 0.4 0 0 0 0 0 1 0"/>
	</filter>
	<filter id="hair-dark-brown" color-interpolation-filters="sRGB">
		<feColorMatrix type="matrix" values="0.6 0 0 0 0 0 0.35 0 0 0 0 0 0.1 0 0 0 0 0 1 0"/>
	</filter>
	<filter id="hair-dark-red" color-interpolation-filters="sRGB">
		<feColorMatrix type="matrix" values="0.7 0 0 0 0.2 0 0.15 0 0 0.1 0 0 0 0 0 0 0 0 1 0"/>
	</filter>
	<filter id="hair-deep-red" color-interpolation-filters="sRGB">
		<feColorMatrix type="matrix" values="1.5 0 0 0 -0.3 0 0.3 0 0 -0.1 0 0 0 0 0 0 0 0 1 0"/>
	</filter>
	<filter id="hair-dirty-blonde" color-interpolation-filters="sRGB">
		<feColorMatrix type="matrix" values="0.8 0 0 0 0.3 0 0.7 0 0 0.3 0 0 0.2 0 0.5 0 0 0 1 0"/>
	</filter>
	<filter id="hair-fair-blonde" color-interpolation-filters="sRGB">
		<feColorMatrix type="matrix" values="1 0 0 0 0.5 0 0.8 0 0 0.4 0 0 0.6 0 0.2 0 0 0 1 0"/>
	</filter>
	<filter id="hair-ginger" color-interpolation-filters="sRGB">
		<feColorMatrix type="matrix" values="1.2 0 0 0 0.1 0 0.9 0 0 0 0 0 0.1 0 0.3 0 0 0 1 0"/>
	</filter>
	<filter id="hair-golden" color-interpolation-filters="sRGB">
		<feColorMatrix type="matrix" values="1.7 0 0 0 -0.1 0 1.5 0 0 -0.1 0 0 0.1 0 0.3 0 0 0 1 0"/>
	</filter>
	<filter id="hair-golden-blonde" color-interpolation-filters="sRGB">
		<feColorMatrix type="matrix" values="1.8 0 0 0 -0.3 0 1.6 0 0 -0.4 0 0 0.3 0 0.1 0 0 0 1 0"/>
	</filter>
	<filter id="hair-green" color-interpolation-filters="sRGB">
		<feColorMatrix type="matrix" values="0.7 0 0 0 0 0.2 0.65 0.15 0 0 0 0 0.5 0 0 0 0 0 1 0"/>
	</filter>
	<filter id="hair-gray" color-interpolation-filters="sRGB">
		<feColorMatrix type="matrix" values="1 0 0 0 0 0 1 0 0 0 0 0 1 0 0 0 0 0 1 0"/>
	</filter>
	<filter id="hair-grey" color-interpolation-filters="sRGB">
		<feColorMatrix type="matrix" values="1 0 0 0 0 0 1 0 0 0 0 0 1 0 0 0 0 0 1 0"/>
	</filter>
	<filter id="hair-hazel" color-interpolation-filters="sRGB">
		<feColorMatrix type="matrix" values="0.8 0 0 0 0.2 0 0.5 0 0 0.2 0 0 0.15 0 0.15 0 0 0 1 0"/>
	</filter>
	<filter id="hair-light-brown" color-interpolation-filters="sRGB">
		<feColorMatrix type="matrix" values="0.8 0 0 0 0 0 0.7 0 0 0 0 0 0.5 0 0 0 0 0 1 0"/>
	</filter>
	<filter id="hair-light-purple" color-interpolation-filters="sRGB">
		<feColorMatrix type="matrix" values="0.7 0 0 0 0.4 0 0.1 0 0 0.2 0 0 0.7 0 0.3 0 0 0 1 0"/>
	</filter>
	<filter id="hair-neon-blue" color-interpolation-filters="sRGB">
		<feComponentTransfer>
			<feFuncR type="gamma" exponent="3.75" />
			<feFuncG type="gamma" exponent="0.75" />
			<feFuncB type="gamma" exponent="0.25" />
		</feComponentTransfer>
	</filter>
	<filter id="hair-neon-green" color-interpolation-filters="sRGB">
		<feComponentTransfer>
			<feFuncR type="gamma" exponent="3.00" />
			<feFuncG type="gamma" exponent="0.25" />
			<feFuncB type="gamma" exponent="0.98" />
		</feComponentTransfer>
	</filter>
	<filter id="hair-neon-pink" color-interpolation-filters="sRGB">
		<feComponentTransfer>
			<feFuncR type="gamma" exponent="0.10" />
			<feFuncG type="gamma" exponent="1.00" />
			<feFuncB type="gamma" exponent="0.50" />
		</feComponentTransfer>
	</filter>
	<filter id="hair-olive" color-interpolation-filters="sRGB">
		<feColorMatrix type="matrix" values="0.7 0 0 0 0 0 0.6 0 0 0 0 0 0.15 0 0 0 0 0 1 0"/>
	</filter>
	<filter id="hair-onyx-black" color-interpolation-filters="sRGB">
		<feComponentTransfer>
			<feFuncR type="gamma" exponent="5.50" />
			<feFuncG type="gamma" exponent="6.00" />
			<feFuncB type="gamma" exponent="7.00" />
		</feComponentTransfer>
	</filter>
	<filter id="hair-pale-blonde" color-interpolation-filters="sRGB">
		<feColorMatrix type="matrix" values="0.45 0 0 0 0.7 0 0.4 0 0 0.7 0 0 0.6 0 0.4 0 0 0 1 0"/>
	</filter>
	<filter id="hair-peachy" color-interpolation-filters="sRGB">
		<feColorMatrix type="matrix" values="1.45 0 0 0 0 0 1.4 -0.1 0 -0.1 0 0 0.85 0 0 0 0 0 1 0"/>
	</filter>
	<filter id="hair-pink" color-interpolation-filters="sRGB">
		<feColorMatrix type="matrix" values="1.5 0 0 0 0 0 1.5 -0.2 0 -0.2 0 0 1 0 0 0 0 0 1 0"/>
	</filter>
	<filter id="hair-platinum-blonde" color-interpolation-filters="sRGB">
		<feColorMatrix type="matrix" values="0.6 0 0 0 0.4 0 0.6 0 0 0.4 0 0 1 0 0 0 0 0 1 0"/>
	</filter>
	<filter id="hair-purple" color-interpolation-filters="sRGB">
		<feColorMatrix type="matrix" values="0.9 0 0 0 0 0 0.2 0 0 0 0 0 1 0 0 0 0 0 1 0"/>
	</filter>
	<filter id="hair-raven-black" color-interpolation-filters="sRGB">
		<feColorMatrix type="matrix" values="0.2 0 0 0 0 0 0.2 0 0 0 0 0 0.3 0 0 0 0 0 1 0"/>
	</filter>
	<filter id="hair-red" color-interpolation-filters="sRGB">
		<feColorMatrix type="matrix" values="0.6 0 0 0 0.4 0 0.25 0 0 0.2 0 0 0 0 0.3 0 0 0 1 0"/>
	</filter>
	<filter id="hair-red-blonde" color-interpolation-filters="sRGB">
		<feColorMatrix type="matrix" values="1 0 0 0 0.25 0 0.8 0 0 0.1 0 0 0.35 0 0.15 0 0 0 1 0"/>
	</filter>
	<filter id="hair-silver" color-interpolation-filters="sRGB">
		<feColorMatrix type="matrix" values="0.8 0 0 0 0.3 0 0.8 0 0 0.3 0 0 0.8 0 0.3 0 0 0 1 0"/>
	</filter>
	<filter id="hair-strawberry-blonde" color-interpolation-filters="sRGB">
		<feColorMatrix type="matrix" values="1.2 0 0 0 0.2 0 1.2 0 0 0 0 0 0.7 0 0 0 0 0 1 0"/>
	</filter>
	<filter id="hair-violet" color-interpolation-filters="sRGB">
		<feColorMatrix type="matrix" values="2 -1 0 0 0 0 2 -1 0 0 -1 0 2 0 0 0 0 0 1 0"/>
	</filter>
	<filter id="hair-white" color-interpolation-filters="sRGB">
		<feColorMatrix type="matrix" values="0.6 0 0 0 0.5 0 0.6 0 0 0.5 0 0 0.6 0 0.5 0 0 0 1 0"/>
	</filter>
	<filter id="hair-white-blonde" color-interpolation-filters="sRGB">
		<feColorMatrix type="matrix" values="0.7 0 0 0 0.5 0 0.7 0 0 0.5 0 0 0.5 0 0.4 0 0 0 1 0"/>
	</filter>
</svg>
</html>
<</widget>>


code:
:: init [nobr]

/*
FREE CITIES
a text-based slave management game
Copyright (C) 2017  freecitiesdev

This program is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version.

This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU General Public License for more details.

You should have received a copy of the GNU General Public License along with this program.  If not, see <http://www.gnu.org/licenses/>.
*/

<<set $returnTo = "init", $nextButton = "Continue", $nextLink = "Alpha disclaimer">>

<<unset $releaseID>>
<<set $ver = "0.10.7", $releaseID = 1022>>
<<if ndef $releaseID>><<set $releaseID = 1022>><</if>>

/* This needs to be broken down into individual files that can be added to StoryInit instead. */

<<if def $slaves>>
	<<set _SL = $slaves.length>>
	<<for _i = 0; _i < _SL; _i++>>
	<<if $slaves[_i].assignment == "be imported">>
		<<set $slaves[_i].ID += 1200000>>
		<<set $slaves[_i].assignment = "rest">>
		<<set $slaves[_i].assignmentVisible = 1>>
		<<set $slaves[_i].weekAcquired = 1>>
		<<set $slaves[_i].newGamePlus = 1>>
		<<set $slaves[$i].HasBeenAssignedToFacilitySupport = 0>>
		<<PMODinit $slaves[_i]>>
		<<if $slaves[_i].mother > 0>>
			<<set $slaves[_i].mother += 1200000>>
		<<elseif $freshPC == 1 && $slaves[_i].mother == -1>>
			<<set $slaves[_i].mother = -12000000>>
		<<elseif $slaves[_i].mother < -1>>
			<<set $slaves[_i].mother -= 1200000>>
		<</if>>
		<<if $slaves[_i].father > 0>>
			<<set $slaves[_i].father += 1200000>>
		<<elseif $freshPC == 1 && $slaves[_i].father == -1>>
			<<set $slaves[_i].father = -12000000>>
		<<elseif $slaves[_i].father < -1>>
			<<set $slaves[_i].father -= 1200000>>
		<</if>>
		<<set $slaves[_i].daughters = 0>>
		<<set $slaves[_i].sisters = 0>>
		<<set $slaves[_i].canRecruit = 0>>
		<<set $slaves[_i].breedingMark = 0>>
		<<if $arcologies[0].FSRomanRevivalist > 90>>
			<<set $slaves[_i].nationality = "Roman Revivalist">>
		<<elseif $arcologies[0].FSAztecRevivalist > 90>>
			<<set $slaves[_i].nationality = "Aztec Revivalist">>
		<<elseif $arcologies[0].FSEgyptianRevivalist > 90>>
			<<set $slaves[_i].nationality = "Ancient Egyptian Revivalist">>
		<<elseif $arcologies[0].FSEdoRevivalist > 90>>
			<<set $slaves[_i].nationality = "Edo Revivalist">>
		<<elseif $arcologies[0].FSArabianRevivalist > 90>>
			<<set $slaves[_i].nationality = "Arabian Revivalist">>
		<<elseif $arcologies[0].FSChineseRevivalist > 90>>
			<<set $slaves[_i].nationality = "Ancient Chinese Revivalist">>
		<</if>>
		<<if $slaves[_i].relationTarget != 0>>
		<<set $slaves[_i].relationTarget += 1200000>>
		<</if>>
		<<if $slaves[_i].relationshipTarget != 0>>
		<<set $slaves[_i].relationshipTarget += 1200000>>
		<</if>>
		<<set $slaves[_i].rivalry = 0, $slaves[_i].rivalryTarget = 0, $slaves[_i].subTarget = 0>>
	<<else>>
		<<set _dump = $slaves.deleteAt(_i), _i--, _SL-->>
	<</if>>
	<</for>>
	<<for _k = 0; _k < _SL; _k++>>
		<<for _i = 0; _i < _SL; _i++>>
			<<if $slaves[_k].mother == $slaves[_i].ID || $slaves[_k].father == $slaves[_i].ID>>
				<<set $slaves[_i].daughters += 1>>
			<</if>>
			<<if areSisters($slaves[_k], $slaves[_i]) > 0>>
				<<set $slaves[_i].sisters += 1>>
			<</if>>
		<</for>>
		<<if $slaves[_k].pregSource > 0>>
			<<set $slaves[_k].pregSource += 1200000>>
			<<set _getFather = $slaves.findIndex(function(s) { return s.ID == $slaves[_k].pregSource; })>>
			<<if _getFather == -1>>
				<<set $slaves[_k].pregSource = 0>>
			<</if>>
		<</if>>
	<</for>>
	<<set $genePool = ngUpdateGenePool($genePool)>>
	/*
	<<for $i = 0; $i < $genePool.length; $i++>>
		<<for $k = 0; $k < $slaves.length; $k++>>
			<<if $genePool[$i].ID+1200000 == $slaves[$k].ID>>
				<<set $genePool[$i].ID += 1200000>>
				<<break>>
			<</if>>
		<</for>>
		<<if $k == $slaves.length>>
			<<set $dump = $genePool.pluck([$i], [$i])>><<set $i-->>
		<</if>>
	<</for>>
	*/
	<<for _i = 0; _i < _SL; _i++>>
	<<if $slaves[_i].relation != 0>>
		<<set _seed = 0, _rt = $slaves[_i].relationTarget, _ID = $slaves[_i].ID>>
		<<for _j = 0; _j < _SL; _j++>>
		<<if _rt == $slaves[_j].ID>>
			<<if $slaves[_j].relationTarget == _ID>>
			<<set _seed = 1>>
			<<break>>
			<</if>>
		<</if>>
		<</for>>
		<<if _seed == 0>>
		<<set $slaves[_i].relation = 0, $slaves[_i].relationTarget = 0>>
		<</if>>
	<</if>>
	<<if $slaves[_i].relationship > 0>>
		<<set _seed = 0, _rt = $slaves[_i].relationshipTarget, _ID = $slaves[_i].ID>>
		<<for _j = 0; _j < _SL; _j++>>
		<<if _rt == $slaves[_j].ID>>
			<<if $slaves[_j].relationshipTarget == _ID>>
			<<set _seed = 1>>
			<<break>>
			<</if>>
		<</if>>
		<</for>>
		<<if _seed == 0>>
		<<set $slaves[_i].relationship = 0, $slaves[_i].relationshipTarget = 0>>
		<</if>>
	<</if>>
	<</for>>
	<<for _i = 0; _i < _SL; _i++>>
	<<if $familyTesting == 1>>
		<<if $slaves[_i].canRecruit == 1>>
			/*<<set $recruiters.push($slaves[_i])>>*/
		<</if>>
	<<else>>
	<<if $slaves[_i].relation == 0>>
		<<if random(1,100) <= 5>>
		<<set $slaves[_i].recruiter = "twin">>
		<<elseif ($slaves[_i].actualAge > 32) && (random(1,100) <= 41)>>
		<<set $slaves[_i].recruiter = "mother">>
		<<elseif ($slaves[_i].actualAge < 24) && (random(1,100) <= 40)>>
		<<set $slaves[_i].recruiter = "daughter">>
		<<elseif ($slaves[_i].actualAge < 43) && (random(1,100) <= 20)>>
		<<set $slaves[_i].recruiter = "older sister">>
		<<elseif ($slaves[_i].actualAge < 25) && ($slaves[_i].actualAge > 18) && (random(1,100) <= 20)>>
		<<set $slaves[_i].recruiter = "young sister">>
		<</if>>
	<<else>>
		<<set $slaves[_i].recruiter = 0>>
	<</if>>
	<</if>> /*closes family mode */
	<<set $slaves[_i].milk = 0>>
	<<set $slaves[_i].cum = 0>>
	<<set $slaves[_i].births = 0>>
	<<set $slaves[_i].mammaryCount = 0>>
	<<set $slaves[_i].penetrativeCount = 0>>
	<<set $slaves[_i].oralCount = 0>>
	<<set $slaves[_i].analCount = 0>>
	<<set $slaves[_i].vaginalCount = 0>>
	<</for>>
	<<set $slavesOriginal = []>> /* not used by pregmod */
	<<if ndef $PC.intelligence>>
		<<set $PC.intelligence = 3>>
	<</if>>
	<<if ndef $PC.face>>
		<<set $PC.face = 100>>
	<</if>>
	<<if ndef $PC.actualAge>>
		<<if $PC.age == 1>>
			<<set $PC.actualAge = 20>>
		<<elseif $PC.age == 2>>
			<<set $PC.actualAge = 35>>
		<<elseif $PC.age == 3>>
			<<set $PC.actualAge = 50>>
		<</if>>
	<</if>>
	<<if ndef $PC.visualAge>>
		<<set $PC.visualAge = $PC.actualAge>>
	<</if>>
	<<if ndef $PC.physicalAge>>
		<<set $PC.physicalAge = $PC.actualAge>>
	<</if>>
	<<if ndef $PC.birthWeek>>
		<<set $PC.birthWeek = 0>>
	<</if>>
	<<if ndef $PC.markings>>
		<<set $PC.markings = "none">>
	<</if>>
	<<if ndef $PC.mpreg>> /* for <<KnockMeUp $PC>> */
		<<set $PC.mpreg = 0>>
	<</if>>
	<<if ndef $PC.slavesKnockedUp>>
		<<set $PC.slavesKnockedUp = 0>>
	<</if>>
	<<if ndef $PC.slavesFathered>>
		<<set $PC.slavesFathered = 0>>
	<</if>>
	<<if ndef $PC.pregKnown>>
		<<if $PC.preg > 0>>
			<<set $PC.pregKnown = 1>>
		<<else>>
			<<set $PC.pregKnown = 0>>
		<</if>>
	<</if>>
	<<if ndef $PC.pregType>>
		<<if $PC.preg > 0>>
			<<set $PC.pregType = 1>>
		<<else>>
			<<set $PC.pregType = 0>>
		<</if>>
	<</if>>
	<<if ndef $PC.belly>>
		<<if $PC.preg > 0>>
			<<set $PC.belly = getPregBellySize($PC)>>
		<<else>>
			<<set $PC.belly = 0>>
		<</if>>
	<</if>>
	<<if ndef $PC.degeneracy>>
		<<set $PC.degeneracy = 0>>
	<</if>>
	<<if ndef $PC.pregWeek>>
		<<if $PC.preg > 0>>
			<<set $PC.pregWeek = $PC.preg>>
		<<else>>
			<<set $PC.pregWeek = 0>>
		<</if>>
	<</if>>
	<<set $PC.reservedChildren = 0>>
<<else>>
	<<set $slaves = []>>
	<<set $slavesOriginal = []>> /* not used by pregmod */
	<<set $genePool = []>>
<</if>>

<<set $organs = []>>
<<set $ArcadeiIDs = [], $BrothiIDs = [], $CellBiIDs = [], $CliniciIDs = [], $ClubiIDs = [], $DairyiIDs = [], $HGSuiteiIDs = [], $MastSiIDs = [], $SchlRiIDs = [], $ServQiIDs = [], $SpaiIDs = [], $FacSupIDs = []>>

<<if ndef $saveImported>>
	<<set $saveImported = 0>>
<</if>>

<<if $saveImported == 0>> /* new game (not NG+) */

	<<initPC>>
	<<set $freshPC = 0>>
	<<set $cheater = 0>>
	<<set $cash = 10000>>
	<<set $normalizedEvents = 0>>
	<<set $autosave = 1>>
	<<set $useFSNames = 1>>
	<<set $seeDetails = 1>>
	<<set $seeDesk = 1>>
	<<set $newModelUI = 1>>
	<<set $seeArcology = 1>>
	<<set $seeFCNN = 1>>
	<<set $useSummaryCache = true>>
	<<set $seeExtreme = 0>>
	<<set $seeHyperPreg = 0>>
	<<set $seePreg = 1>>
	<<set $seeCircumcision = 1>>
	<<set $seeAge = 1>>
	<<set $seeDicks = 25>>
	<<set $seeRace = 1>>
	<<set $seeNationality = 1>>
	<<set $seeImages = 0>>
	<<set $imageChoice = 0>>
	<<set $seeVectorArtHighlights = 1>>
	<<set $seeMainFetishes = 0>>
	<<set $seeSummaryImages = 1>>
	<<set $seeReportImages = 1>>
	<<set $lineSeparations = 1>>
	<<set $showSexualHistory = 1>>
	<<set $showBodyMods = 0>>
	<<set $showImplantEffects = 1>>
	<<set $showClothing = 1>>
	<<set $showAgeDetail = 1>>
	<<set $showBoobCCs = 1>>
	<<set $showHeightCMs = 1>>
	<<set $showDickCMs = 1>>
	<<set $showScores = 1>>
	<<set $showAssignToScenes = 1>>
	<<set $showEWD = 1>>
	<<set $showEWM = 1>>
	<<set $showVignettes = 1>>
	<<set $showAppraisal = 1>>
	<<set $positionMainLinks = -1>>
	<<set $showTipsFromEncy = 1>>
	<<set $displayAssignments = 1>>
	<<set $sortSlavesBy = "devotion">>
	<<set $sortSlavesOrder = "descending">>
	<<set $sortSlavesMain = 1>>
	<<set $HGSeverity = 0>>
	<<set $HGFormality = 1>>
	<<set $universalRulesConsent = 0>>
	<<set $universalRulesRest = 0>>
	<<set $universalRulesFacilityWork = 1>>
	<<set $universalRulesImpregnation = "none">>
	<<set $universalRulesBirthing = 0>>
	<<set $universalRulesCSec = 0>>
	<<set $universalRulesNewSlavesRA = 1>>
	<<set $universalRulesAssignsSelfFacility = 0>>
	<<set $universalRulesImmobileSlavesMaintainMuscles = 0>>
	<<set $slaveDead = 0>>
	<<set $rulesAssistantMain = 1>>
	<<set $rulesAssistantAuto = 0>>
	<<set $abbreviateDevotion = 2>>
	<<set $abbreviateRules = 2>>
	<<set $abbreviateClothes = 2>>
	<<set $abbreviateOrigins = 2>>
	<<set $abbreviateRulesets = 2>>
	<<set $abbreviateNationality = 2>>
	<<set $abbreviateHealth = 2>>
	<<set $abbreviateDiet = 2>>
	<<set $abbreviateDrugs = 2>>
	<<set $abbreviateRace = 2>>
	<<set $abbreviateGenitalia = 2>>
	<<set $abbreviatePhysicals = 2>>
	<<set $abbreviateSkills = 2>>
	<<set $abbreviateMental = 2>>
	<<set $abbreviateSidebar = 2>>
	<<set $summaryStats = 1>>
	<<set $nicknamesAllowed = 1>>
	<<set $modRequestsAllowed = 1>>
	<<set $expansionRequestsAllowed = 1>>
	<<set $plot = 1>>
	<<set $continent = "North America">>
	<<set $terrain = "rural">>
	<<set $language = "English">>
	<<set $headGirlTrainsSkills = 1>>
	<<set $headGirlTrainsHealth = 1>>
	<<set $headGirlTrainsObedience = 1>>
	<<set $headGirlTrainsFlaws = 1>>
	<<set $headGirlSoftensFlaws = 1>>
	<<set $headGirlTrainsParaphilias = 1>>
	<<set $retainCareer = 1>>
	<<set $useSlaveSummaryTabs = 0>>
	<<set $useSlaveSummaryOverviewTab = 0>>

	<<include "Init Rules">>

<<else>> /* imported save (NG+) */

	<<if $freshPC == 0>>
		<<if def $arcologies[0].prosperity>>
			<<set $cash += 250*$arcologies[0].prosperity*$arcologies[0].ownership>>
		<</if>>
		<<set $cash = Math.clamp(1000*Math.trunc($cash/100000), 5000, 1000000)>>
		<<if $retainCareer == 0>>
			<<set $PC.career = "arcology owner", $PC.trading = 100, $PC.warfare = 100, $PC.hacking = 100, $PC.slaving = 100, $PC.engineering = 100, $PC.medicine = 100>>
		<</if>>
		<<if $PC.mother > 0>>
			<<set $PC.mother += 1200000>>
		<<elseif $PC.mother < 0>>
			<<set $PC.mother -= 1200000>>
		<</if>>
		<<if $PC.father > 0>>
			<<set $PC.father += 1200000>>
		<<elseif $PC.father < 0>>
			<<set $PC.father -= 1200000>>
		<</if>>
	<<else>>
		<<initPC>>
		<<set $cheater = 0>>
		<<set $cash = 10000>>
	<</if>>

<</if>>

<<set $targetArcology = {type: "New"}>>

<<set $REFeminizationCheckinIDs = []>>
<<set $REMILFCheckinIDs = []>>
<<set $REOrientationCheckinIDs = []>>
<<set $REUglyCheckinIDs = []>>
<<set $REButtholeCheckinIDs = []>>
<<set $REFutaSisterCheckinIDs = []>>
<<set $REReductionCheckinIDs = []>>
<<set $activeSlave = 0>>

<<set $boomerangSlave = 0, $boomerangWeeks = 0, $boomerangBuyer = 0>>

<<set $bioreactorPerfectedID = []>>

<<set $independenceDay = 0>>
<<set $invasionVictory = 0>>
<<set $daughtersVictory = 0>>
<<set $startingGirlCopied = 0, $startingGirlRelation = 0>>
<<set $archetyped = 0>>

<<set $slavesVisible = 0>>
<<set $dormitory = 20>>
<<set $dormitoryPopulation = 0>>
<<set $rooms = 5>>
<<set $roomsPopulation = 0>>

<<set $brothelSlaves = 0>>
<<set $brothelDecoration = "standard">>
<<set $brothelUpgradeDrugs = 0>>
<<set $brothelAdsSpending = 0>>
<<set $brothelAdsOld = 0>>
<<set $brothelAdsModded = 0>>
<<set $brothelAdsImplanted = 0>>
<<set $brothelAdsStacked = 0>>
<<set $brothelAdsPreg = 0>>
<<set $brothelAdsXX = 0>>
<<set $brothelName = "the Brothel">>
<<set $brothelNameCaps = "The Brothel">>
<<set $brothel = 0>>
<<set $dairySlaves = 0>>
<<set $dairyDecoration = "standard">>
<<set $dairyPrepUpgrade = 0>>
<<set $dairyStimulatorsUpgrade = 0>>
<<set $dairyStimulatorsSetting = 0>>
<<set $dairyStimulatorsSettingChanged = 0>>
<<set $dairyFeedersUpgrade = 0>>
<<set $dairyFeedersSetting = 0>>
<<set $dairyFeedersSettingChanged = 0>>
<<set $dairyPregUpgrade = 0>>
<<set $dairyPregSetting = 0>>
<<set $dairyPregSettingChanged = 0>>
<<set $dairyRestraintsUpgrade = 0>>
<<set $dairyRestraintsSetting = 0>>
<<silently>>
DairyRestraintsSetting($dairyRestraintsSetting)
<</silently>>
<<set $dairySlimMaintainUpgrade = 0>>
<<set $dairySlimMaintain = 0>>
<<set $dairyHyperPregRemodel = 0>>
<<set $dairyWeightSetting = 0>>
<<set $dairyImplantsSetting = 1>>
<<set $dairyUpgradeMenials = 0>>
<<set $createBioreactors = 0>>
<<set $bioreactorsAnnounced = 0>>
<<set $bioreactorsHerm = 0>>
<<set $bioreactorsXX = 0>>
<<set $bioreactorsXY = 0>>
<<set $bioreactorsBarren = 0>>
<<set $dairyName = "the Dairy">>
<<set $dairyNameCaps = "The Dairy">>
<<set $dairy = 0>>
<<set $cumSlaves = 0>>
<<set $clubSlaves = 0>>
<<set $clubDecoration = "standard">>
<<set $clubUpgradePDAs = 0>>
<<set $clubAdsSpending = 0>>
<<set $clubAdsOld = 0>>
<<set $clubAdsModded = 0>>
<<set $clubAdsImplanted = 0>>
<<set $clubAdsStacked = 0>>
<<set $clubAdsPreg = 0>>
<<set $clubAdsXX = 0>>
<<set $clubName = "the Club">>
<<set $clubNameCaps = "The Club">>
<<set $club = 0>>
<<set $servantsQuartersSlaves = 0>>
<<set $servantsQuartersDecoration = "standard">>
<<set $servantsQuartersUpgradeMonitoring = 0>>
<<set $servantsQuarters = 0>>
<<set $servantsQuartersName = "the Servants' Quarters">>
<<set $servantsQuartersNameCaps = "The Servants' Quarters">>
<<set $schoolroomSlaves = 0>>
<<set $schoolroomDecoration = "standard">>
<<set $schoolroomUpgradeSkills = 0>>
<<set $schoolroomUpgradeLanguage = 0>>
<<set $schoolroomUpgradeRemedial = 0>>
<<set $schoolroom = 0>>
<<set $schoolroomName = "the Schoolroom">>
<<set $schoolroomNameCaps = "The Schoolroom">>
<<set $spaSlaves = 0>>
<<set $spaDecoration = "standard">>
<<set $spa = 0>>
<<set $spaUpgrade = 0>>
<<set $spaFix = 0>>
<<set $spaName = "the Spa">>
<<set $spaNameCaps = "The Spa">>
<<set $incubator = 0>>
<<set $incubatorSlaves = 0>>
<<set $incubatorOrgans = []>>
<<set $incubatorOldID = 0>>
<<set $incubatorUpgradeSpeed = 5>>
<<set $incubatorUpgradeWeight = 0>>
<<set $incubatorUpgradeMuscles = 0>>
<<set $incubatorUpgradeGrowthStims = 0>>
<<set $incubatorUpgradeReproduction = 0>>
<<set $incubatorUpgradeOrgans = 0>>
<<set $incubatorImprintSetting = 0>>
<<set $incubatorWeightSetting = 0>>
<<set $incubatorMusclesSetting = 0>>
<<set $incubatorGrowthStimsSetting = 0>>
<<set $incubatorReproductionSetting = 0>>
<<set $incubatorName = "the Incubator">>
<<set $incubatorNameCaps = "The Incubator">>
<<set $reservedChildren = 0>>
<<set $tanks = []>>
<<set $clinicSlaves = 0>>
<<set $clinicDecoration = "standard">>
<<set $clinic = 0>>
<<set $clinicUpgradeFilters = 0>>
<<set $clinicUpgradeScanner = 0>>
<<set $clinicUpgradePurge = 0>>
<<set $clinicName = "the Clinic">>
<<set $clinicNameCaps = "The Clinic">>
<<set $arcadeSlaves = 0>>
<<set $arcadeDecoration = "standard">>
<<set $arcadeUpgradeInjectors = 0>>
<<set $arcadeUpgradeFuckdolls = 0>>
<<set $arcadeUpgradeCollectors = 0>>
<<set $arcadeUpgradeMenials = 0>>
<<set $arcadeName = "the Arcade">>
<<set $arcadeNameCaps = "The Arcade">>
<<set $arcade = 0>>
<<set $fuckdollsSold = 0>>
<<set $cellblockSlaves = 0>>
<<set $cellblockDecoration = "standard">>
<<set $cellblockUpgrade = 0>>
<<set $cellblock = 0>>
<<set $cellblockName = "the Cellblock">>
<<set $cellblockNameCaps = "The Cellblock">>
<<set $cellblockWardenCumsInside = 1>>
<<set $masterSuiteSlaves = 0>>
<<set $masterSuiteDecoration = "standard">>
<<set $masterSuiteUpgradeLuxury = 0>>
<<set $masterSuiteUpgradePregnancy = 0>>				/* Is the upgrade active? */
<<set $masterSuitePregnancyFertilityDrugs = 0>>		/* Are slaves being put on fertility drugs? */
<<set $masterSuitePregnancyFertilitySupplements = 0>>	/* Are those drugs being supplemented (health benefits and (even) more multiple pregnancies) */
<<set $masterSuitePregnancySlaveLuxuries = 0>>			/* Are the slaves being given some nicer things to reduce stress during preg? (health/devotion/trust benefits) */
<<set $universalHGImpregnateMasterSuiteToggle = 0>>	/* Will the HG impregnate fertile slaves in the MS? */
<<set $masterSuiteHyperPregnancy = 0>>
<<set $masterSuite = 0>>
<<set $masterSuiteName = "the Master Suite">>
<<set $masterSuiteNameCaps = "The Master Suite">>
<<set $HGSuite = 0>>
<<set $HGSuiteSlaves = 0>>
<<set $HGSuiteSurgery = 1>>
<<set $HGSuiteDrugs = 1>>
<<set $HGSuiteHormones = 1>>
<<set $HGSuiteEquality = 0>>
<<set $HGSuiteName = "the Head Girl Suite">>
<<set $HGSuiteNameCaps = "The Head Girl Suite">>
<<set $fighterOne = 0>>
<<set $fighterTwo = 0>>
<<set $fighterIDs = []>>
<<set $pitBG = 0>>
<<set $pitAudience = "none">>
<<set $pitLethal = 0>>
<<set $pitFought = 0>>
<<set $pit = 0>>
<<set $pitName = "the Pit">>
<<set $pitNameCaps = "The Pit">>
<<set $dojo = 0>>
<<set $feeder = 0>>
<<set $cockFeeder = 0>>
<<set $suppository = 0>>
<<set $studio = 0>>
<<set $weatherCladding = 0>>
<<set $weatherAwareness = 0>>
<<set $boobAccessibility = 0>>
<<set $servantMilkers = 0>>
<<set $servantMilkersMultiplier = 1>>
<<set $servantMilkersJobs = ["be a servant", "work as a servant", "take classes", "please you", "be a subordinate slave", "stay confined", "recruit girls", "rest"]>>
<<set $foodCost = 25>>

<<set $legendaryWhoreID = 0>>
<<set $legendaryEntertainerID = 0>>
<<set $legendaryCowID = 0>>
<<set $legendaryBallsID = 0>>
<<set $legendaryWombID = 0>>
<<set $legendaryAbolitionistID = 0>>

<<set $FSAnnounced = 0>>
<<set $FSCredits = 0>>
<<set $FSCreditCount = 5>>
<<set $FSCreditCountString = "five">>
<<set $FSGotRepCredits = 0>>
<<set $FSSingleSlaveRep = 10>>
<<set $FSSpending = 0>>
<<set $FSLockinLevel = 100>>
<<set $applyLaw = 0>>
<<set $FSPromenade = {Subjugationist: 0, Supremacist: 0, GenderRadicalist: 0, GenderFundamentalist: 0, Paternalist: 0, Degradationist: 0, BodyPurist: 0, TransformationFetishist: 0, YouthPreferentialist: 0, MaturityPreferentialist: 0, SlimnessEnthusiast: 0, AssetExpansionist: 0, Pastoralist: 0, PhysicalIdealist: 0, ChattelReligionist: 0, AztecRevivalist: 0, RomanRevivalist: 0, EgyptianRevivalist: 0, EdoRevivalist: 0, ArabianRevivalist: 0, ChineseRevivalist: 0, Repopulationist: 0, Eugenics: 0, Hedonism: 0}>>

<<set $corpAnnounced = 0>>
<<set $corpIncorporated = 0>>
<<set $corpMarket = 0>>
<<set $corpPeopleEnslaved = 0>>
<<set $sharePrice = 0>>
<<set $personalShares = 0>>
<<set $publicShares = 0>>
<<set $corpCash = 0>>
<<set $corpProfit = 0>>
<<set $generalAssets = 0>>
<<set $slaveAssets = 0>>
<<set $entrapmentAssets = 0>>
<<set $captureAssets = 0>>
<<set $trainingAssets = 0>>
<<set $surgicalAssets = 0>>
<<set $drugAssets = 0>>
<<set $generalAssetPrice = 10>>
<<set $slaveAssetPrice = 10>>
<<set $entrapmentAssetPrice = 10>>
<<set $captureAssetPrice = 10>>
<<set $trainingAssetPrice = 10>>
<<set $surgicalAssetPrice = 10>>
<<set $drugAssetPrice = 10>>
<<set $generalUpgradeBreaking = "unselected">>
<<set $generalUpgradeWeight = "unselected">>
<<set $generalUpgradeMuscle = "unselected">>
<<set $entrapmentUpgradeDevotionOne = "unselected">>
<<set $entrapmentUpgradeDevotionTwo = "unselected">>
<<set $entrapmentUpgradeIntelligence = "unselected">>
<<set $captureUpgradeGender = "unselected">>
<<set $captureUpgradeAge = "unselected">>
<<set $captureUpgradeRace = "unselected">>
<<set $trainingUpgradeAccent = "unselected">>
<<set $trainingUpgradeEducation = "unselected">>
<<set $trainingUpgradeSexEd = "unselected">>
<<set $surgicalUpgradeCosmetics = "unselected">>
<<set $surgicalUpgradeImplants = "unselected">>
<<set $surgicalUpgradeGenitalia = "unselected">>
<<set $drugUpgradeHormones = "unselected">>
<<set $drugUpgradeInjectionOne = "unselected">>
<<set $drugUpgradeInjectionTwo = "unselected">>

<<set $shelterSlave = 0>>
<<set $shelterSlaveBought = 0>>
<<set $shelterAbuse = 0>>
<<set $shelterSlaveGeneratedWeek = 0>>

/* master suite reporting and alternate descriptions */
<<set $verboseDescriptions = 0>>
/* Accordion 000-250-006 */
<<set $useAccordion = 0>>

<<set $useTabs = 0>>

/* alternate clothing access variables */
<<set $clothesBoughtBunny = 0>>
<<set $clothesBoughtConservative = 0>>
<<set $clothesBoughtChains = 0>>
<<set $clothesBoughtWestern = 0>>
<<set $clothesBoughtOil = 0>>
<<set $clothesBoughtHabit = 0>>
<<set $clothesBoughtToga = 0>>
<<set $clothesBoughtHuipil = 0>>
<<set $clothesBoughtKimono = 0>>
<<set $clothesBoughtHarem = 0>>
<<set $clothesBoughtQipao = 0>>
<<set $clothesBoughtEgypt = 0>>
<<set $clothesBoughtBelly = 0>>
<<set $clothesBoughtMaternityDress = 0>>
<<set $clothesBoughtMaternityLingerie = 0>>
<<set $clothesBoughtLazyClothes = 0>>
<<set $toysBoughtDildos = 0>>
<<set $toysBoughtGags = 0>>
<<set $toysBoughtButtPlugs = 0>>
<<set $toysBoughtButtPlugTails = 0>>
<<set $buckets = 0>>
/* assistant FS appearance variable */
<<set $assistantFSAppearance = "default">>

/*onlyintendeddickgirls variables */
<<set $makeDicks = 0>>

/* economy reports variables */
<<set $showEconomicDetails = 0>>

/* filter by assignment mod */
<<set $assignFilter = 0>>

/*pregmod variables */
<<set $newDescriptions = 0>>
<<set $specialSlavesPriceOverride = 0>>
<<set $pregAccessibility = 0>>
<<set $dickAccessibility = 0>>
<<set $ballsAccessibility = 0>>
<<set $buttAccessibility = 0>>
<<set $loliGrow = 1>>
<<set $ageMode = 0>>
<<set $enema = 0>>
<<set $medicalEnema = 0>>
<<set $dairyPiping = 0>>
<<set $inflatedSlavesMilk = 0>>
<<set $inflatedSlavesCum = 0>>
<<set $milkPipeline = 0>>
<<set $cumPipeline = 0>>
<<set $burstee = 0>>
<<set $slaveDeath = 0>>
<<set $clinicInflateBelly = 0>>
<<set $playerBred = 0>>
<<set $propOutcome = 0>>
<<set $EliteSires = []>>
<<set $EliteSires = ["moves", "quick", "crazy", "virgin", "futa", "preggo"]>>
<<set $startingPoint = -1>>
<<set $PhysicalRetirementAgePolicy = 0>>
<<set $raped = -1>>
<<set $familyTesting = 0>>
<<set $children = 0>>
<<set $children = []>>
<<set $missingParentID = -10000>>
<<set $startingSlaveRelative = 0>>
<<set $mom = 0>>
<<set $animalParts = 0>>
<<set $showBestiality = 0>>
<<set $inbreeding = 1>>
<<set $originOveride = 0>>
<<set $playerAging = 2>>
<<set $pregSpeedControl = 0>>
<<set $clinicSpeedGestation = 0>>
<<set $playerSurgery = 0>>
<<set $bodyswapAnnounced = 0>>
<<set $allowFamilyTitles = 0>>
<<set $surnamesForbidden = 0>>
<<set $menstruation = 0>>
<<set $FCTVcount = 0>>
<<set $FCTVrate = 4>>
<<set $FCTVreceiver = 0>>
<<set $receiverAvailable = 0>>
<<set $FCTVshow = 0>>
<<set $lastShow = 0>>
<<set $randShow = 0>>
<<set $MercenariesMessageSent = 0>>
<<set $SpecialForcesMessageSent = 0>>
<<set $BodyguardHasSucessfullyRecivedSignal = 0>>
<<set $finalChoice = "none">>
<<set $eliteTotal = 12>>
<<set $eliteDead = 0>>
<<set $eliteVegetable = 0>>
<<set $eliteFate = 0>>
<<set $swanSong = 0>>
<<set $failedElite = 0>>
<<set $eugenicsFullControl = 0>>

<<set $schoolSuggestion = 0>>
<<set $TSS = {schoolUpgrade: 0, schoolPresent: 0, schoolProsperity: 0, subsidize: 0, schoolAnnexed: 0, studentsBought: 0, schoolSale: 0}>>
<<set $GRI = {schoolUpgrade: 0, schoolPresent: 0, schoolProsperity: 0, subsidize: 0, schoolAnnexed: 0, studentsBought: 0, schoolSale: 0}>>
<<set $SCP = {schoolUpgrade: 0, schoolPresent: 0, schoolProsperity: 0, subsidize: 0, schoolAnnexed: 0, studentsBought: 0, schoolSale: 0}>>
<<set $LDE = {schoolUpgrade: 0, schoolPresent: 0, schoolProsperity: 0, subsidize: 0, schoolAnnexed: 0, studentsBought: 0, schoolSale: 0}>>
<<set $TGA = {schoolUpgrade: 0, schoolPresent: 0, schoolProsperity: 0, subsidize: 0, schoolAnnexed: 0, studentsBought: 0, schoolSale: 0}>>
<<set $TCR = {schoolUpgrade: 0, schoolPresent: 0, schoolProsperity: 0, subsidize: 0, schoolAnnexed: 0, studentsBought: 0, schoolSale: 0}>>
<<set $TFS = {farmUpgrade: 0, schoolUpgrade: 0, schoolPresent: 0, schoolProsperity: 0, subsidize: 0, schoolAnnexed: 0, studentsBought: 0, schoolSale: 0}>>
<<set $futaAddiction = 0>>
<<set $HA = {schoolUpgrade: 0, schoolPresent: 0, schoolProsperity: 0, subsidize: 0, schoolAnnexed: 0, studentsBought: 0, schoolSale: 0}>>

<<set $IDNumber = 1>>

<<set $week = 1>>
<<set $month = "January">>
<<set $day = 19>>
<<set $year = 2037>>

<<set $weddingPlanned = 0>>
<<set $weddingSlaveID = 0>>
<<set $personalAttention = "sex">>
<<set $HeadGirl = 0>>
<<set $HGTimeInGrade = 0>>
<<set $HGEnergy = 0>>
<<set $HGCum = 0>>
<<set $Recruiter = 0>>
<<set $recruiterTarget = "desperate whores">>
<<set $recruiterProgress = 0>>
<<set $recruiterIdleRule = "number">>
<<set $recruiterIdleNumber = 20>>
<<set $bodyguardTrains = 1>>
<<set $Bodyguard = 0>>
<<set $Madam = 0>>
<<set $DJ = 0>>
<<set $Milkmaid = 0>>
<<set $milkmaidImpregnates = 0>>
<<set $Collectrix = 0>>
<<set $Stewardess = 0>>
<<set $stewardessImpregnates = 0>>
<<set $Schoolteacher = 0>>
<<set $Attendant = 0>>
<<set $Nurse = 0>>
<<set $Wardeness = 0>>
<<set $Concubine = 0>>
<<set $assistant = 0>>
<<set $assistantPower = 0>>
<<set $economicUncertainty = 10>>
<<set $assistantAppearance = "normal">>
<<set $assistantExtra1 = 0>>
<<set $assistantExtra2 = 0>>
<<set $assistantOptions = 0>>
<<set $assistantFSOptions = 0>>
<<set $assistantName = "your personal assistant">>
<<set $assistantNameAnnounced = 0>>
<<set $assistantBodyDesire = 0>>
<<set $marketAssistantAnnounced = 0>>
<<set $marketAssistantRelationship = "cute">>
<<set $marketAssistantLimit = 0>>
<<set $marketAssistantAggressiveness = 0>>

<<set $justiceEvents = ["slave deal", "slave training", "majority deal", "indenture deal", "virginity deal"]>> /* not in setupVars because we remove events from this array as they occur */

<<set $fixedNationality = 0>>
<<set $fixedRace = 0>>
<<set $ui = "start">>

<<set $brandTarget = "buttocks">>
<<set $brandDesign = "your initials">>

<<set $oralTotal = 0>>
<<set $vaginalTotal = 0>>
<<set $analTotal = 0>>
<<set $mammaryTotal = 0>>
<<set $penetrativeTotal = 0>>
<<set $milkTotal = 0>>
<<set $cumTotal = 0>>
<<set $birthsTotal = 0>>
<<set $pitKillsTotal = 0>>

<<set $collaboration = 0>>
<<set $traitor = 0>>
<<set $hackerSupport = 0>>
<<set $hostage = 0>>
<<set $hostageAnnounced = 0>>
<<set $hostageCost = 0>>
<<set $hostageRescued = 0>>
<<set $hostageGiveIn = 0>>
<<set $rivalSet = 0>>
<<set $rivalryFS = 0>>
<<set $rivalryFSAdopted = 0>>
<<set $rivalryFSRace = 0>>
<<set $rivalOwner = 0>>
<<set $rivalOwnerEnslaved = 0>>
<<set $rivalryPower = 0>>
<<set $rivalryDuration = 0>>
<<set $nationHate = 0>>
<<set $slaveMedic = 0>>
<<set $PShoot = 0>>
<<set $PSnatch = 0>>
<<set $PRaid = 0>>
<<set $PAid = 0>>
<<set $PPit = 0>>

<<set $dispensary = 0>>
<<set $dispensaryUpgrade = 0>>
<<set $organFarmUpgrade = 0>>
<<set $completedOrgans = []>>
<<set $limbsCompleted = 0>>
<<set $limbs = []>>
<<set $ImplantProductionUpgrade = 0>>
<<set $permaPregImplant = 0>>
<<set $injectionUpgrade = 0>>
<<set $hormoneUpgradeMood = 0>>
<<set $hormoneUpgradeShrinkage = 0>>
<<set $hormoneUpgradePower = 0>>
<<set $pubertyHormones = 0>>
<<set $dietXXY = 0>>
<<set $dietCleanse = 0>>
<<set $cumProDiet = 0>>
<<set $dietFertility = 0>>
<<set $curativeUpgrade = 0>>
<<set $growthStim = 0>>
<<set $reproductionFormula = 0>>
<<set $aphrodisiacUpgrade = 0>>
<<set $aphrodisiacUpgradeRefine = 0>>
<<set $healthyDrugsUpgrade = 0>>
<<set $superFertilityDrugs = 0>>
<<set $bellyImplants = 0>>
<<set $cervixImplants = 0>>
<<set $meshImplants = 0>>
<<set $prostateImplants = 0>>
<<set $youngerOvaries = 0>>
<<set $prostheticsUpgrade = 0>>

<<set $surgeryUpgrade = 0>>

<<set $barracks = 0>>
<<set $mercenaries = 0>>
<<set $mercenariesHelpCorp = 0>>
<<set $personalArms = 0>>

<<set $saleDescription = 0>>
<<set $gingering = 0>>
<<set $beforeGingering = 0>>
<<set $gingeringDetected = 0>>
<<set $gingeringDetection = 0>>
<<set $surgeryDescription = 0>>
<<set $encyclopedia = "How to Play">>
<<set $showEncyclopedia = 1>>

<<set $trinkets = []>>
<<set $SPcost = 1000>>
<<set $preOwnedViewed = 0>>
<<set $debtWarned = 0>>
<<set $economy = 1>>
<<set $neighboringArcologies = 3>>
<<set $internationalTrade = 1>>
<<set $internationalVariety = 0>>
<<set $slaveCostFactor = 0.95>>
<<set $menialDemandFactor = 0>>
<<set $minimumSlaveCost = 2500>>
<<set $facilityCost = 100>>
<<set $enduringRep = 1000>>
<<set $rep = 1000>>
<<set $repGain = 0>>
<<set $repLoss = 0>>
<<set $cashLastWeek = 0>>

<<set $arcologyUpgrade = {drones: 0, hydro: 0, apron: 0, grid: 0, spire: 0}>>

<<set $AGrowth = 2>>
<<set $ACitizens = 4000>>
<<set $ASlaves = 1000>>

<<set $sectors = [
	{type: "Penthouse", ownership: 1},
	{type: "Empty", ownership: 0},
	{type: "Empty", ownership: 0},
	{type: "Empty", ownership: 0},
	{type: "Empty", ownership: 0},
	{type: "Shops", ownership: 1},
	{type: "Shops", ownership: 1},
	{type: "Shops", ownership: 1},
	{type: "Apartments", ownership: 1},
	{type: "Apartments", ownership: 1},
	{type: "Apartments", ownership: 1},
	{type: "Apartments", ownership: 1},
	{type: "Apartments", ownership: 1},
	{type: "Apartments", ownership: 1},
	{type: "Apartments", ownership: 1},
	{type: "Apartments", ownership: 1},
	{type: "Apartments", ownership: 1},
	{type: "Apartments", ownership: 1},
	{type: "Apartments", ownership: 1},
	{type: "Apartments", ownership: 1},
	{type: "Markets", ownership: 1},
	{type: "Markets", ownership: 1},
	{type: "Markets", ownership: 1},
	{type: "Markets", ownership: 1},
	{type: "Markets", ownership: 1},
	{type: "Manufacturing", ownership: 1},
	{type: "Manufacturing", ownership: 1},
	{type: "Manufacturing", ownership: 1},
	{type: "Manufacturing", ownership: 1},
	{type: "Manufacturing", ownership: 1}
]>>

<<for _i = 0; _i < 12; _i++>>
	<<set _j = random(5,28)>>
	<<if $sectors[_j].ownership == 1>>
		<<set $sectors[_j].ownership = 0>>
	<<else>>
		<<set _i-->>
	<</if>>
<</for>>

<<set $helots = 0>>
<<set $fuckdolls = 0>>
<<set $menialBioreactors = 0>>
<<set $prestigeAuctioned = 0>>
<<set $slaveMarketLimit = 20>>
<<set $slavesSeen = 0>>

<<set $slaveOrphanageTotal = 0>>
<<set $citizenOrphanageTotal = 0>>
<<set $privateOrphanageTotal = 0>>
<<set $breederOrphanageTotal = 0>>

<<set $alwaysSubsidizeRep = 0>>
<<set $alwaysSubsidizeGrowth = 0>>
<<set $ProImmigrationCash = 0>>
<<set $ProImmigrationRep = 0>>
<<set $AntiImmigrationCash = 0>>
<<set $AntiImmigrationRep = 0>>
<<set $ProEnslavementCash = 0>>
<<set $ProEnslavementRep = 0>>
<<set $AntiEnslavementCash = 0>>
<<set $AntiEnslavementRep = 0>>
<<set $BasicSMR = 1>>
<<set $HealthInspectionSMR = 0>>
<<set $EducationSMR = 0>>
<<set $FrigiditySMR = 0>>
<<set $BasicBeautySMR = 0>>
<<set $QualityBeautySMR = 0>>
<<set $BasicWeightSMR = 0>>
<<set $BasicIntelligenceSMR = 0>>
<<set $QualityIntelligenceSMR = 0>>
<<set $BasicHeightSMR = 0>>
<<set $AdvancedHeightSMR = 0>>
<<set $IntelligenceEugenicsSMR = 0>>
<<set $HeightEugenicsSMR = 0>>
<<set $FaceEugenicsSMR = 0>>
<<set $HonestySMR = 0>>
<<set $ProRefugees = 0>>
<<set $ProRecruitment = 0>>
<<set $OralEncouragement = 0>>
<<set $VaginalEncouragement = 0>>
<<set $AnalEncouragement = 0>>
<<set $OralDiscouragement = 0>>
<<set $VaginalDiscouragement = 0>>
<<set $AnalDiscouragement = 0>>
<<set $CashForRep = 0>>
<<set $RepForCash = 0>>
<<set $Cash4Babies = 0>>
<<set $RegularParties = 0>>
<<set $PAPublic = 0>>
<<set $CoursingAssociation = 0>>
	<<set $Lurcher = 0>>
	<<set $coursed = 0>>
<<set $RaidingMercenaries = 0>>
	<<set $raided = 0>>
<<set $MixedMarriage = 0>>
<<set $CulturalOpenness = 0>>
<<set $goodImageCampaign = 0>>
<<set $sexualOpeness = 0>>

<<set $policyCost = 5000>>
<<set $expiree = 0>>
<<set $retiree = 0>>
<<set $birthee = 0>>
<<set $retirementAge = 45>>
<<set $customRetirementAge = 45>>
<<set $CustomRetirementAgePolicy = 0>>
<<set $BioreactorRetirement = 0>>
<<set $ArcadeRetirement = 0>>
<<set $CitizenRetirement = 0>>
<<set $SexMilestoneRetirement = 0>>
<<set $MilkMilestoneRetirement = 0>>
<<set $BirthsMilestoneRetirement = 0>>
<<set $KillsMilestoneRetirement = 0>>
<<set $retirementSex = 10000>>
<<set $retirementMilk = 50000>>
<<set $retirementBirths = 5>>
<<set $retirementKills = 3>>
<<set $nicaea = 0>>
<<set $nicaeaAnnounceable = 0>>
<<set $nicaeaAnnounced = 0>>
<<set $nicaeaPreparation = 0>>
<<set $nicaeaInvolvement = -2>>
<<set $nicaeaPower = 0>>
<<set $nicaeaHeld = 0>>
<<set $peacekeepers = 0>>

<<set $oralUseWeight = 5>>
<<set $vaginalUseWeight = 5>>
<<set $analUseWeight = 5>>

<<set $niceWeather = [
	{name: "Sunny", severity: 1},
	{name: "Cloudy", severity: 1},
	{name: "Partly Cloudy", severity: 1},
	{name: "Overcast", severity: 1},
	{name: "Light Wind", severity: 1},
	{name: "Clear and Calm", severity: 1},
	{name: "Light Rain", severity: 1},
	{name: "Heavy Rain", severity: 1},
	{name: "Smoke warning", severity: 1},
]>>

<<set $lightWeather = [
	{name: "High Winds", severity: 2},
	{name: "Acid Rain", severity: 2},
	{name: "T-Storm Warning", severity: 2},
	{name: "Flood Warning", severity: 2},
	{name: "Tornado Warning", severity: 2},
	{name: "Light Sandstorm", severity: 2},
	{name: "High Heat", severity: 2},
	{name: "Smoky", severity: 2},
]>>

<<set $heavyWeather = [
	{name: "Extreme Winds", severity: 3},
	{name: "Heavy Acid Rain", severity: 3},
	{name: "Extreme T-storm", severity: 3},
	{name: "Flooding", severity: 3},
	{name: "Tornadoes", severity: 3},
	{name: "Sandstorm", severity: 3},
	{name: "Extreme Heat", severity: 3},
	{name: "Dense Smoke", severity: 3},
]>>

<<set $extremeWeather = [
	{name: "Solar Flare", severity: 4},
	{name: "Ion Storm", severity: 4},
	{name: "Cataclysmic Rains", severity: 4},
	{name: "Cat 6 Hurricane", severity: 4},
	{name: "Abrasive Sandstorm", severity: 4},
	{name: "Radiological Warning", severity: 4},
]>>

<<set $weatherToday = $niceWeather.random()>>

<<set $customSlaveOrdered = 0>>
<<set $customSlave = {age: 19, health: 0, muscles: 0, lips: 15, voice: -1, heightMod: "normal", weight: 0, face: 0, race: "white", skin: 0, boobs: 500, butt: 3, sex: 1, virgin: 0, dick: 2, balls: 2, clit: 0, labia: 0, vaginaLube: 1, analVirgin: 0, skills: 15, whoreSkills: 15, combatSkills: 0, intelligence: 0, intelligenceImplant: 1, nationality: "Stateless", amp: 0, eyes: 1}>>

<<set $huskSlaveOrdered = 0>>
<<set $huskSlave = {age: 18, nationality: "Stateless", race: "white", sex: 1, virgin: 0}>>

/*non-vanilla shit*/
<<set $pedo_mode = 0>>
<<set $one_time_age_overrides_pedo_mode = 0>>
<<set $minimumSlaveAge = 16>>
<<set $fertilityAge = 13>>
<<silently>>
FertilityAge($fertilityAge)
<</silently>>
<<set $potencyAge = 13>>
<<set $activeSlaveOneTimeMinAge = 0>>
<<set $activeSlaveOneTimeMaxAge = 999>>
<<set $AgePenalty = 1>>
<<set $precociousPuberty = 0>>
<<set $targetAge = $minimumSlaveAge>>
<<set $pubertyLength = 5>>
<<set $maxGrowthAge = 24>>

/* Job Fulfillment Center */
<<set $JFCOrder = 0, $Role = "">>

/% Begin mod section: toggle whether slaves lisp. %/
<<set $disableLisping = 0>>
/% End mod section: toggle whether slaves lisp. %/
<<set $cheatMode = 0>>
<<set $cheatModeM = 1>>
<<set $weightAffectsAssets = 1>>
<<set $curativeSideEffects = 1>>

<<set $fcnn = []>>
<<set $fcnn.push("...coming up at the top of the hour: Catgirl slaves, science fact or science fiction...")>>
<<set $fcnn.push("...coming up at the top of the hour: Malnockestivi Smith, Free Cities' first MtFtMtFtH transgendered person...")>>
<<set $fcnn.push("...new arcology construction up 23% worldwide this year, according to...")>>
<<set $fcnn.push("...United States Congress spends 1,264th consecutive day gridlocked over post office...")>>
<<set $fcnn.push("...coming up at the top of the hour: Arcology owners: oversexed oligarchs or attractive, oversexed oligarchs?...")>>
<<set $fcnn.push("...coming up at the top of the hour: Anal sex: not just for sex any more...")>>
<<set $fcnn.push("...coming up at the top of the hour: Oral sex: the new hello...")>>
<<set $fcnn.push("...new book by prominent feminist suggests that women should not be used as sexual appliances...")>>
<<set $fcnn.push("...just ahead, interview with Desha Moore, prominent advocate for compulsory female enslavement...")>>
<<set $fcnn.push("...just ahead, Slave Market Trends: will the pierced anus be in again this year...")>>
<<set $fcnn.push("...just ahead, Slave Market Trends: upstart slave trainers avoid implants...")>>
<<set $fcnn.push("...implant technology firm BusTech notches successful initial public offering...")>>
<<set $fcnn.push("...the upcoming shortage of authentic leather and what it means for the whip industry...")>>
<<set $fcnn.push("...dairy conglomerate Creem Inc. denies allegations of adulterating breast milk with...")>>
<<set $fcnn.push("...two-time award-winning actress Linda Loveless debuted new implants on the red carpet this...")>>
<<set $fcnn.push("...dick size: are your slaves lying to you when they tell you you're too big...")>>
<<set $fcnn.push("...just ahead, slave expert's opinion on best shemale slaves to use for double penetration...")>>
<<set $fcnn.push("...Free Cities social conservatives criticize marriage, say your slaves should be enough...")>>
<<set $fcnn.push("...councilman Taggart suggested in a public address that involuntary enslavement...")>>
<<set $fcnn.push("...councilman Taggart denies allegations that he has remained faithful to his wife...")>>
<<set $fcnn.push("...councilman Taggart presented evidence that regulation of the sex slave market would...")>>
<<set $fcnn.push("...after a word from our sponsors. Creem Inc.: for all your dairy needs...")>>
<<set $fcnn.push("...after a word from our sponsors. Horstmann Ltd, Free Cities' finest whipmakers...")>>
<<set $fcnn.push("...after a word from our sponsors. Coming soon to theaters, Quintuple, the musical...")>>
<<set $fcnn.push("...critical of low-end slave training corporation Wallerson & Sons for practices that they say...")>>
<<set $fcnn.push("...training corporation Wallerson & Sons called a study on slave illness rates 'ludicrous,' but...")>>
<<set $fcnn.push("...our tech correspondent: the possibilities of virally-administered gene therapy...")>>
<<set $fcnn.push("...our tech correspondent: breakthrough in in-vitro drug treatments that promise to...")>>
<<set $fcnn.push("...our tech correspondent: next year to see release of two competing aphrodisiacs...")>>
<<set $fcnn.push("...our tech correspondent: the coming permanent aphrodisiac implants, and what they mean...")>>
<<set $fcnn.push("...Sex Slaves in Space: what it takes to keep a mining crew happy for an 18-month contract...")>>
<<set $fcnn.push("...the implant-drug balance: how much tissue growth is necessary to support larger...")>>
<<set $fcnn.push("...the actress stated that the cut to full nudity in the script violated contractual...")>>
<<set $fcnn.push("...doping scandal as Slave Games watchdog alleges champion used internal reservoir of lube...")>>
<<set $fcnn.push("...next on Extreme Surgery: the mouthpussy experimenters and what they...")>>
<<set $fcnn.push("...'A hole's a hole,' said CEO of upstart budget glory hole franchise...")>>
<<set $fcnn.push("...underground slave pit fights step into the light this evening as...")>>
<<set $fcnn.push("...underground slave pit fight champion, freed yesterday, sells herself back into...")>>
<<set $fcnn.push("...with the lead designer of the MP17, the new machine pistol marketed specifically for bodyguards...")>>
<<set $fcnn.push("...the new Aegis drone series: because your arcology's security is your most important possession...")>>
<<set $fcnn.push("...the BAe Goshawk: because you deserve to travel at twice the speed of sound in the finest style...")>>
<<set $fcnn.push("...this year's Goat.cx award for outstanding orifice innovation goes to...")>>
<<set $fcnn.push("...public controversy over cannibalism. Decadence taken too far or an acceptable next step...")>>
<<set $fcnn.push("...sixth day of street cleaners' strike. Spokesman for the strikers: 'It's getting too nasty...")>>

/* HACKY EVENT WORKAROUNDS */
<<set $eventID = -1>>

/* INCORPORATED MODS */

/* Special Force Variables [SFVAR] */

/* Extra content enabling */
<<set $SFMODToggle = 0>>						/* Does the player want to see the SF module at all? */

/* Initial events and presentation logic */
<<set $securityForceCreate = 0>> 					/* Has the player chosen to create the SF? Used for initial events */
<<set $securityForceEventSeen = 0>>					/* Has the player seen the SF event? Used to avoid re-event */
<<set $securityForceName = "Special Force">>		/* What is the SF called? */
<<set $securityForceActive = 0>>					/* SF is active - activates end of turn screen logic */

/* SF control panel and logic */
<<set $securityForceSubsidyActive = 0>>				/* Is the player having to subsidize the SF? */
<<set $securityForceRecruit = 0>>					/* How many recruits has the SF attracted this week? Used in recruitment calcs */
<<set $securityForceTrade = 0>>						/* How much trade has the SF encouraged this week? Used for rep calcs */
<<set $securityForceBooty = 0>>						/* How much money has the SF made this week? Used in money calcs */
<<set $securityForceIncome = 0>>					/* What was the final, adjusted take for the SF this week? Used for EOW text */
<<set $securityForceProfitable = 0>>				/* Is the SF profitable? Used for EOW text */
<<set $securityForceFocus = "recruit">>				/* What is the SF's assigned job? */
<<set $securityForceRulesOfEngagement = "hold">>	/* What are the SF's ROE outside the arcology? */
<<set $securityForceAccountability = "strict">>		/* Is the SF being held accountable for its actions outside the arcology? */
<<set $securityForceDepravity = 0>>					/* How depraved has the SF become? Used for flavor text injections. */
<<set $securityForceUpgradeToken = 0>>				/* Flag to keep track of single upgrade/week. */
<<set $securityForceGiftToken = 0>>					/* Flag to keep track of single gift/week. */

/* Personnel/Gear */
<<set $securityForceArcologyUpgrades = 0>>			/* How many militarized arcology upgrades has the player bought? */
<<set $securityForcePersonnel = 40>> 				/* How big is the SF? Maxes out at battalion/regimental (~1500) strength */
<<set $securityForceInfantryPower = 0>>				/* How many infantry upgrades has the player bought? */
<<set $securityForceStimulantPower = 0>>			/* How many stimulant upgrades has the player bought? */
<<set $securityForceVehiclePower = 0>>				/* How many vehicle upgrades has the player bought? */
<<set $securityForceHeavyBattleTank = 0>>			/* Has the SF found a busted down heavy battle tank begging for work? */
<<set $securityForceAircraftPower = 0>>				/* How many aircraft upgrades has the player bought? */
<<set $securityForceSpacePlanePower = 0>>			/* Has the SF found a busted down spaceplane begging for work? */
<<set $securityForceFortressZeppelin = 0>>			/* Has the SF found a busted down fortress zeppelin begging for work? */
<<set $securityForceAC130 = 0>>						/* Has the SF found a busted down AC-130 begging for work? */
<<set $securityForceHeavyTransport = 0>>				/* Has the SF found a busted down heavy yransport begging for work? */
<<set $securityForceDronePower = 0>>				/* How many drone upgrades has the player bought? */
<<set $securityForceSatellitePower = 0>>				/* Has the SF commendeered a Satellite relay? */
<<set $securityForceGiantRobot = 0>>				/* Has the player assembled a makeshift giant robot */
<<set $securityForceMissileSilo = 0>>				/* Has the SF found a disused missile silo in need of reassignement?*/
<<set $securityForceAircraftCarrier = 0>> 			/* Has the SF found a busted down aircraft carrier begging for work? */
<<set $securityForceSubmarine = 0>>					/* Has the SF found a busted down submarine begging for work? */
<<set $securityForceHeavyAmphibiousTransport = 0>>	/* Has the SF found a busted down heavy amphibious transport begging for work? */
<<set $securityForceMissionEfficiency = 1>>			/* How efficient is the SF at completing its assigned task? (Upgrades*Drug Multiplier) */

/* FacilitySupport */
<<set $Lieutenantcolonel = 0>>						/* Has a slave been selected to be a Lieutenant colonel? */
<<set $FacilitySupportSlaves = 0>>					/* How many slaves are assiting in the facility support? */
<<set $FacilitySupportEfficiency = 0>>				/* How efficient is the support facility? */
<<set $FacilitySupportUpgrade = 0>>					/* How many support facility upgrades has the play brought? */
<<set $FacilitySupportCapacity = 5>>					/* How many slaves can the support facility house? */

/* Colonel */
<<set $securityForceSexedColonelToken = 0>>			/* Has the player sexed The colonel this week? */
<<set $ColonelCore = "">>							/* What is the core of The Colonel? */
<<set $securityForceColonelToken = 0>>				/* Flag to keep track of talking to the colonel. */
<<set $securityForceColonelSexed = 0>>				/* Has the player sexed The colonel this week? */

/* TradeShow */
<<set $TradeShowAttendanceGranted = 0>>				/* Has The Colonel been allowed to go the TradeShow? */
<<set $OverallTradeShowAttendance = 0>>				/* how many times has The Colonel gone to the TradeShow */
<<set $CurrentTradeShowAttendance = 0>>				/* Has the Colonel attended the current TradeShow? */
<<set $TradeShowIncome = 0>>						/* How much was The Colonel able to make at the TradeShow selling generic scematics? */
<<set $TotalTradeShowIncome = 0>>					/* Total TradeShowIncome */
<<set $TradeShowHelots = 0>>						/* How many menail slaves were sent as a bonus from generic scematic sales during the current TradeShow?
<<set $TotalTradeShowHelots = 0>>					/* Total number of menail slaves acquired via the Trade Show */

/* Misc mod variables */
<<set $recruiterEugenics = 0>>
<<set $cyberMod = 0>>
<<set $stockpile = {
basicPLimbInterface: 0,
advPLimbInterface: 0,
basicPLimb: 0,
advSexPLimb: 0,
advGracePLimb: 0,
advCombatPLimb: 0,
cyberneticPLimb: 0,
ocularImplant: 0,
erectileImplant: 0
} >>

<<if ndef $AgeEffectOnTrainerPricingPC>>
	<<set $AgeEffectOnTrainerPricingPC = 1>>
<</if>>
<<if ndef $AgeEffectOnTrainerEffectivenessPC>>
	<<set $AgeEffectOnTrainerEffectivenessPC = 1>>
<</if>>
<<if ndef $AgeTrainingUpperBoundPC>>
	<<set $AgeTrainingUpperBoundPC = 14>>
<</if>>
<<if ndef $AgeTrainingLowerBoundPC>>
	<<set $AgeTrainingLowerBoundPC = 12>>
<</if>>
<<if ndef $IsInPrimePC>>
	<<set $IsInPrimePC = 3>>
<</if>>
<<if ndef $IsPastPrimePC>>
	<<set $IsPastPrimePC = 5000>>
<</if>>

<<set $researchLab = {
built: "false",
aiModule: 1,
productionTime: 0,
research: "none",
manufacture: "none",
maxSpace: 0,
hired: 0,
menials: 0,
basicPLimbInterface: 0,
advPLimbInterface: 0,
basicPLimb: 0,
advSexPLimb: 0,
advGracePLimb: 0,
advCombatPLimb: 0,
cyberneticPLimb: 0,
ocularImplant: 0,
erectileImplant: 0
} >>

<<if ndef $PC.hacking>>
	<<set $PC.hacking = 0>>
<</if>>

/* Security Expansion */
<<set $secExp = 0>>
<<set $showSecExp = 0>>
<<set $wasToggledBefore = 0>>

/* Career-skill gain */
<<set $masteredXP = 200>>

<<include "secInit">>

<<goto "Alpha disclaimer">>

license: mit


code:
:: cyberConfig [nobr]

<<switch $temp>>

<<case 0>>
	This room is lined with shelves and cabinets, it could be easily mistaken for a storage room if it were not for examination table in its center.

	<<set $nextButton = "Back", $nextLink = "Slave Interact">>
		<<if $activeSlave.amp != 1>>
			Your slave $activeSlave.slaveName is obediently waiting for your instructions.
		<<else>>
			Your slave $activeSlave.slaveName is lying on the table, waiting for your instructions.
		<</if>>

	<<if $activeSlave.origEye == "implant">>

		$pronounCap has an ocular implant installed.
		<<if $activeSlave.eyes == 1>>
			They are operating normally.
		<<elseif $activeSlave.eyes == -1>>
			They are set to blur her vision.
		<<else>>
			They are turned off.
		<</if>>

		<<if $activeSlave.eyes != 1>>[[Restore vision|cyberConfig][$activeSlave.eyes = 1,$temp = 3]] | <</if>>
		<<if $activeSlave.eyes != -1>>[[Blur|cyberConfig][$activeSlave.eyes = -1,$temp = 3]] | <</if>>
		<<if $activeSlave.eyes != -2>>[[Disable|cyberConfig][$activeSlave.eyes = -2,$temp = 3]]<</if>>

		$pronounCap currently has $activeSlave.eyeColor lenses equipped.

		Swap out $possessive lenses:
		[[Blue|cyberConfig][$activeSlave.eyeColor = "blue",$temp = 2,$cash -= $modCost]]
		| [[Black|cyberConfig][$activeSlave.eyeColor = "black",$temp = 2,$cash -= $modCost]]
		| [[Brown|cyberConfig][$activeSlave.eyeColor = "brown",$temp = 2,$cash -= $modCost]]
		| [[Green|cyberConfig][$activeSlave.eyeColor = "green",$temp = 2,$cash -= $modCost]]
		| [[Turquoise|cyberConfig][$activeSlave.eyeColor = "turquoise",$temp = 2,$cash -= $modCost]]
		| [[Sky-blue|cyberConfig][$activeSlave.eyeColor = "sky-blue",$temp = 2,$cash -= $modCost]]
		| [[Hazel|cyberConfig][$activeSlave.eyeColor = "hazel",$temp = 2,$cash -= $modCost]]
		| [[Pale-grey|cyberConfig][$activeSlave.eyeColor = "pale-grey",$temp = 2,$cash -= $modCost]]
		| [[White|cyberConfig][$activeSlave.eyeColor = "white",$temp = 2,$cash -= $modCost]]
		| [[Pink|cyberConfig][$activeSlave.eyeColor = "pink",$temp = 2,$cash -= $modCost]]
		| [[Amber|cyberConfig][$activeSlave.eyeColor = "amber",$temp = 2,$cash -= $modCost]]
		| [[Red|cyberConfig][$activeSlave.eyeColor = "red",$temp = 2,$cash -= $modCost]]
		| [[Catlike|cyberConfig][$activeSlave.eyeColor = "catlike",$temp = 2,$cash -= $modCost]]
		| [[Serpent-like|cyberConfig][$activeSlave.eyeColor = "serpent-like",$temp = 2,$cash -= $modCost]]
		| [[Devilish|cyberConfig][$activeSlave.eyeColor = "devilish",$temp = 2,$cash -= $modCost]]
		| [[Demonic|cyberConfig][$activeSlave.eyeColor = "demonic",$temp = 2,$cash -= $modCost]]
		| [[Hypnotic|cyberConfig][$activeSlave.eyeColor = "hypnotic",$temp = 2,$cash -= $modCost]]
		| [[Heart-shaped|cyberConfig][$activeSlave.eyeColor = "heart-shaped",$temp = 2,$cash -= $modCost]]
	<</if>>

	<<if $activeSlave.PLimb > 0>>

		$pronounCap has PLimb interface installed. You can assign and adjust $possessive prosthetics here.
		<<if $activeSlave.amp <= -1>>

			$possessiveCap prosthetics are currently attached, if you wish to change them you will first need to detach them.

			[[Detach|cyberConfig][$temp = 1,$nextButton = "Continue", $nextLink = "cyberConfig"]]
		<<else>>

			<<if $stockpile.basicPLimb > 0>>[[Attach basic limbs|cyberConfig][$temp = 4, $activeSlave.amp = -1, $stockpile.basicPLimb -= 1]]<</if>>
			<<if $stockpile.advSexPLimb > 0>>[[Attach sex limbs|cyberConfig][$temp = 4, $activeSlave.amp = -2, $stockpile.advSexPLimb -= 1]]<</if>>
			<<if $stockpile.advGracePLimb > 0>>[[Attach beauty limbs|cyberConfig][$temp = 4, $activeSlave.amp = -3, $stockpile.advGracePLimb -= 1]]<</if>>
			<<if $stockpile.advCombatPLimb > 0>>[[Attach combat limbs|cyberConfig][$temp = 4, $activeSlave.amp = -4, $stockpile.advCombatPLimb -= 1]]<</if>>
			<<if $activeSlave.PLimb == 2>>
				<<if $stockpile.cyberneticPLimb > 0>>[[Attach cybernetic limbs|cyberConfig][$temp = 4, $activeSlave.amp = -5, $stockpile.cyberneticPLimb -= 1]]<</if>>
			<<else>>
				 //To equip more advanced prosthetics you will need to upgrade your slaves' PLimb interface.//
			<</if>>
		<</if>>

	<<else>>
		<<if $activeSlave.amp == 0>>

			$pronounCap has healthy limbs so there is no need for prosthetics.
		<<else>>

			$pronounCap does not have a PLimb interface installed so you can't give $possessive any prosthetics.
		<</if>>
	<</if>>

<<case 1>>
	<<set $temp = 0, $nextButton = "Continue", $nextLink = "cyberConfig">>
	<<if $activeSlave.amp == -1>><<set $stockpile.basicPLimb += 1>>
	<<elseif $activeSlave.amp == -2>><<set $stockpile.advSexPLimb += 1>>
	<<elseif $activeSlave.amp == -3>><<set $stockpile.advGracePLimb += 1>>
	<<elseif $activeSlave.amp == -4>><<set $stockpile.advCombatPLimb += 1>>
	<<elseif $activeSlave.amp == -5>><<set $stockpile.cyberneticPLimb += 1>>
	<</if>>
	<<set $activeSlave.amp = 1>>
	Due to built-in safeties it is necessary to remove each limb separately, first releasing the lock and then waiting for automated seal release.

	<<if ($activeSlave.devotion > 20)>>
		You instruct $possessive to lie down on the table and proceed to remove $possessive limbs. $pronounCap <<if canSee($activeSlave)>>watches<<else>>listens<</if>> with interest as you work.<<if ($activeSlave.devotion > 50)>> As you remove the last limb $pronoun playfully wiggles $possessive stumps at you.<</if>>
	<<else>>
		You order $possessive to lie down on the table and proceed to remove $possessive limbs. $pronounCap <<if canSee($activeSlave)>>watches<<else>>listens<</if>> with a bitter expression as you work.
	<</if>>

<<case 2>>
	<<set $temp = 0, $nextButton = "Continue", $nextLink = "cyberConfig">>
	<<if $activeSlave.amp != 1>>You have $possessive lie down and<<else>>You<</if>> use speculum to keep $possessive eyes open while you disengage $possessive lenses remotely and swap them out with $possessive new $activeSlave.eyeColor lenses.
<<case 3>>
	<<set $temp = 0, $nextButton = "Continue", $nextLink = "cyberConfig">>
	<<if $activeSlave.eyes == 1>>
		$pronounCap blinks as $possessive vision returns.
	<<elseif $activeSlave.eyes == -1>>
		$pronounCap squints at you as $possessive vision becomes a blur.
	<<else>>
		$pronounCap has a panicked expression when $possessive vision suddenly goes out.
	<</if>>
<<case 4>>
	<<set $temp = 0, $nextButton = "Continue", $nextLink = "cyberConfig">>
	Attaching $possessive limbs is a simple procedure, simply push connector on each limb into the socket in $possessive implants until lock engages.<<if $activeSlave.PLimb == 2>> $pronounCap jumps a bit as limbs connect to $possessive nerves.<</if>> When you are done, $pronoun sits up and
	<<if $activeSlave.amp == -2>>experimentally engages the vibe function in $possessive fingers.
	<<elseif $activeSlave.amp == -3>>runs a hand over the smooth skin of $possessive new legs.
	<<elseif $activeSlave.amp == -4>>engages and disengages the blade in $possessive forearm.
	<<elseif $activeSlave.amp == -5>>experimentally flexes the muscles in $possessive artificial arm.
	<<else>>catches $possessive balance.
	<</if>>
<</switch>>


code:
:: Research Lab [nobr]

<<switch $temp>>

<<case 0>>

	<<set $nextButton = "Back", $nextLink = "Manage Arcology">>

	//You switch one of the screens in your office to the feed from research facility.//

[[Decommission facility|Manage Arcology][$researchLab.built = "false",$researchLab.hired = 0,$helots += $researchLab.menials,$researchLab.menials = 0,$researchLab.research = "none",$researchLab.manufacture = "none",$researchLab.productionTime = 0]] //Warning! This will cancel all projects, remove all staff and shut down this facility.//

[[Purchase cybernetics|Research Lab][$temp = 1]]

	__Personnel__

	<<if $researchLab.aiModule == 1>>
		[[Buy and install research module|Research Lab][$cash -= 35000, $researchLab.aiModule = 2]] //This module enables your assistant to assist staff and direct menials assigned to your research facility, increasing efficiency. It costs <<print cashFormat(35000)>>//

	<</if>>
	<<if ($researchLab.hired + $researchLab.menials) == 0>>
		//Facility is currently unstaffed.//
	<<else>>
		//You have
		<<if $researchLab.hired == 1>>
			one scientist
		<<elseif $researchLab.hired > 1>>
			$researchLab.hired scientists
		<</if>>
		<<if $researchLab.menials != 0>> and<</if>>
		<<if $researchLab.menials == 0>>
		<<elseif $researchLab.menials == 1>>
			one menial slave
		<<elseif $researchLab.menials > 1>>
			$researchLab.menials menials
		<</if>>
		working in your lab.
			<<if $researchLab.aiModule != 0>>Occasionally you hear voice of your assistant as it helps direct and organize work.<</if>>//
	<</if>>

	 Currently, this facility can employ $researchLab.maxSpace people.
	<<if $researchLab.maxSpace == 5>>
		[[Expand facility|Research Lab][$cash -= Math.trunc(5000*$upgradeMultiplierArcology), $researchLab.maxSpace = 10]]
		//Costs <<print cashFormat(Math.trunc(5000*$upgradeMultiplierArcology))>>//
	<<elseif $researchLab.maxSpace == 10>>
		[[Expand facility|Research Lab][$cash -= Math.trunc(5000*$upgradeMultiplierArcology), $researchLab.maxSpace = 20]]
		//Costs <<print cashFormat(Math.trunc(10000*$upgradeMultiplierArcology))>>//
	<<elseif $researchLab.maxSpace == 20>>
		[[Expand facility|Research Lab][$cash -= Math.trunc(5000*$upgradeMultiplierArcology), $researchLab.maxSpace = 30]]
		//Costs <<print cashFormat(Math.trunc(15000*$upgradeMultiplierArcology))>>//
	<<elseif $researchLab.maxSpace == 30>>
		[[Expand facility|Research Lab][$cash -= Math.trunc(5000*$upgradeMultiplierArcology), $researchLab.maxSpace = 40]]
		//Costs <<print cashFormat(Math.trunc(20000*$upgradeMultiplierArcology))>>//
	<<elseif $researchLab.maxSpace == 40>>
		[[Expand facility|Research Lab][$cash -= Math.trunc(5000*$upgradeMultiplierArcology), $researchLab.maxSpace = 50]]
		//Costs <<print cashFormat(Math.trunc(25000*$upgradeMultiplierArcology))>>//
	<<elseif $researchLab.maxSpace == 50>>
		//Facility is fully expanded.//
	<</if>>

	<<if ($researchLab.hired + $researchLab.menials) < $researchLab.maxSpace>>
		Hire [[x1|Research Lab][$researchLab.hired += 1,$cash -= 5000]]
		<<if ($researchLab.maxSpace - ($researchLab.hired + $researchLab.menials)) >= 5>>
			| [[x5|Research Lab][$researchLab.hired += 5,$cash -= 25000]]
		<</if>>
		<<if ($researchLab.maxSpace - ($researchLab.hired + $researchLab.menials)) >= 10>>
			| [[x10|Research Lab][$researchLab.hired += 10,$cash -= 50000]]
		<</if>>
		scientists.

		    //Each scientist will require an initial fee of <<print cashFormat(5000)>> and incur <<print cashFormat(300)>> weekly.//

		 <<if $helots > 0>>
			Assign [[x1|Research Lab][$researchLab.menials += 1,$helots -= 1]]
			<<if ($researchLab.maxSpace - ($researchLab.hired + $researchLab.menials)) >= 5 && $helots >= 5>>
				| [[x5|Research Lab][$researchLab.menials += 5,$helots -= 5]]
			<</if>>
			<<if ($researchLab.maxSpace - ($researchLab.hired + $researchLab.menials)) >= 10 && $helots >= 10>>
				| [[x10|Research Lab][$researchLab.menials += 10,$helots -= 10]]
			<</if>>
			  menial slaves to lab.

		<<else>>You do not own any <<if $researchLab.menials != 0>>unassigned <</if>>menial slaves.

		<</if>>
		   //Using menial slaves is much cheaper than hiring scientists, but they are less effective. <<print cashFormat(100)>> per slave each week.//

	<<else>>
		   //Facility is fully staffed.//
	<</if>>

	<<if $researchLab.hired > 0>>
		Fire [[x1|Research Lab][$researchLab.hired -= 1]]
		<<if $researchLab.hired >= 5>>
			| [[x5|Research Lab][$researchLab.hired -= 5]]
		<</if>>
		<<if $researchLab.hired >= 10>>
			| [[x10|Research Lab][$researchLab.hired -= 10]]
		<</if>>
		| [[All|Research Lab][$researchLab.hired = 0]]
		scientists.
	<</if>>
	<<if $researchLab.menials > 0>>

		Dismiss [[x1|Research Lab][$researchLab.menials -= 1,$helots += 1]]
		<<if $researchLab.menials >= 5>>
			| [[x5|Research Lab][$researchLab.menials -= 5,$helots += 5]]
		<</if>>
		<<if $researchLab.menials >= 10>>
			| [[x10|Research Lab][$researchLab.menials -= 10,$helots += 10]]
		<</if>>
		| [[All|Research Lab][$helots += $researchLab.menials,$researchLab.menials = 0]]
		menial slaves.
	<</if>>

	__Research__

	<<if $researchLab.research != "none">>
		//Your lab staff is currently researching @@.yellow;$researchLab.research@@.//

		[[Cancel Research|Research Lab][$researchLab.productionTime = 0,$researchLab.research = "none"]]
	<<elseif $researchLab.manufacture != "none">>
		//Your lab staff is currently busy with other projects.//
	<<else>>
		//No research active.//

		<<if $researchLab.basicPLimbInterface == 0 && $stockpile.basicPLimbInterface > 0>>

			[[Reverse engineer basic prosthetics interface|Research Lab][$researchLab.productionTime = 80,$researchLab.research = "Basic prosthetics interface"]]
		<</if>>
		<<if $researchLab.basicPLimbInterface != 0 && $researchLab.advPLimbInterface == 0 && $stockpile.advPLimbInterface > 0>>

			[[Reverse engineer advanced prosthetics interface|Research Lab][$researchLab.productionTime = 120,$researchLab.research = "Advanced prosthetics interface"]]
		<</if>>
		<<if $researchLab.basicPLimb == 0 && $stockpile.basicPLimb > 0>>

			[[Reverse engineer basic prosthetic limbs|Research Lab][$researchLab.productionTime = 80,$researchLab.research = "Basic prosthetic limbs"]]
		<</if>>
		<<if $researchLab.advSexPLimb == 0 && $stockpile.advSexPLimb > 0>>

			[[Reverse engineer advanced sex limbs|Research Lab][$stockpile.advSexPLimb -= 1,$researchLab.productionTime = 100,$researchLab.research = "Advanced sex limbs"]]
		<</if>>
		<<if $researchLab.advGracePLimb == 0 && $stockpile.advGracePLimb > 0>>

			[[Reverse engineer advanced beauty limbs|Research Lab][$stockpile.advGracePLimb -= 1,$researchLab.productionTime = 100,$researchLab.research = "Advanced beauty limbs"]]
		<</if>>
		<<if $researchLab.advCombatPLimb == 0 && $stockpile.advCombatPLimb > 0>>

			[[Reverse engineer advanced combat limbs|Research Lab][$stockpile.advCombatPLimb -= 1,$researchLab.productionTime = 100,$researchLab.research = "Advanced combat limbs"]]
		<</if>>
		<<if $researchLab.cyberneticPLimb == 0 && $researchLab.advPLimbInterface == 1 && ($researchLab.advSexPLimb + $researchLab.advGracePLimb + $researchLab.advCombatPLimb) >= 1>>

			[[Develop cybernetic limbs|Research Lab][$researchLab.productionTime = 300,$researchLab.research = "Cybernetic limbs"]]
		<</if>>
		<<if $researchLab.ocularImplant == 0 && $stockpile.ocularImplant > 0>>

			[[Reverse engineer ocular implants|Research Lab][$stockpile.ocularImplant -= 1,$researchLab.productionTime = 100,$researchLab.research = "Ocular implants"]]
		<</if>>
		<<if $researchLab.erectileImplant == 0 && $stockpile.erectileImplant > 0>>

			[[Reverse engineer erectile implant|Research Lab][$stockpile.erectileImplant -= 1,$researchLab.productionTime = 100,$researchLab.research = "Erectile implant"]]
		<</if>>
	<</if>>

	__Manufacture__

	<<if $researchLab.research != "none">>
		//Your lab staff is currently busy with research.//
	<<elseif $researchLab.manufacture != "none">>
		//Your lab staff is currently building @@.yellow;$researchLab.manufacture@@.//
		[[Cancel Project|Research Lab][$researchLab.productionTime = 0,$researchLab.manufacture = "none"]]
	<<else>>
		//No projects currently active.//

		<<if $researchLab.basicPLimbInterface == 1>>

			[[Build basic prosthetics interface|Research Lab][$researchLab.productionTime = 50,$researchLab.manufacture = "Basic prosthetics interface"]] // Currently have: $stockpile.basicPLimbInterface//
		<</if>>
		<<if $researchLab.advPLimbInterface == 1>>

			[[Build advanced prosthetics interface|Research Lab][$researchLab.productionTime = 80,$researchLab.manufacture = "Advanced prosthetics interface"]] // Currently have: $stockpile.advPLimbInterface//
		<</if>>
		<<if $researchLab.basicPLimb == 1>>

			[[Build basic prosthetic limbs|Research Lab][$researchLab.productionTime = 20,$researchLab.manufacture = "Basic prosthetic limbs"]] // Currently have: $stockpile.basicPLimb//
		<</if>>
		<<if $researchLab.advSexPLimb == 1>>

			[[Build advanced sex limbs|Research Lab][$researchLab.productionTime = 100,$researchLab.manufacture = "Advanced sex limbs"]] // Currently have: $stockpile.advSexPLimb//
		<</if>>
		<<if $researchLab.advGracePLimb == 1>>

			[[Build advanced beauty limbs|Research Lab][$researchLab.productionTime = 100,$researchLab.manufacture = "Advanced beauty limbs"]] // Currently have: $stockpile.advGracePLimb//
		<</if>>
		<<if $researchLab.advCombatPLimb == 1>>

			[[Build advanced combat limbs|Research Lab][$researchLab.productionTime = 100,$researchLab.manufacture = "Advanced combat limbs"]] // Currently have: $stockpile.advCombatPLimb//
		<</if>>
		<<if $researchLab.cyberneticPLimb == 1>>

			[[Build cybernetic limbs|Research Lab][$researchLab.productionTime = 150,$researchLab.manufacture = "Cybernetic limbs"]] // Currently have: $stockpile.cyberneticPLimb//
		<</if>>
		<<if $researchLab.ocularImplant == 1>>

			[[Build ocular implants|Research Lab][$researchLab.productionTime = 80,$researchLab.manufacture = "Ocular implants"]] // Currently have: $stockpile.ocularImplant//
		<</if>>
		<<if $researchLab.erectileImplant == 1>>

			[[Build Erectile implant|Research Lab][$researchLab.productionTime = 50,$researchLab.manufacture = "Erectile implant"]] // Costs <<print cashFormat(25000)>>. Currently have: $stockpile.erectileImplant//
		<</if>>
	<</if>>

<<case 1>>
	<<set $temp = 0>>
	<<set $nextLink = "Research Lab">>
	//You contact a representative of one of the larger cybernetics companies and inquire about their products.
 This is what they have to offer://

	__Hardware__

	[[Basic prosthetics interface|Research Lab][$temp = 1, $cash -= 25000, $stockpile.basicPLimbInterface += 1]] //Costs <<print cashFormat(25000)>>. Currently have: $stockpile.basicPLimbInterface//

	[[Advanced prosthetics interface|Research Lab][$temp = 1, $cash -= 60000, $stockpile.advPLimbInterface += 1]] //Costs <<print cashFormat(60000)>>. Currently have: $stockpile.advPLimbInterface//

	[[Basic prosthetic limbs|Research Lab][$temp = 1, $cash -= 15000, $stockpile.basicPLimb += 1]] //Costs <<print cashFormat(15000)>>. Currently have: $stockpile.basicPLimb//

	[[Advanced sex limbs|Research Lab][$temp = 1, $cash -= 30000, $stockpile.advSexPLimb += 1]] //Costs <<print cashFormat(30000)>>. Currently have: $stockpile.advSexPLimb//

	[[Advanced beauty limbs|Research Lab][$temp = 1, $cash -= 30000, $stockpile.advGracePLimb += 1]] //Costs <<print cashFormat(30000)>>. Currently have: $stockpile.advGracePLimb//

	[[Advanced combat limbs|Research Lab][$temp = 1, $cash -= 30000, $stockpile.advCombatPLimb += 1]] //Costs <<print cashFormat(30000)>>. Currently have: $stockpile.advCombatPLimb//

	[[Ocular implants|Research Lab][$temp = 1, $cash -= 35000, $stockpile.ocularImplant += 1]] //Costs <<print cashFormat(35000)>>. Currently have: $stockpile.ocularImplant//

	/*[[Erectile implant|Research Lab][$temp = 1, $cash -= 25000, $stockpile.erectileImplant += 1]] //Costs <<print cashFormat(25000)>>. Currently have: $stockpile.erectileImplant//*/

__Schematics__

	<<if $researchLab.basicPLimbInterface != 1 && $researchLab.research != "Basic prosthetics interface">>
		[[Basic prosthetics interface|Research Lab][$temp = 1, $cash -= 85000, $researchLab.basicPLimbInterface = 1]] //Costs <<print cashFormat(85000)>>.//

	<</if>>
	<<if $researchLab.advPLimbInterface != 1 && $researchLab.research != "Advanced prosthetics interface">>
	[[Advanced prosthetics interface|Research Lab][$temp = 1, $cash -= 260000, $researchLab.advPLimbInterface = 1]] //Costs <<print cashFormat(260000)>>.//

	<</if>>
	<<if $researchLab.basicPLimb != 1 && $researchLab.research != "Basic prosthetic limbs">>
	[[Basic prosthetic limbs|Research Lab][$temp = 1, $cash -= 60000, $researchLab.basicPLimb = 1]] //Costs <<print cashFormat(60000)>>.//

	<</if>>
	<<if $researchLab.advSexPLimb != 1 && $researchLab.research != "Advanced sex limbs">>
	[[Advanced sex limbs|Research Lab][$temp = 1, $cash -= 120000, $researchLab.advSexPLimb = 1]] //Costs <<print cashFormat(120000)>>.//

	<</if>>
	<<if $researchLab.advGracePLimb != 1 && $researchLab.research != "Advanced beauty limbs">>
	[[Advanced beauty limbs|Research Lab][$temp = 1, $cash -= 120000, $researchLab.advGracePLimb = 1]] //Costs <<print cashFormat(120000)>>.//

	<</if>>
	<<if $researchLab.advCombatPLimb != 1 && $researchLab.research != "Advanced combat limbs">>
	[[Advanced combat limbs|Research Lab][$temp = 1, $cash -= 120000, $researchLab.advCombatPLimb = 1]] //Costs <<print cashFormat(120000)>>.//

	<</if>>
	<<if $researchLab.ocularImplant != 1 && $researchLab.research != "Ocular implants">>
	[[Ocular implants|Research Lab][$temp = 1, $cash -= 160000, $researchLab.ocularImplant = 1]] //Costs <<print cashFormat(160000)>>.//

	<</if>>
	/*<<if $researchLab.erectileImplant != 1 && $researchLab.research != "Erectile implant">>
	[[Erectile implant|Research Lab][$temp = 1, $cash -= 95000, $researchLab.erectileImplant = 1]] //Costs <<print cashFormat(95000)>>.//
	<</if>>*/

<</switch>>


code:
:: SFJS [script]

window.simpleWorldEconomyCheck = function() {
	var n1 = 4;
	var n2 = 3;
	var n3 = 2;
	if(State.variables.economy === .5) {
		return n1;
	} else if(State.variables.economy === 1.5) {
		return n3;
	} else {
		return n2;
	}
}

window.HSM = function() {
	if (State.variables.PC.hacking <= -100)
		return 1.5;
	else if (State.variables.PC.hacking <= -75)
		return 1.35;
	else if (State.variables.PC.hacking <= -50)
		return 1.25;
	else if (State.variables.PC.hacking <= -25)
		return 1.15;
	else if (State.variables.PC.hacking < 0)
		return 1.10;
	else if (State.variables.PC.hacking === 0)
		return 1;
	else if (State.variables.PC.hacking <= 10)
		return .97;
	else if (State.variables.PC.hacking <= 25)
		return .95;
	else if (State.variables.PC.hacking <= 50)
		return .90;
	else if (State.variables.PC.hacking <= 75)
		return .85;
	else if (State.variables.PC.hacking < 100)
		return .80;
	else if (State.variables.PC.hacking >= 100)
		return .75;
	}


code:
:: accordionJS.tw [script]
/* Accordion 000-250-006 */

/*
 * We're making changes to the DOM, so we need to make them *after* everything has been generated
 * Sticking this all in postdisplay calls reduces the chance of there being a timing conflict
 *   with other scripts, since anything poking the DOM here will be done last
 *
 * Dev Note: The accordion mod should be able to turn *anything* into an accordion. This iteration
 *   is configured tightly for the end of week report runs, but it shouldn't be that hard to adapt for
 *   other uses, like character bios. For now, I'll see what other extra-long passages of cosmetic text
 *   might benefit.
 *
 * 000-250-006 03092017
*/

postdisplay["doAccordionSet"] = function (content) {
    if (variables().useAccordion == 1) {
        Array.prototype.slice.call(document.querySelectorAll('.macro-include'))
        .forEach(function(element) {
            element.classList.add('accHidden');
        });
    }
}

postdisplay["doAccordion"] = function (content) {
    var acc = document.getElementsByClassName("accordion");
    var i;

    for (i = 0; i < acc.length; i += 1) {
        acc[i].onclick = function () {
            this.classList.toggle("active");
            var panel = this.nextElementSibling;
            if (panel.style.maxHeight) {
                panel.style.maxHeight = null;
            } else {
                panel.style.maxHeight = 2*panel.scrollHeight + "px";
            }
        };
    }
};


code:
:: AssayJS [script]

window.isSlim = function(slave) {
	var slim = false;
	var ArcologyZero = State.variables.arcologies[0];

	if ((slave.boobs < 500) && (slave.butt < 3)) {
		if ((slave.muscles <= 30) && (ArcologyZero.FSPhysicalIdealist == "unset") && (slave.weight <= 10) && (ArcologyZero.FSHedonisticDecadence == "unset")) {
			slim = true;
		} else if (ArcologyZero.FSPhysicalIdealist != "unset") {
			if ((ArcologyZero.FSPhysicalIdealistStrongFat == 1) && (slave.weight <= 30)) {
				slim = true;
			}
		} else if ((ArcologyZero.FSHedonisticDecadence != "unset") && (slave.weight <= 30)) {
			if (ArcologyZero.FSHedonisticDecadenceStrongFat == 1) {
				slim = true;
			} else if (slave.muscles <= 30) {
				slim = true;
			}
		}
	}

	return slim;
}

window.isStacked = function(slave) {
	return (slave.butt > 4) && (slave.boobs > 800);
}

window.isModded = function(slave) {
	var tatScore = TatScore(slave);
	var piercingScore = PiercingScore(slave);
	var modScore = piercingScore+tatScore;

	return ((modScore > 15) || (piercingScore > 8) && (tatScore > 5));
}

window.isUnmodded = function(slave) {
	var tatScore = TatScore(slave);
	var piercingScore = PiercingScore(slave);

	return !isModded(slave) && (slave.corsetPiercing == 0) && (piercingScore < 3) && (tatScore < 2);
}

window.isXY = function(slave) {
	return (slave.dick > 0);
}

window.isYoung = function(slave) {
	return (slave.visualAge < 30);
}

window.isPreg = function(slave) {
	return ((slave.bellyPreg >= 5000) || (slave.bellyImplant >= 5000));
}

window.isNotPreg = function(slave) {
	return !isPreg(slave) && (slave.belly < 100) && (slave.weight < 30) && !setup.fakeBellies.includes(slave.bellyAccessory);
}

window.isPure = function(slave) {
	return ((slave.boobsImplant == 0) && (slave.buttImplant == 0) && (slave.waist >= -95) && (slave.lipsImplant == 0) && (slave.faceImplant < 30) && (slave.bellyImplant == -1) && (Math.abs(slave.shouldersImplant) < 2) && (Math.abs(slave.hipsImplant) < 2));
}

window.PiercingScore = function(slave) {
	var piercingScore = 0;

	if (slave.earPiercing > 0) {
		piercingScore += slave.earPiercing*0.75-0.5;
	}
	if (slave.nosePiercing > 0) {
		piercingScore += slave.nosePiercing*0.75-0.5;
	}
	if (slave.eyebrowPiercing > 0) {
		piercingScore += slave.eyebrowPiercing*0.75-0.5;
	}
	if (slave.navelPiercing > 0) {
		piercingScore += slave.navelPiercing*0.75-0.5;
	}
	if (slave.corsetPiercing > 0) {
		piercingScore += slave.corsetPiercing*0.75+0.5;
	}
	if (slave.nipplesPiercing > 0) {
		piercingScore += slave.nipplesPiercing*0.75-0.25;
	}
	if (slave.areolaePiercing > 0) {
		piercingScore += slave.areolaePiercing*0.75+0.5;
	}
	if (slave.lipsPiercing > 0) {
		piercingScore += slave.lipsPiercing*0.75-0.25;
	}
	if (slave.tonguePiercing > 0 ) {
		piercingScore += slave.tonguePiercing*0.75-0.25;
	}
	if (slave.clitPiercing == 3) {
		piercingScore += 1.25; /* smart piercing */
	} else if (slave.clitPiercing > 0) {
		piercingScore += slave.clitPiercing*0.75-0.25;
	}
	if (slave.vaginaPiercing > 0) {
		piercingScore += slave.vaginaPiercing*0.75-0.25;
	}
	if (slave.dickPiercing > 0) {
		piercingScore += slave.dickPiercing*0.75-0.25;
	}
	if (slave.anusPiercing > 0) {
		piercingScore += slave.anusPiercing*0.75-0.25;
	}
	return piercingScore;
}

window.TatScore = function(slave) {
	var tatScore = 0;

	if (slave.boobsTat != 0) {
		tatScore += 1.25;
	}
	if (slave.buttTat != 0) {
		tatScore += 1.25;
	}
	if (slave.lipsTat != 0) {
		tatScore += 1.25;
	}
	if (slave.shouldersTat != 0) {
		tatScore += 1;
	}
	if (slave.backTat != 0) {
		tatScore += 1.25;
	}
	if (slave.armsTat != 0) {
		tatScore += 1;
	}
	if (slave.legsTat != 0) {
		tatScore += 1;
	}
	if (slave.stampTat != 0) {
		tatScore += 1;
	}
	if (slave.vaginaTat != 0) {
		tatScore += 1;
	}
	if (slave.dickTat != 0) {
		tatScore += 1;
	}
	if (slave.bellyTat != 0) {
		if (((slave.preg > 30) && (slave.pregType >= 20)) || (slave.belly >= 300000)) {
			tatScore += 0.75;
		} else if (((slave.preg > 20) && (slave.pregType >= 20)) || ((slave.preg > 30) && (slave.pregType >= 10)) || (slave.belly >= 150000)) {
			tatScore += 1;
		} else if ((slave.belly >= 10000) || (slave.bellyImplant >= 8000)) {
			tatScore += 1;
		} else if (((slave.preg >= 10) && (slave.pregType >= 20)) || ((slave.preg > 10) && (slave.pregType >= 10)) || (slave.belly >= 5000)) {
			tatScore += 0.5;
		} else if (slave.belly >= 1500) {
			tatScore += 0.25;
		} else {
			tatScore += 0.1;
		}
	}
	if (slave.anusTat == "bleached") {
		tatScore += 0.5;
	} else if (slave.anusTat != 0) {
		tatScore += 1.25;
	}

	return tatScore;
}

window.slimPass = function(slave) {
	var slimPass = 0;
	var ArcologyZero = State.variables.arcologies[0];

	if (ArcologyZero.FSSlimnessEnthusiastLaw == 1) {
		if ((slave.boobs < 300) && (slave.butt <= 1) && (slave.waist <= 10)) {
			State.variables.slimPass = 1;
			if ((ArcologyZero.FSPhysicalIdealist == "unset") && (ArcologyZero.FSHedonisticDecadenceStrongFat == 0) && (slave.muscles > 30)) { /*muscle check*/
				slimPass = 0;
			}
			if (State.variables.slimPass == 1) {
				if ((ArcologyZero.FSHedonisticDecadence != "unset") || (ArcologyZero.FSPhysicalIdealistStrongFat == 1)) { /*weight check*/
					if (slave.weight > 30) {
						slimPass = 0;
					}
				} else if (slave.weight > 10) {
					slimPass = 0;
				}
			}
		}
	}

	return slimPass;
}

window.sameAssignmentP = function sameAssignmentP(A, B) {
	return A.assignment === B.assignment
}

window.haveRelationP = function haveRelationP(slave, target) {
	return slave.relationTarget === target.ID
}

window.haveRelationshipP = function haveRelationshipP(slave, target) {
	return slave.relationshipTarget === target.ID
}

window.isRivalP = function isRivalP(slave, target) {
	return slave.rivalryTarget === target.ID
}

window.supremeRaceP = function supremeRaceP(slave) {
	return State.variables.arcologies[0].FSSupremacistRace === slave.race
}

window.inferiorRaceP = function inferiorRaceP(slave) {
	return State.variables.arcologies[0].FSSubjugationistRace === slave.race
}