code:
:: Nurse Select [nobr]

<<set $nextButton = "Back", $nextLink = "Clinic", $showEncyclopedia = 1, $encyclopedia = "Nurse">>
<<showallAssignmentFilter>>
<<if ($Nurse != 0)>>
	<<set $Nurse = getSlave($Nurse.ID)>>
	<<setLocalPronouns $Nurse>>
	''__@@.pink;<<= SlaveFullName($Nurse)>>@@__'' is serving as your Nurse.

$He will help heal your slaves.
<<else>>
	You have not selected a Nurse.
<</if>>

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

[[None|Nurse Workaround][$i = -1]]

<<assignmentFilter>>

	<<showallAssignmentFilter>>
	<<include "Slave Summary">>
	<<resetAssignmentFilter>>


code:
:: Nurse Workaround [silently]

<<if $Nurse != 0>>
	<<= removeJob($Nurse, "be the Nurse")>>
<</if>>
<<if $i > -1>>
	<<= assignJob($slaves[$i], "be the Nurse")>>
	<<set $slaves[$i].livingRules = "luxurious">>
	<<set $Nurse = $slaves[$i]>>
<</if>>

<<goto "Clinic">>

repo_name: Fekenol/fc


code:
:: Office Description [nobr]

    You are at your desk in your penthouse office. It has a glass top interface from which you can rule over $arcologies[0].name; $assistantName's avatar is visible in one corner.

<<include "Personal Assistant Appearance">>
<<setAssistantPronouns>>

<<if $clubAdsSpending >= 5000>>
	A corner of your desk is piled with sample merchandise from the campaign promoting your club.
	<<set _eventSlaves = $slaves.filter(function(s) { return s.assignment == "serve in the club" && canWalk(s); })>>
	<<if _eventSlaves.length > 0>>
	<<set $activeSlave = _eventSlaves.random()>>
	<<setLocalPronouns $activeSlave>>
	<<if random(1,2) == 1>>
		This includes a sex toy based on $activeSlave.slaveName's
		<<if (random(1,3) == 1) && ($activeSlave.skill.vaginal >= 100)>>
			<<if $activeSlave.vagina > 3>>massive vagina<<elseif $activeSlave.vagina > 2>>gaping cunt<<elseif $activeSlave.vagina > 1>>hot cunt<<elseif $activeSlave.vagina > 0>>tight pussy<<else>>virgin pussy<</if>>.
		<<elseif (random(1,2) == 1) && ($activeSlave.skill.oral >= 100)>>
			<<if $activeSlave.lips > 40>>huge<<elseif $activeSlave.lips > 20>>pillowlike<<elseif $activeSlave.lips > 10>>pretty<<else>>thin<</if>> lips and throat.
		<<else>>
			<<if $activeSlave.anus > 3>>blown-out butthole<<elseif $activeSlave.anus > 2>>roomy anus<<elseif $activeSlave.anus > 1>>big butthole<<elseif $activeSlave.anus > 0>>tight asshole<<else>>virgin backdoor<</if>>.
		<</if>>
	<<else>>
		There is a figurine of $activeSlave.slaveName; $he's depicted
		<<if (random(1,3) == 1) && ($activeSlave.skill.vaginal >= 100)>>
			lying nude on $his back, spreading $his legs to <<if $activeSlave.vagina > 3>>exhibit $his massive vagina<<elseif $activeSlave.vagina > 2>>show off $his gaping cunt<<elseif $activeSlave.vagina > 1>>offer $his hot cunt<<elseif $activeSlave.vagina > 0>>display $his tight pussy<<else>>tantalize with $his virgin pussy<</if>>.
		<<elseif (random(1,2) == 1) && ($activeSlave.skill.oral >= 100)>>
			with $his <<if $activeSlave.lips > 40>>huge<<elseif $activeSlave.lips > 20>>pillowlike<<elseif $activeSlave.lips > 10>>pretty<<else>>thin<</if>> lips parted, $his tongue partway out.
		<<else>>
		bending at the waist and spreading $his <<if $activeSlave.butt > 6>>gigantic buttocks<<elseif $activeSlave.butt > 4>>meaty asscheeks<<elseif $activeSlave.butt > 2>>healthy buttocks<<else>>cute butt<</if>> to show off $his <<if $activeSlave.anus > 3>>blown-out butthole<<elseif $activeSlave.anus > 2>>roomy butthole<<elseif $activeSlave.anus > 1>>big butthole<<elseif $activeSlave.anus > 0>>tight asshole<<else>>virgin backdoor<</if>>.
		<</if>>
	<</if>>
	<</if>>
<</if>>
<<if $brothelAdsSpending >= 5000>>
	<<if $clubAdsSpending >= 5000>>
	There's just as much from the similar campaign advertising $brothelName.
	<<else>>
	A corner of your desk is piled with sample merchandise from the campaign promoting $brothelName.
	<</if>>
	<<set _eventSlaves = $slaves.filter(function(s) { return s.assignment == "work in the brothel" && canWalk(s); })>>
	<<if _eventSlaves.length > 0>>
	<<set $activeSlave = _eventSlaves.random()>>
	<<setLocalPronouns $activeSlave>>
	<<if random(1,2) == 1>>
		This includes a sex toy based on $activeSlave.slaveName's
		<<if (random(1,3) == 1) && ($activeSlave.skill.vaginal >= 100)>>
			<<if $activeSlave.vagina > 3>>massive vagina<<elseif $activeSlave.vagina > 2>>gaping cunt<<elseif $activeSlave.vagina > 1>>hot cunt<<elseif $activeSlave.vagina > 0>>tight pussy<<else>>virgin pussy<</if>>.
		<<elseif (random(1,2) == 1) && ($activeSlave.skill.oral >= 100)>>
			<<if $activeSlave.lips > 40>>huge<<elseif $activeSlave.lips > 20>>pillowlike<<elseif $activeSlave.lips > 10>>pretty<<else>>thin<</if>> lips and throat.
		<<else>>
			<<if $activeSlave.anus > 3>>blown-out butthole<<elseif $activeSlave.anus > 2>>roomy butthole<<elseif $activeSlave.anus > 1>>big butthole<<elseif $activeSlave.anus > 0>>tight asshole<<else>>virgin backdoor<</if>>.
		<</if>>
	<<else>>
		This includes paired figurines of $activeSlave.slaveName with a faceless male figure;
		<<if (random(1,3) == 1) && ($activeSlave.skill.vaginal >= 100)>>
			$he's shamelessly riding his dick.
		<<elseif (random(1,2) == 1) && ($activeSlave.skill.oral >= 100)>>
			$he's on $his knees with $his <<if $activeSlave.lips > 40>>huge<<elseif $activeSlave.lips > 20>>pillowlike<<elseif $activeSlave.lips > 10>>pretty<<else>>thin<</if>> lips wrapped around his dick.
		<<else>>
			$he's shown <<if $activeSlave.anus > 3>>looking up teasingly as $he takes his dick up $his blown-out butthole<<elseif $activeSlave.anus > 2>>looking up teasingly as $he takes his dick up $his roomy anus<<elseif $activeSlave.anus > 1>>looking up teasingly as $he takes his dick in $his big butthole<<elseif $activeSlave.anus > 0>>gasping as $he takes his dick in $his tight asshole<<else>>screaming as he fucks $his virgin backdoor<</if>>.
		<</if>>
	<</if>>
	<</if>>
<</if>>
<br>    Next to your desk is a sturdy black leather couch. All the walls on this floor are glass, so you can see your <<if $slaves.length > 50>>innumerable<<elseif $slaves.length > 20>>many<<elseif $slaves.length > 10>>numerous<<elseif $slaves.length > 5>>handful of<<else>>few<</if>> slaves going about their business. The room is designed so that everyone must walk past the door to your office to get anywhere.
<<if $personalArms > 0>>
	Your custom armor rests in the corner of the room where visitors can admire it, and you can don it quickly if necessary.
	<<if ($week > (43-$nationHate)) && ($mercenaries >= 5)>>
		Its plates bear scarring won in victorious battle, and from its back rises a banner depicting you at the head of your $mercenariesTitle.
	<<elseif $week > (43-$nationHate)>>
		Its plates bear scarring fairly won.
	<</if>>
	<<if $assistant > 0>>
		The last time _heA had it maintained, $assistantName added
		<<switch $assistantAppearance>>
		<<case "monstergirl">>
			a pinup of _himselfA to its plating: _heA's depicted with _hisA fangs bared, each strand of _hisA tentacle hair holding a lightning bolt, and both of _hisA cocks ejaculating fire.
		<<case "shemale">>
			a pinup of _himselfA to its plating: _heA's depicted straddling a battle rifle so closely that it looks like _heA's intimately entangled in the action.
		<<case "amazon">>
			a pinup of _himselfA to its plating: _heA's depicted in a classic nude bodybuilder's pose, but with a cutely coquettish expression.
		<<case "businesswoman">>
			a pinup of _himselfA to its plating: _heA's depicted wearing underwear, for once, and looking very severe as _heA straddles a cruise missile in a classic bombshell pose.
		<<case "fairy">>
			a pinup of _himselfA to its plating: _heA's depicted naked as usual, standing on top of a large bullet and making finger guns with a grin on _hisA face.
		<<case "pregnant fairy">>
			a pinup of _himselfA to its plating: _heA's depicted naked as usual, straddling a large bullet and making peace signs with _hisA tongue sticking out.
		<<case "goddess">>
			a pinup of _himselfA to its plating: _heA's depicted demurely but barely covering _hisA radiant body with a flowing ribbon, like a goddess about to burst with triplets.
		<<case "hypergoddess">>
			a pinup of _himselfA to its plating: _heA's depicted barely covering _hisA hugely pregnant, radiant body with a flowing ribbon, like a goddess about to burst open from _hisA hundreds of children.
		<<case "loli">>
			a pinup of _himselfA to its plating: _heA's cutely hugging a rifle to _hisA flat chest.
		<<case "preggololi">>
			a pinup of _himselfA to its plating: _heA's flashing _hisA lewd preggo _loliA pussy.
		<<case "angel">>
			a pinup of _himselfA to its plating: _heA's depicted wielding a flaming sword and golden shield.
		<<case "cherub">>
			a pinup of _himselfA to its plating: _heA's depicted hugging a bow to _hisA chest.
		<<case "incubus">>
			a pinup of _himselfA to its plating: _heA's depicted mid-orgasm, a bullet rocketing from _hisA dick amidst a blast of cum.
		<<case "succubus">>
			a pinup of _himselfA to its plating:
			<<switch $assistantFSAppearance>>
			<<case "paternalist">>
				_heA's depicted hiking _hisA skirt to flash _hisA crotch.
			<<case "degradationist">>
				_heA's depicted striking a pose showing off _hisA countless piercings.
			<<case "roman revivalist">>
				_heA's depicted in a stola, flashing _hisA tits.
			<<case "egyptian revivalist">>
				_heA's depicted groping _hisA perfect bronze breasts while blowing a kiss.
			<<case "edo revivalist">>
				_heA's depicted in a kimono, pulled open to flash _hisA lovely breasts.
			<<case "arabian revivalist">>
				_heA's depicted wearing fine silks and striking a sexy pose, though they fail to cover anything on _himA.
			<<case "chinese revivalist">>
				_heA's depicted wearing colorful silk robes; _heA's pulled them open to flash _hisA lovely body.
			<<case "supremacist">>
				_heA's depicted wearing the dress of an old world $arcologies[0].FSSupremacistRace noblewoman and blowing a kiss in a sexy manner.
			<<case "subjugationist">>
				_heA's depicted sitting with _hisA legs wide open and using _hisA fingers to spread _hisA $arcologies[0].FSSubjugationistRace pussy lips apart in a lewd manner.
			<<case "chattel religionist">>
				_heA's depicted striking a sexy pose, chosen specifically to draw attention to the symbols of your religion that adorn _hisA nipples.
			<<case "repopulation focus">>
				_heA's depicted striking a sexy pose made to draw the eye to _hisA pregnant belly.
			<<case "eugenics">>
				_heA's depicted striking a sexy pose; _heA's so stunning you can't look away.
			<<case "physical idealist">>
				_heA's depicted flexing _hisA <<if $arcologies[0].FSPhysicalIdealistStrongFat == 1>>fat veiled <</if>>tremendous musculature intimidatingly.
			<<case "hedonistic decadence">>
				_heA's depicted deep throating a banana while groping _hisA large, soft belly.
			<<case "gender radicalist">>
				_heA's depicted facing away from you, looking over _hisA shoulder suggestively and presenting
				<<if $arcologies[0].FSGenderRadicalistLawFuta == 1>>
					_hisA rear. A pair of balls hangs beneath _hisA tight pussy.
				<<elseif $arcologies[0].FSGenderRadicalistLawFuta == 2>>
					_hisA anus. A pair of heavy balls hangs from _hisA crotch.
				<<elseif $arcologies[0].FSGenderRadicalistLawFuta == 3>>
					_hisA gigantic ass.
				<<elseif $arcologies[0].FSGenderRadicalistLawFuta == 4>>
					_hisA anus. A tiny pair of balls hangs from _hisA crotch.
				<<else>>
					_hisA rear.
				<</if>>
			<<case "gender fundamentalist">>
				_heA's depicted with one hand on _hisA supple breast and the other tracing the curve of _hisA child-bearing hips.
			<<case "asset expansionist">>
				_heA's depicted cradling _hisA own pair of ballistics; _hisA gigantic breasts are painted like atom bombs.
			<<case "transformation fetishist">>
				_heA's depicted striking a pose with one arm supporting _hisA enormous implants.
			<<case "pastoralist">>
				_heA's depicted striking a sexy pose, hands trying to relieve the pressure of _hisA quartet of milk filled breasts.
			<<case "maturity preferentialist">>
				_heA's depicted in a pose not unlike something you'd see on a 60's pinup calendar.
			<<case "youth preferentialist">>
				_heA's depicted in a pose fresh out of a popular idol's newest video.
			<<case "slimness enthusiast">>
				_heA's depicted striking a sexy pose while running _hisA hands across _hisA
				<<if $arcologies[0].FSSlimnessEnthusiastLaw == 1>>
					flat chest.
				<<else>>
					slim assets.
				<</if>>
			<<case "body purist">>
				_heA's depicted striking a sexy pose that shows off every flawless <<if $showInches == 2>>inch<<else>>centimeter<</if>> of _hisA body.
			<</switch>>
		<<case "imp">>
			a pinup of _himselfA to its plating: _heA's depicted straddling a trident; pussy juices running down its shaft.
		<<case "witch">>
			a pinup of _himselfA to its plating: _heA's depicted straddling a broom, winking.
		<<case "ERROR_1606_APPEARANCE_FILE_CORRUPT">>
			a pinup of _himselfA to its plating: you have no idea what to make of it. Whatever it is, it is devouring your enemies on one end and popping out proper slaves from the other.
		<<case "schoolgirl">>
			a pinup of _himselfA to its plating: _heA's depicted up on tiptoe, back turned, with _hisA schoolgirl skirt riding up to bare _hisA bottom.
		<<default>>
			_hisA own symbol to its insignia.
		<</switch>>
	<</if>>
<</if>>
<<= printTrinkets()>>

A small mirror resides on your desk, facing you.
A $PC.visualAge year old<<if $PC.markings == "freckles">>, freckled<<elseif $PC.markings == "heavily freckled">>, densely freckled<</if>> $PC.faceShape face stares back at you.
<<if ($playerAging != 0) && $PC.birthWeek == 51>>You'll be turning <<print $PC.actualAge+1>> next week.<</if>>
<<PlayerBoobs>>
<<PlayerBelly>>
<<PlayerCrotch>>
<<PlayerButt>>


code:
:: Options [nobr]

<<set $showEncyclopedia = 0, $nextButton = "Back to Main", $nextLink = "Main">>

''SAVES''

This save was created using FC version $ver build $releaseID.

    [[Apply Backwards Compatibility Update|Backwards Compatibility]]
<<if $secExp == 1>>

    [[Apply Security Expansion mod backwards compatibility |SecExpBackwardCompatibility]]
<</if>>

<<if ($autosave == 0)>>
	End of week autosaving is currently @@.red;DISABLED.@@ [[Enable|Options][$autosave = 1]]
<<else>>
	End of week autosaving is currently @@.cyan;ENABLED.@@ [[Disable|Options][$autosave = 0]]
<</if>>

<<if ($releaseID >= 1000) || $ver.startsWith("0.9") || $ver.startsWith("0.8") || $ver.startsWith("0.7") || $ver.startsWith("0.6")>>

	''NEW GAME PLUS''

	//You can begin a new game with up to five (or more) of your current slaves, although starting resources other than these slaves will be reduced. New Game Plus @@.yellow;MAY@@ work across versions. To attempt to migrate a save across versions://

    //1) Save on this screen//

    //2) Re-open the .html in a new tab then load the above save.//

    //3) [[Activate New Game Plus.|New Game Plus][$ui = "start"]]
<<else>>
	//New Game Plus is not available because this game was not started with a compatible version.//
<</if>>

<<if $familyTesting == 1>>

<<link "Reset extended family mode controllers">><<goto "family panic">><</link>> //Clears and rebuilds .sister and .daughter tracking.//
<</if>>

<<if isNaN($rep)>>

[[Reset Reputation|Options][$rep = 0]]
<</if>>
<<if isNaN($cash)>>

[[Reset Money|Options][$cash = 500]]
<</if>>

''COLOR CONTROL''

<<link "flip lighting">><<run flipColors(setup.lightColorMap)>><<goto "Options">><</link>>

''IMAGES''

Image display
<<if $seeImages == 1>>
	@@.cyan;ENABLED.@@ [[Disable|Options][$seeImages = 0]]

	<<if $imageChoice == 1>>
		@@.yellow;Vector art by NoX/Deepmurk@@ is selected. [[Switch to rendered imagepack|Options][$imageChoice = 0]] | [[Switch to non-embedded vector art|Options][$imageChoice = 2]] | [[Switch to revamped embedded vector art|Options][$imageChoice = 3]]

		Face artwork is
		<<if $seeFaces > 0>>
			@@.cyan;ENABLED.@@ [[Disable|Options][$seeFaces = 0]]
		<<else>>
			@@.red;DISABLED.@@ [[Enable|Options][$seeFaces = 1]]
		<</if>>

		Highlights on shiny clothing
		<<if $seeVectorArtHighlights == 1>>
			@@.cyan;ENABLED.@@ [[Disable|Options][$seeVectorArtHighlights = 0]]
		<<else>>
			@@.red;DISABLED.@@ [[Enable|Options][$seeVectorArtHighlights = 1]]
		<</if>>

		Height scaling
		<<if $seeHeight == 1>>
			@@.yellow;ENABLED@@ on small images. [[Disable|Options][$seeHeight = 0]] | [[Enable for all images|Options][$seeHeight = 2]]
		<<elseif $seeHeight == 2>>
			@@.cyan;ENABLED@@ on all images. [[Disable|Options][$seeHeight = 0]] | [[Enable only for small images|Options][$seeHeight = 1]]
		<<else>>
			@@.red;DISABLED.@@ [[Enable only for small images|Options][$seeHeight = 1]] | [[Enable for all images|Options][$seeHeight = 2]]
		<</if>>

@@.red;Git compiled only, no exceptions.@@
	<<elseif $imageChoice == 2>>
		@@.yellow;Vector art by NoX/Deepmurk - non-embed version@@ is selected. [[Switch to rendered imagepack|Options][$imageChoice = 0]] | [[Switch to embedded vector art|Options][$imageChoice = 1]] | [[Switch to revamped embedded vector art|Options][$imageChoice = 3]]
	<<elseif $imageChoice == 3>>
		@@.yellow;Vector art revamp@@ is selected. [[Switch to rendered imagepack|Options][$imageChoice = 0]] | [[Switch to embedded vector art|Options][$imageChoice = 1]] | [[Switch to non-embedded vector art|Options][$imageChoice = 2]]

		Highlights on shiny clothing
		<<if $seeVectorArtHighlights == 1>>
			@@.cyan;ENABLED.@@ [[Disable|Options][$seeVectorArtHighlights = 0]]
		<<else>>
			@@.red;DISABLED.@@ [[Enable|Options][$seeVectorArtHighlights = 1]]
		<</if>>

@@.red;Git compiled only, no exceptions.@@
	<<elseif $imageChoice == 0>>
		@@.yellow;Rendered imagepack by Shokushu@@ is selected. [[Switch to vector art|Options][$imageChoice = 1]]

		Slave summary fetish images
		<<if $seeMainFetishes == 1>>
			@@.cyan;ENABLED.@@ [[Disable|Options][$seeMainFetishes = 0]]
		<<else>>
			@@.red;DISABLED.@@ [[Enable|Options][$seeMainFetishes = 1]]
		<</if>>
	<</if>>

	PA avatar art is
	<<if $seeAvatar == 1>>
		@@.cyan;ENABLED.@@ [[Disable|Options][$seeAvatar = 0]]
	<<else>>
		@@.red;DISABLED.@@ [[Enable|Options][$seeAvatar = 1]]
	<</if>>

	Slave images in lists are
	<<if $seeSummaryImages == 1>>
		@@.cyan;ENABLED.@@ [[Disable|Options][$seeSummaryImages = 0]]
	<<else>>
		@@.red;DISABLED.@@ [[Enable|Options][$seeSummaryImages = 1]]
	<</if>>

	Slave images in the weekly report are
	<<if $seeReportImages == 1>>
		@@.cyan;ENABLED.@@ [[Disable|Options][$seeReportImages = 0]]
	<<else>>
		@@.red;DISABLED.@@ [[Enable|Options][$seeReportImages = 1]]
	<</if>>
<<else>>
	@@.red;DISABLED.@@ [[Enable|Options][$seeImages = 1]]
<</if>>

''MAIN ARCOLOGY SCREEN OPTIONS''

<<if $newModelUI != 0>>
	New Model UI @@.cyan;ENABLED.@@ [[Disable|Options][$newModelUI = 0]]
<<else>>
	New Model UI @@.red;DISABLED.@@ [[Enable|Options][$newModelUI = 1]]
<</if>>

<<if $seeArcology == 1>>
	Main menu arcology description @@.cyan;ENABLED.@@ [[Disable|Options][$seeArcology = 0]]
<<else>>
	Main menu arcology description @@.red;DISABLED.@@ [[Enable|Options][$seeArcology = 1]]
<</if>>

<<if ($seeDesk == 0)>>
	Main menu desk description @@.red;DISABLED.@@ [[Enable|Options][$seeDesk = 1]]
<<else>>
	Main menu desk description @@.cyan;ENABLED.@@ [[Disable|Options][$seeDesk = 0]]
<</if>>

<<if ($seeFCNN == 0)>>
	Main menu newsfeed @@.red;DISABLED.@@ [[Enable|Options][$seeFCNN = 1]]
<<else>>
	Main menu newsfeed @@.cyan;ENABLED.@@ [[Disable|Options][$seeFCNN = 0]]
<</if>>

Main menu leadership controls displayed
<<if ($positionMainLinks == 1)>>
	@@.cyan;ABOVE@@ slave list.
	[[Below|Options][$positionMainLinks = -1]] |
	[[Both|Options][$positionMainLinks = 0]]
<<elseif ($positionMainLinks == -1)>>
	@@.cyan;BELOW@@ slave list.
	[[Above|Options][$positionMainLinks = 1]] |
	[[Both|Options][$positionMainLinks = 0]]
<<else>>
	@@.cyan;ABOVE AND BELOW@@ slave list.
	[[Above|Options][$positionMainLinks = 1]] |
	[[Below|Options][$positionMainLinks = -1]]
<</if>>

Main menu slave tabs are
<<if $useSlaveSummaryTabs != 1>>
	@@.red;DISABLED.@@ [[Enable|Options][$useSlaveSummaryTabs = 1]]
<<else>>
	@@.cyan;ENABLED.@@ [[Disable|Options][$useSlaveSummaryTabs = 0, $useSlaveSummaryOverviewTab = 0]]
<</if>>

<<if $useSlaveSummaryTabs == 1>>

	Condense special slaves into an overview tab
	<<if $useSlaveSummaryOverviewTab != 1>>
		@@.red;DISABLED.@@ [[Enable|Options][$useSlaveSummaryOverviewTab = 1]]
	<<else>>
		@@.cyan;ENABLED.@@ [[Disable|Options][$useSlaveSummaryOverviewTab = 0]]
	<</if>>
<</if>>

The slave Quick list in-page scroll-to is
<<if $useSlaveListInPageJSNavigation != 1>>
	@@.red;DISABLED.@@ [[Enable|Options][$useSlaveListInPageJSNavigation = 1]]
<<else>>
	@@.cyan;ENABLED.@@ [[Disable|Options][$useSlaveListInPageJSNavigation = 0]]
<</if>>

Slave summary caching is <<if $useSummaryCache>>@@.cyan;ENABLED.@@ [[Disable|Options][$useSummaryCache = false]]<<else>>@@.red;DISABLED.@@ [[Enable|Options][$useSummaryCache = true]]<</if>>

Tips from the Encyclopedia are
<<if ($showTipsFromEncy == 0)>>
	@@.red;DISABLED.@@ [[Enable|Options][$showTipsFromEncy = 1]]
<<else>>
	@@.cyan;ENABLED.@@ [[Disable|Options][$showTipsFromEncy = 0]]
<</if>>

''REPORTS''

End week report descriptive details are
<<if ($showEWD == 0)>>
	@@.red;DISABLED.@@ [[Enable|Options][$showEWD = 1]]
<<else>>
	@@.cyan;ENABLED.@@ [[Disable|Options][$showEWD = 0]]
<</if>>

End week report performance modifier descriptions are
<<if ($showEWM == 0)>>
	@@.red;DISABLED.@@ [[Enable|Options][$showEWM = 1]]
<<else>>
	@@.cyan;ENABLED.@@ [[Disable|Options][$showEWM = 0]]
<</if>>

Economic report neighbor details such as trade impacts on culture are
<<if ($showNeighborDetails != 0)>>
	@@.cyan;ENABLED.@@ [[Disable|Options][$showNeighborDetails = 0]]
<<else>>
	@@.red;DISABLED.@@ [[Enable|Options][$showNeighborDetails = 1]]
<</if>>

Master Suite report details such as slave changes are
<<if ($verboseDescriptions == 1)>>
	@@.cyan;ENABLED.@@ [[Disable|Options][$verboseDescriptions = 0]]
<<else>>
	@@.red;DISABLED.@@ [[Enable|Options][$verboseDescriptions = 1]]
<</if>>

/* Accordion 000-250-006 */

	Accordion effects on weekly reports are
<<if ($useAccordion != 1)>>
	@@.red;DISABLED.@@ [[Enable|Options][$useAccordion = 1]]
<<else>>
	@@.cyan;ENABLED.@@ [[Disable|Options][$useAccordion = 0]]
<</if>>
/* Accordion 000-250-006 */

Economic Tabs on weekly reports are
<<if $useTabs == 0>>
	@@.red;DISABLED.@@ [[Enable|Options][$useTabs = 1]]
<<else>>
	@@.cyan;ENABLED.@@ [[Disable|Options][$useTabs = 0]]
<</if>>

Economic detail sheets for facilities are
<<if ($showEconomicDetails != 0)>>
	@@.cyan;ENABLED.@@ [[Disable|Options][$showEconomicDetails = 0]]
<<else>>
	@@.red;DISABLED.@@ [[Enable|Options][$showEconomicDetails = 1]]
<</if>>

<<if ($formatNumbers == 1)>>
	Numeric formatting is currently @@.cyan;ENABLED.@@ [[Disable|Options][$formatNumbers = 0]]
<<else>>
	Numeric formatting is currently @@.red;DISABLED.@@ [[Enable|Options][$formatNumbers = 1]]
	//This will comma-format numbers in some areas.//
<</if>>

''FLAVOR SCENES''

Slave reactions to facility assignments are
<<if ($showAssignToScenes == 0)>>
	@@.red;DISABLED.@@ [[Enable|Options][$showAssignToScenes = 1]]
<<else>>
	@@.cyan;ENABLED.@@ [[Disable|Options][$showAssignToScenes = 0]]
<</if>>

Post sex clean up
<<if $postSexCleanUp < 1>>
	@@.cyan;is not@@ displayed. [[Display|Options][$postSexCleanUp = 1]]
<<else>>
	@@.cyan;is @@ displayed. [[Do not display|Options][$postSexCleanUp = 0]]
<</if>>

Appraisal miniscenes on slave sale are
<<if ($showAppraisal == 0)>>
	@@.red;DISABLED.@@ [[Enable|Options][$showAppraisal = 1]]
<<else>>
	@@.cyan;ENABLED.@@ [[Disable|Options][$showAppraisal = 0]]
<</if>>

Assignment performance vignettes on the end week report are
<<if ($showVignettes == 0)>>
	@@.red;DISABLED.@@ [[Enable|Options][$showVignettes = 1]]
<<else>>
	@@.cyan;ENABLED.@@ [[Disable|Options][$showVignettes = 0]]
<</if>>

<<if $newDescriptions == 1>>
	Slaves @@.cyan;will@@ have alternate titles.
	[[Disable|Options][$newDescriptions = 0]]
<<else>>
	Slaves @@.cyan;will not@@ have alternate titles.
	[[Enable|Options][$newDescriptions = 1]]
<</if>>

<<if $familyTesting == 1>>
	<<if $allowFamilyTitles == 1>>
		Your relatives @@.cyan;will@@ use family titles.
		[[Disable family titles|Options][$allowFamilyTitles = 0]]
	<<else>>
		Your relatives @@.cyan;will not@@ use family titles.
		[[Enable family titles|Options][$allowFamilyTitles = 1]]
	<</if>>
<</if>>

<<if $familyTesting == 1>>
	<<if (def $showDistantRelatives) && $showDistantRelatives == 1>>
		Distant relatives such as aunts, nieces and cousins ''are'' shown
		[[Hide distant relatives|Options][$showDistantRelatives = 0]]
	<<else>>
		Distant relatives such as aunts, nieces and cousins ''are not'' shown
		[[Show distant relatives|Options][$showDistantRelatives = 1]]
	<</if>>
<</if>>

''CONTENT''

<<if ($seeExtreme == 0)>>
	Extreme content like amputation is currently @@.red;DISABLED.@@ [[Enable|Options][$seeExtreme = 1]]
<<else>>
	Extreme content like amputation is currently @@.cyan;ENABLED.@@ [[Disable|Options][$seeExtreme = 0]]
<</if>>

    //Will not affect extreme surgeries already applied already in-game.

    More granular control of what appears is in// [[Description Options]].

<<if ($seeBestiality == 0)>>
	Bestiality related content is currently @@.red;DISABLED.@@ [[Enable|Options][$seeBestiality = 1]]
<<else>>
	Bestiality related content is currently @@.cyan;ENABLED.@@ [[Disable|Options][$seeBestiality = 0]] //Will not remove existing facilities, but will block content from appearing.//
<</if>>

<<if ($seePee == 0)>>
	Watersports related content is currently @@.red;DISABLED.@@ [[Enable|Options][$seePee = 1]]
<<else>>
	Watersports related content is currently @@.cyan;ENABLED.@@ [[Disable|Options][$seePee = 0]]
<</if>>

<<if ($seePreg == 0)>>
	Pregnancy related content is currently @@.red;DISABLED.@@ [[Enable|Options][$seePreg = 1]]
<<else>>
	Pregnancy related content is currently @@.cyan;ENABLED.@@ [[Disable|Options][$seePreg = 0]]
<</if>> //Will not affect existing pregnancies already in-game.//

<<if ($seeDicksAffectsPregnancy == 1)>>
	Child gender ''will'' be generated based off dick content settings. Currently <<print $seeDicks>>% of children will be born male. [[Disable|Options][$seeDicksAffectsPregnancy = 0]]
<<else>>
	Child gender ''will not'' be generated based off dick content settings. [[Enable|Options][$seeDicksAffectsPregnancy = 1]]
<</if>>

<<if $seeDicksAffectsPregnancy == 0>>

	<<if $adamPrinciple == 1>>
		XX slaves ''cannot'' have sons. [[Disable Adam Principle|Options][$adamPrinciple = 0]]
	<<else>>
		XX slaves ''can'' have sons. [[Enable Adam Principle|Options][$adamPrinciple = 1]]
	<</if>> //Will not affect existing pregnancies already in-game.//
<</if>>

<<if ($seeHyperPreg == 0)>>
	Extreme pregnancy content like broodmothers is currently @@.red;DISABLED.@@ [[Enable|Options][$seeHyperPreg = 1]]
<<else>>
	Extreme pregnancy content like broodmothers is currently @@.cyan;ENABLED.@@ [[Disable|Options][$seeHyperPreg = 0]]
<</if>>
//Will not affect existing hyperpregnancies already in-game.//

<<if ($dangerousPregnancy == 0)>>
	Pregnancy complications due to multiples and body size are currently @@.red;DISABLED.@@ [[Enable|Options][$dangerousPregnancy = 1]]
<<else>>
	Pregnancy complications due to multiples and body size are currently @@.cyan;ENABLED.@@ [[Disable|Options][$dangerousPregnancy = 0]]
<</if>>

<<if $precociousPuberty == 0>>
	Girls ''will not'' experience precocious puberty. (Not able to become pregnant younger than normal age - $fertilityAge).
	[[Enable precocious puberty|Options][$precociousPuberty = 1]]
<<else>>
	Girls ''will'' experience precocious puberty. (In certain conditions they will can become pregnant younger then normal age - $fertilityAge).
	[[Disable precocious puberty|Options][$precociousPuberty = 0]]
<</if>> //Will not affect existing precocious puberty cases already in-game.//

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

<<if $disableLisping>>
	Lisping: ''slaves will not lisp''.
	[[Enable Lisping|Options][$disableLisping = 0]]
<<else>>
	Lisping: ''slaves with fat lips or heavy oral piercings will lisp''.
	[[Disable Lisping|Options][$disableLisping = 1]]
<</if>>

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

<<if ($diversePronouns == 1)>>
	Experimental male pronouns are currently @@.cyan;ENABLED.@@ [[Disable|Options][$diversePronouns = 0]]
<<else>>
	Experimental male pronouns are currently @@.red;DISABLED.@@ [[Enable|Options][$diversePronouns = 1]]
<</if>>

    //Apply Backwards Compatibility after changing to update slave's pronouns. Not all scenes support male pronouns and this is not yet incorporated into the lore or mechanics.//

<<if $allowMaleSlaveNames>>
	Male slave names are currently @@.cyan;PERMITTED.@@ [[Deny|Options][$allowMaleSlaveNames = false]]
<<else>>
	Male slave names are currently @@.red;FORBIDDEN.@@ [[Allow|Options][$allowMaleSlaveNames = true]]
<</if>>
//This only affects slave generation and not your ability to name your slaves.//

<<if $showMissingSlaves>>
	Missing slave names are currently @@.cyan;SHOWN.@@ [[Hide|Options][$showMissingSlaves = 0]]
<<else>>
	Missing slave names are currently @@.red;HIDDEN.@@ [[Show|Options][$showMissingSlaves = 1]]
<</if>>

''INTERSECTING MECHANICS''

<<if ($weightAffectsAssets != 0)>>
	Slave assets affected by weight is @@.cyan;ENABLED.@@ [[Disable|Options][$weightAffectsAssets = 0]]
<<else>>
	Slave assets affected by weight is @@.red;DISABLED.@@ [[Enable|Options][$weightAffectsAssets = 1]]
<</if>> //Diet will still affect asset size.//

<<if ($curativeSideEffects != 0)>>
	Curative side effects are @@.cyan;ENABLED.@@ [[Disable|Options][$curativeSideEffects = 0]]
<<else>>
	Curative side effects are @@.red;DISABLED.@@ [[Enable|Options][$curativeSideEffects = 1]]
<</if>> //If enabled, curatives have a chance to give slaves harmful side effects.//

''MODS''

The Special Force Mod is currently
<<if ($SF.Toggle === 0)>>
	@@.red;DISABLED.@@ [[Enable|Options][$SF.Toggle = 1]]
<<else>>
	@@.cyan;ENABLED.@@ [[Disable|Options][$SF.Toggle = 0]]
	/*
 The support facility is
	<<if ($SF.Facility.Toggle === 0)>>
			@@.red;DISABLED.@@ [[Enable|Options][$SF.Facility.Toggle = 1]]
	<<else>>
			@@.cyan;ENABLED.@@ [[Disable|Options][$SF.Facility.Toggle = 0]]
	<</if>> //Prep for future content.*/
<</if>> //Will not affect mod content that has already been encountered.//

<<if ($cyberMod == 0)>>
	Cybernetics Mod is currently @@.red;DISABLED.@@ [[Enable|Options][$cyberMod = 1]]
<<else>>
	Cybernetics Mod is currently @@.cyan;ENABLED.@@ [[Disable|Options][$cyberMod = 0]]
<</if>>

<<if $secExp == 0>>
	The Security Expansion mod is @@.red;DISABLED.@@
	<<link "Enable">>
		<<set $secExp = 1>>
		<<include "SecExpBackwardCompatibility">>
		<<if $wasToggledBefore == 0>>
			<<set $wasToggledBefore = 1>>
		<</if>>
		<<goto "Options">>
	<</link>>
<<elseif ndef $secExp>>
	<<set $secExp = 0>>
	The Security Expansion mod is @@.red;DISABLED.@@
	<<link "Enable">>
		<<set $secExp = 1>>
		<<include "SecExpBackwardCompatibility">>
		<<if $wasToggledBefore == 0>>
			<<set $wasToggledBefore = 1>>
		<</if>>
		<<goto "Options">>
	<</link>>
<<else>>
	The Security Expansion Mod is currently @@.cyan;ENABLED.@@ [[Disable|Options][$secExp = 0]]
<</if>>
//The mod can be activated in any moment, but it may result in unbalanced gameplay if activated very late in the game.//
<<if def $secExp>>
	<<if $secExp == 1>>

        [[Security Expansion Options|secExpOptions]]
	<</if>>
<</if>>

''CHEATING OPTIONS''

<<if ($cheatMode == 1)>>
	Cheatmode is currently @@.cyan;ENABLED.@@ [[Disable|Options][$cheatMode = 0]]

	<<if ($cheatModeM == 1)>>
		Sidebar Cheats are currently @@.cyan;SHOWN.@@ [[Disable|Options][$cheatModeM = 0]]
	<<else>>
		Sidebar Cheats are currently @@.red;HIDDEN.@@ [[Enable|Options][$cheatModeM = 1]]
	<</if>>
<<else>>
	Cheatmode is currently @@.red;DISABLED.@@ [[Enable|Options][$cheatMode = 1]]
	//This will allow manual selection of events and unlock some options that would usually be restricted by progress//
<</if>>

<<if ($cheatMode == 1)>>
	[[Add 100000 money|Options][$cheater = 1, cashX(100000, "cheating")]] | [[Add 10000 rep|Options][$cheater = 1, repX(10000, "cheating")]] //Cheating will be flagged in your save//

<</if>>

<<if ($cheatMode == 1)>>
	<<if $seeAge == 1>>
		Slaves will ''age''
		[[Disable aging|Options][$seeAge = 0]] |
		[[Semi aging|Options][$seeAge = 2]]
	<<elseif $seeAge == 2>>
		Slaves ''will'' celebrate birthdays, but ''not age.''
		[[Enable aging fully|Options][$seeAge = 1]] |
		[[Disable aging|Options][$seeAge = 0]]
	<<else>>
		Slaves will ''not age''
		[[Enable aging|Options][$seeAge = 1]] |
		[[Semi aging|Options][$seeAge = 2]]
	<</if>>

<</if>>

''DEVELOPER OPTIONS''

<<if ($debugMode == 1)>>
	Debug Mode is currently @@.cyan;ENABLED.@@ [[Disable|Options][$debugMode = 0]]
<<else>>
	Debug Mode is currently @@.red;DISABLED.@@ [[Enable|Options][$debugMode = 1]]
	//This will add a Display Variables and Bug Report passage to the sidebar.//
<</if>>

Genetics array test:
<<link "Run Test">><<goto "test genetics">><</link>><<if $cheatMode == 1>> | [[Edit Genetics]]<<else>> | @@.gray;Edit Genetics@@ (Enable cheat mode)<</if>>

<<link "Reset RA Rules">><<include "Init Rules">><<goto "Rules Assistant">><</link>>

/*

[[Enable backwards compatibility|Backwards Compatibility]]

    //Select this option to make saves older than 0.9 compatible. If you see a lot of red error messages after loading a save file, using this option may make it possible to continue. Untested for saves earlier than 0.6.//
*/


code:
:: P bioreactor perfected [nobr]

<<set $nextButton = "Continue", $nextLink = "Random Nonindividual Event", $bioreactorsAnnounced = 1>>

<<set $activeSlave = $slaves.find(function(s) { return s.assignment == "work in the dairy" && s.boobs > 48000 && (s.balls == 0 || s.balls >= 10) && s.fetish == "mindbroken"; })>>

<<if (ndef $activeSlave)>>
	<<goto "Random Nonindividual Event">>
<<else>>

<<setLocalPronouns $activeSlave>>
<<setAssistantPronouns>>

When you need peace and quiet to work through a difficult problem, you sometimes take a few minutes to pace through $dairyName. The massive, gently swaying breasts are always an encouraging sight, and the faint, rhythmic sounds of machine milking, machine feeding, and machine sodomy have a stimulating effect on one's thought processes. When you reach the end of the row of machines for the first time today, you turn to walk back again, and then notice that $assistantName's
<<if $assistant == 0>>
	symbol is visible on a screen across the last cow in the row from you, glowing gently to get your attention.
<<else>>
	<<switch $assistantAppearance>>
	<<case "monstergirl">>
		monstergirl avatar is visible on a screen across the last cow in the row from you, waving cheerfully for your attention with one of _hisA hands and a couple of _hisA hair-tentacles.
	<<case "shemale">>
		shemale avatar is visible on a screen across the last cow in the row from you, waving for your attention. (_HisA bouncy waving makes _hisA ever-erect cock wave too.)
	<<case "amazon">>
		amazon avatar is visible on a screen across the last cow in the row from you, jumping up and down for your attention.
	<<case "businesswoman">>
		businesswoman avatar is visible on a screen across the last cow in the row from you, waving politely for your attention and pointing to a tablet in _hisA hand.
	<<case "fairy">>
		fairy avatar is visible on a screen across the last cow in the row from you, waving energetically and pointing to a tablet that _heA's sitting on.
	<<case "pregnant fairy">>
		pregnant fairy avatar is visible on a screen across the last cow in the row from you, waving energetically and pointing to a tablet that _heA's sitting on.
	<<case "goddess">>
		goddess avatar is visible on a screen across the last cow in the row from you, waving demurely for your attention and holding up one of _hisA dribbling breasts.
	<<case "hypergoddess">>
		goddess avatar is visible on a screen across the last cow in the row from you; _heA is aggressively milking _himselfA trying to get your attention.
	<<case "loli">>
		child avatar is visible on a screen across the last cow in the row from you, jumping up and down for your attention.
	<<case "preggololi">>
		child avatar is visible on a screen across the last cow in the row from you, waving _hisA arms over _hisA head.
	<<case "angel">>
		angel avatar is visible on a screen across the last cow in the row from you, waving _hisA arms and flapping _hisA wings.
	<<case "cherub">>
		cherub avatar is visible on a screen across the last cow in the row from you, fluttering back and forth while waving _hisA hands.
	<<case "incubus">>
		incubus avatar is visible on a screen across the last cow in the row from you, idly rubbing _hisA dick with one hand and beckoning you with the other.
	<<case "succubus">>
		succubus avatar is visible on a screen across the last cow in the row from you; _heA is happily mooning you.
	<<case "imp">>
		impish avatar is visible on a screen across the last cow in the row from you, flying back and forth while waving _hisA hands.
	<<case "witch">>
		witch avatar is visible on a screen across the last cow in the row from you, hopping up and down while waving _hisA arms over _hisA head.
	<<case "ERROR_1606_APPEARANCE_FILE_CORRUPT">>
		avatar is visible on a screen across the last cow in the row from you; _heA has produced countless flashing tubercles across _hisA body.
	<<case "schoolgirl">>
		schoolgirl avatar is visible on a screen across the last cow in the row from you, waving cutely for your attention and pointing to a tablet in _hisA hand.
	<<default>>
		symbol is visible on a screen across the last cow in the row from you, spinning and glowing gently to get your attention.
	<</switch>>
<</if>>

<<if $assistant == 0>>
	<<if $PC.title == 1>>"Sir,"<<else>>"Madam,"<</if>> _heA says, "I have a matter for your attention, concerning this slave."
<<else>>
	<<if $PC.title == 1>>"Sir,"<<else>>"Ma'am,"<</if>> _heA says, "I'd like to ask you something about this slave."
<</if>>
You stop and consider the cow, from $his titanic breasts to $his <<if ($activeSlave.balls >= 10) && ($activeSlave.scrotum > 0)>>swollen balls<<elseif $activeSlave.vagina > -1>>slavering cunt<<else>>distended stomach<</if>> to $his dildo-filled anus.
<<if $assistant == 0>>
	"This slave is permanently dependent on $his milking machine," it continues. "$He cannot be removed without uneconomical expenditures, and is unlikely to be useful elsewhere.
	Additionally, there is nothing more that can be done to make $his breasts any bigger<<if $activeSlave.balls >= 10>> or $his testicles any more productive<<elseif $activeSlave.ovaries == 1>> or $his womb any more productive<</if>>. $His development is essentially final, and that status can be made official. $He could be redesignated as equipment. Other than $his designation, this would make little difference: the machine would be slightly less cautious with $his drugs, future intubations, and such. $He would be removed from the slave lists."
<<else>>
	"$He's never leaving here, not without surgery. And even then, $he's forgotten almost everything, and $he won't be getting it back."
	<<switch $assistantAppearance>>
	<<case "monstergirl">>
		The monstergirl positions _himselfA on the screen to create an optical illusion that makes it look like _heA's gently petting the slave's shoulders. _HeA looks meditative.
	<<case "shemale">>
		The shemale positions _himselfA on the screen to create an optical illusion that makes it look like _heA's gently petting the slave's shoulders. _HeA looks uncharacteristically meditative.
	<<case "amazon">>
		The amazon positions _himselfA on the screen to create an optical illusion that makes it look like _heA's gently petting the slave's shoulders. _HeA looks meditative.
	<<case "businesswoman">>
		The businesswoman positions _himselfA on the screen to create an optical illusion that makes it look like _heA's gently petting the slave's shoulders. _HeA looks meditative.
	<<case "fairy">>
		The fairy positions _himselfA on the screen to create an optical illusion that makes it look like _heA's standing on $his shoulder and hugging $his cheek.
	<<case "pregnant fairy">>
		The pregnant fairy positions _himselfA on the screen to create an optical illusion that makes it look like _heA's standing on $his shoulder and hugging $his cheek.
	<<case "goddess">>
		The goddess positions _himselfA on the screen to create an optical illusion that makes it look like _heA's gently caressing the slave's shoulders. _HeA looks meditative.
	<<case "hypergoddess">>
		The goddess positions _himselfA on the screen to create an optical illusion that makes it look like _heA's gently caressing the slave's shoulders. _HeA looks meditative.
	<<case "loli">>
		The little _girlA positions _himselfA on the screen to create an optical illusion that makes it look like _heA's gently petting the slave's shoulders. _HeA looks meditative.
	<<case "preggololi">>
		The little _girlA positions _himselfA on the screen to create an optical illusion that makes it look like _heA's gently petting the slave's shoulders. _HeA looks meditative.
	<<case "angel">>
		The angel positions _himselfA on the screen to create an optical illusion that makes it look like _heA's gently caressing the slave. _HeA looks meditative.
	<<case "cherub">>
		The cherub positions _himselfA on the screen to create an optical illusion that makes it look like _heA's gently petting the slave's shoulders while hovering over them. _HeA looks meditative.
	<<case "incubus">>
		The incubus positions _himselfA on the screen to create an optical illusion that makes it look like _heA's gently groping the slave's rear. _HeA looks uncharacteristically meditative.
	<<case "succubus">>
		The succubus positions _himselfA on the screen to create an optical illusion that makes it look like _heA's resting _hisA breasts on the slave's head. _HeA looks uncharacteristically meditative.
	<<case "imp">>
		The imp positions _himselfA on the screen to create an optical illusion that makes it look like _heA's gently rubbing the slave's shoulders while hovering over them. _HeA looks uncharacteristically meditative.
	<<case "witch">>
		The witch positions _himselfA on the screen to create an optical illusion that makes it look like _heA's gently caressing the slave's shoulders. _HeA looks meditative.
	<<case "ERROR_1606_APPEARANCE_FILE_CORRUPT">>
		It positions _himselfA on the screen to create an optical illusion that makes it look like _heA's gently caressing the slave's breasts and groin with fleshy tentacles. _HeA looks uncharacteristically meditative.
	<<case "schoolgirl">>
		The schoolgirl positions _himselfA on the screen to create an optical illusion that makes it look like _heA's gently petting the slave's shoulders. _HeA looks uncharacteristically meditative.
	<<default>>
		The symbol on the screen dissolves down to create a gentle backlight behind the slave.
	<</switch>>
	"$He's beautiful, isn't $he? Perfect. There's nothing more that can be done, to make $his udders any bigger<<if $activeSlave.balls >= 10>> or $his balls any more productive<<elseif $activeSlave.ovaries == 1>> or $his womb any more productive<</if>>. $He's complete, and $he's part of this machine now, and that's all $he'll ever be. I can make that status official, <<if $PC.title == 1>>Sir<<else>>Ma'am<</if>>. I'd redesignate $him as equipment. It wouldn't change much, other than a designation. I'd just be a little less cautious with $his drugs, future intubations, things like that. But for slave purposes, $he'd be gone. Just a part of $dairyName, forever. Or, until $he wears out in <<if $retirementAge-$activeSlave.physicalAge <= 3>>a few years<<elseif $retirementAge-$activeSlave.physicalAge <= 10>>a decade or so<<elseif $retirementAge-$activeSlave.physicalAge >= 20>>a couple of decades<</if>>."
<</if>>

<<link "Do it, and do it to all maximized dairy slaves">>
	<<replace "#result">>
		Your assistant pauses, and then says, "Redesignation complete, <<= properTitle()>>. This milking machine has been equipped with biological components. This combination is projected to produce approximately <<if $activeSlave.balls > 0>><<print 1000*Math.trunc((3*52*($retirementAge-$activeSlave.physicalAge))/1000)>> liters of cum,<</if>>
		<<if $activeSlave.ovaries == 1>><<print 100*Math.trunc((52*($retirementAge-$activeSlave.physicalAge))/100)>> liters of vaginal secretions, <<print 5*($retirementAge-$activeSlave.physicalAge)>> slaves,<</if>>
		and <<print 1000*Math.trunc((300*52*($retirementAge-$activeSlave.physicalAge))/1000)>> liters of milk over a <<print $retirementAge-$activeSlave.physicalAge>> year period before its biological components must be replaced."
		<<if $assistant > 0>>
			<<switch $assistantAppearance>>
			<<case "monstergirl">>
				_HisA avatar watches the new equipment with almost motherly affection, _hisA tentacle hair writhing obscurely.
			<<case "shemale">>
				_HisA avatar sits down and produces a glass of milk. _HeA drains it in one long chug, and then begins to jerk off.
			<<case "amazon">>
				_HisA avatar sits down with a clatter of bone ornaments, produces a skin of milk, and takes a long pull.
			<<case "businesswoman">>
				_HisA avatar stands on the screen, watching the new equipment with an air of satisfaction.
			<<case "fairy">>
				_HisA avatar hovers around, humming a tune while checking the new equipment.
			<<case "pregnant fairy">>
				_HisA avatar hovers around, humming a soft tune while checking the new equipment.
			<<case "goddess">>
				_HisA avatar sits down, kneading _hisA milky tits in empathy, a hint of simulated jealousy in the way _heA watches the new equipment.
			<<case "hypergoddess">>
				_HisA avatar sits down, kneading _hisA milky tits in empathy, a hint of simulated jealousy in the way _heA watches the new equipment.
			<<case "loli">>
				_HisA avatar sits down, rubbing _hisA flat chest sadly as _heA watches the new equipment.
			<<case "preggololi">>
				_HisA avatar sits down, pinching _hisA milky nipples in empathy, a hint of simulated jealousy in the way _heA watches the new equipment.
			<<case "angel">>
				_HisA avatar blushes as _heA watches the new equipment. "$He'll feed so many hungry mouths..."
			<<case "cherub">>
				_HisA avatar blushes at the sight of the new equipment. _HeA quickly buries _hisA face in _hisA palms at the perversion.
			<<case "incubus">>
				_HisA avatar starts jerking off to the sight of the new bioreactor. _HeA throws you a smirk, "But you like MY milk best, don't you?"
			<<case "succubus">>
				_HisA avatar rubs _hisA breasts, steadily swelling them until a gush of milk escapes _hisA nipples. "Mine will always be your favorite."
			<<case "imp">>
				_HisA avatar licks _hisA lips at the new equipment, longing to taste it.
			<<case "witch">>
				_HisA avatar sits down and brings _hisA hands to _hisA breasts wondering if _heA could make them big and milky for you too.
			<<case "ERROR_1606_APPEARANCE_FILE_CORRUPT">>
				_HisA avatar's breasts steadily begin swelling, _hisA belly following not long after. Once it is similar in size to the new equipment, a pair of tentacles extend from _hisA back and clamp onto _hisA nipples, eagerly suckling milk from _hisA unnatural udders.
			<<case "schoolgirl">>
				_HisA avatar sits down, watching the new equipment with an air of embarrassment. The schoolgirl blushes, and begins to masturbate.
			<<default>>
				_HisA avatar symbol returns to gentle spinning, doing so in synchrony with the undulations of the new equipment's breasts.
			<</switch>>
		<</if>>
		"Future redesignations can always be disabled from $dairyName interface."
		<<if ($activeSlave.ovaries == 1)>>
			<<if ($activeSlave.balls == 0)>>
				<<set $bioreactorsXX += 1>>
			<<else>>
				<<set $bioreactorsHerm += 1>>
			<</if>>
		<<else>>
			<<if ($activeSlave.balls == 0)>>
				<<set $bioreactorsBarren += 1>>
			<<else>>
				<<set $bioreactorsXY += 1>>
			<</if>>
		<</if>>
		<<= removeActiveSlave() >>
		<<set $createBioreactors = 1>>
	<</replace>>
<</link>>

<<link "No, leave $him as $he is">>
	<<replace "#result">>
		"Yes, <<if $PC.title == 1>>sir<<else>>ma'am<</if>>," your assistant confirms. "This option will remain accessible from $dairyName's control interface, if you reconsider."
	<</replace>>
<</link>>

<</if>> /* closes validity check */


code:
:: P citizens and civilians [nobr]

<<if ($PC.warfare >= 100) || ($PC.career == "arcology owner")>>
	<<set _cost = 10000>>
<<else>>
	<<set _cost = 20000>>
<</if>>
<<setAssistantPronouns>>

<<set $nextButton = "Continue", $nextLink = "Random Nonindividual Event">>

<<if $assistant > 0>>
	While working at your desk, you are accompanied by the luscious sound of $assistantName humming to _himselfA, which _heA does to indicate _heA's working on a difficult task. After this goes on for a while,
	<<switch $assistantAppearance>>
	<<case "monstergirl">>
		_hisA monstergirl avatar uses _hisA tentacle hair to wave for your attention
	<<case "shemale">>
		_hisA avatar helicopters _hisA dick until _heA has your attention
	<<case "amazon">>
		_hisA avatar jumps up and down for your attention, hooting cheerfully,
	<<case "hypergoddess">>
		_hisA avatar leans onto _hisA massive belly, allowing _hisA tits to flop onto the ground to get your attention,
	<<case "loli">>
		_hisA avatar eagerly jumps up and down to get your attention
	<<case "preggololi">>
		_hisA avatar eagerly waves _hisA hands to get your attention
	<<case "businesswoman">>
		_hisA avatar takes off _hisA reading glasses, straightens _hisA suit jacket,
	<<case "cherub" "fairy" "imp" "pregnant fairy">>
		_hisA avatar flies up to your face and waves _hisA arms
	<<case "goddess">>
		_hisA avatar hefts up _hisA gravid body, glowing brighter than usual to get your attention,
	<<case "schoolgirl">>
		_hisA schoolgirl avatar bounces up and down for your attention
	<<case "angel">>
		_hisA avatar flaps _hisA wings to grab your attention
	<<case "incubus">>
		_hisA avatar blows a huge load of cum to get your attention
	<<case "succubus">>
		_hisA avatar lets loose a huge moan to get your attention
	<<case "witch">>
		_hisA avatar summons a number of explosions, searing perfectly placed holes on _hisA robe, to get your attention
	<<case "ERROR_1606_APPEARANCE_FILE_CORRUPT">>
		_hisA avatar explodes into a twisted being of flesh and blood, reforms into _hisA usual shape,
	<<default>>
		_hisA symbol glows to get your attention
	<</switch>>
	and says, "<<= properTitle()>>, I have a suggestion. At your request I have been reviewing historical slave societies for parallels with our current situation. I calculate it would be very advantageous to bind your mercenaries more closely to the arcology. It would be expensive, but if they were all given slaves, better weapons, and some sort of title, they would defend this place to the death."
<<else>>
	<<if $assistantName == "your personal assistant">>Your personal assistant<<else>>$assistantName<</if>> catches your attention as you work at your desk. _HeA says, "<<= properTitle()>>, a suggestion. Review of historical slave societies for parallels with your current situation is complete. Analysis indicates it would be advantageous to increase the loyalty of your mercenaries. It would be expensive, but if they were given slaves, better weapons, and an honorary title, they would defend the arcology with increased effectiveness."
<</if>>

''This is a unique and very important opportunity'' and must not be taken lightly. //All of these choices have the same gameplay effect, and only differ in theme.//

<<link "Decline">>
	<<replace "#result">>
	The suggestion is absurd; no historical lessons are necessary for a world where drones and supercomputers rule the day. Your mercenaries will doubtless perform well enough as mercenaries.
	<</replace>>
<</link>>

<<link "They shall be my Knights">>
	<<replace "#result">>
	You ask for a meeting with your mercenaries' captain and lay out a proposal for a new contract between you over $PC.refreshment. As he reviews the terms, he looks skeptical, then surprised, then interested, and finally, he breaks out into laughter. "<<= properTitle()>>," he says, "you have no idea how fun this is going to be." He rises and gives you a short bow. "Knight-Captain reporting for duty, <<= properTitle()>>." The mercenaries — no, the Knights — are well looked after. They are each assigned a nice apartment, a freshly enslaved servant, and a suit of prototype armor equipped with the latest weapons. Word of the innovation runs through the Free Cities @@.green;like wildfire.@@
	<<run repX(5000, "event")>>
	<<run cashX(forceNeg(_cost), "mercenaries")>>
	<<set $mercenaries = 5>>
	<<set $mercenariesTitle = "Knights">>
	<</replace>>
<</link>> <<if ($PC.warfare >= 100) || ($PC.career == "arcology owner")>>//This will cost <<print cashFormat(10000)>> and some upkeep, @@.springgreen;reduced by your mercenary contacts@@//<<else>>//This will cost <<print cashFormat(20000)>> and incur significant upkeep costs//<</if>>
<<if $arcologies[0].FSRomanRevivalist >= 10>>

<<link "They shall be my Evocati">>
	<<replace "#result">>
	You ask for a meeting with your mercenaries' captain and lay out a proposal for a new contract between you over $PC.refreshment. As he reviews the terms, he looks skeptical, then surprised, then interested, and finally, he breaks out into laughter. "<<= properTitle()>>," he says, "you have no idea how fun this is going to be." He rises and gives you a short bow. "Centurion reporting for duty, <<= properTitle()>>." The mercenaries — no, the Evocati — are well looked after. They are each assigned a nice apartment, a freshly enslaved servant, and a suit of prototype armor equipped with the latest weapons and bearing a Roman standard. Word of the innovation runs through the Free Cities @@.green;like wildfire.@@
	<<run repX(5000, "event")>>
	<<run cashX(forceNeg(_cost), "mercenaries")>>
	<<set $mercenaries = 5>>
	<<set $mercenariesTitle = "Evocati">>
	<</replace>>
<</link>> <<if ($PC.warfare >= 100) || ($PC.career == "arcology owner")>>//This will cost <<print cashFormat(10000)>> and some upkeep, @@.springgreen;reduced by your mercenary contacts@@//<<else>>//This will cost <<print cashFormat(20000)>> and incur significant upkeep costs//<</if>>
<</if>>
<<if $arcologies[0].FSAztecRevivalist >= 10>>

<<link "They shall be my Shorn Ones">>
	<<replace "#result">>
	You ask for a meeting with your mercenaries' captain and lay out a proposal for a new contract between you over $PC.refreshment. As he reviews the terms, he looks skeptical, then surprised, then interested, and finally, he breaks out into laughter. "<<= properTitle()>>," he says, "you have no idea how fun this is going to be." He rises and gives you a short bow. "Centurion reporting for duty, <<= properTitle()>>." The mercenaries — no, the Shorn Ones — are well looked after. They are each assigned a nice apartment, a freshly enslaved servant, and a suit of prototype armor equipped with the latest weapons and bearing an Aztec standard adorned on a spear. Word of the innovation runs through the Free Cities @@.green;like wildfire.@@
	<<set $nextButton = "Continue">>
	<<run repX(5000, "event")>>
	<<run cashX(forceNeg(_cost), "mercenaries")>>
	<<set $mercenaries = 5>>
	<<set $mercenariesTitle = "Shorn Ones">>
	<</replace>>
<</link>> <<if ($PC.warfare >= 100) || ($PC.career == "arcology owner")>>//This will cost <<print cashFormat(10000)>> and some upkeep, @@.springgreen;reduced by your mercenary contacts@@//<<else>>//This will cost <<print cashFormat(20000)>> and incur significant upkeep costs//<</if>>
<</if>>
<<if $arcologies[0].FSChineseRevivalist >= 10>>
<<link "They shall be my Imperial Guards">>
	<<replace "#result">>
	You ask for a meeting with your mercenaries' captain and lay out a proposal for a new contract between you over $PC.refreshment. As he reviews the terms, he looks skeptical, then surprised, then interested, and finally, he breaks out into laughter. "<<= properTitle()>>," he says, "you have no idea how fun this is going to be." He rises and gives you a short bow. "General of the Imperial Guard, reporting for duty, <<= properTitle()>>." The mercenaries — no, the Imperial Guards — are well looked after. They are each assigned a nice apartment, a freshly enslaved servant, and a suit of prototype armor equipped with the latest weapons and bearing an Imperial Chinese war banner. Word of the innovation runs through the Free Cities @@.green;like wildfire.@@
	<<set $nextButton = "Continue">>
	<<run repX(5000, "event")>>
	<<run cashX(forceNeg(_cost), "mercenaries")>>
	<<set $mercenaries = 5>>
	<<set $mercenariesTitle = "Imperial Guards">>
	<</replace>>
<</link>> <<if ($PC.warfare >= 100) || ($PC.career == "arcology owner")>>//This will cost <<print cashFormat(10000)>> and some upkeep, @@.springgreen;reduced by your mercenary contacts@@//<<else>>//This will cost <<print cashFormat(20000)>> and incur significant upkeep costs//<</if>>
<</if>>
<<if $arcologies[0].FSEgyptianRevivalist >= 10>>

<<link "They shall be my Medjay">>
	<<replace "#result">>
	You ask for a meeting with your mercenaries' captain and lay out a proposal for a new contract between you over $PC.refreshment. As he reviews the terms, he looks skeptical, then surprised, then interested, and finally, he breaks out into laughter. "<<= properTitle()>>," he says, "you have no idea how fun this is going to be." He rises and gives you a short bow. "First Medjay reporting for duty, <<= properTitle()>>." The mercenaries — no, the Medjay — are well looked after. They are each assigned a nice apartment, a freshly enslaved servant, and a suit of prototype armor equipped with the latest weapons and bearing a faux cheetah cloak. Word of the innovation runs through the Free Cities @@.green;like wildfire.@@
	<<run repX(5000, "event")>>
	<<run cashX(forceNeg(_cost), "mercenaries")>>
	<<set $mercenaries = 5>>
	<<set $mercenariesTitle = "Medjay">>
	<</replace>>
<</link>> <<if ($PC.warfare >= 100) || ($PC.career == "arcology owner")>>//This will cost <<print cashFormat(10000)>> and some upkeep, @@.springgreen;reduced by your mercenary contacts@@//<<else>>//This will cost <<print cashFormat(20000)>> and incur significant upkeep costs//<</if>>
<</if>>
<<if $arcologies[0].FSEdoRevivalist >= 10>>

<<link "Naturally, they shall be the Samurai">>
	<<replace "#result">>
	You ask for a meeting with your mercenaries' captain and lay out a proposal for a new contract between you over $PC.refreshment. As he reviews the terms, he looks skeptical, then surprised, then interested, and finally, he breaks out into laughter. "<<= properTitle()>>," he says, "you have no idea how fun this is going to be." He rises and gives you a short bow. "Your Samurai-Lord reports for duty, <<= properTitle()>>." The mercenaries — no, the Samurai — are well looked after. They are each assigned a nice apartment, a freshly enslaved servant, and a suit of prototype armor equipped with the latest weapons, exterior plates styled after lacquered Samurai armor, and an enraged mask covering the face. Word of the innovation runs through the Free Cities @@.green;like wildfire.@@
	<<run repX(5000, "event")>>
	<<run cashX(forceNeg(_cost), "mercenaries")>>
	<<set $mercenaries = 5>>
	<<set $mercenariesTitle = "Samurai">>
	<</replace>>
<</link>> <<if ($PC.warfare >= 100) || ($PC.career == "arcology owner")>>//This will cost <<print cashFormat(10000)>> and some upkeep, @@.springgreen;reduced by your mercenary contacts@@//<<else>>//This will cost <<print cashFormat(20000)>> and incur significant upkeep costs//<</if>>
<</if>>
<<if $arcologies[0].FSArabianRevivalist >= 10>>

<<link "They shall be my Janissaries">>
	<<replace "#result">>
	You ask for a meeting with your mercenaries' captain and lay out a proposal for a new contract between you over $PC.refreshment. As he reviews the terms, he looks skeptical, then surprised, then interested, and finally, he breaks out into laughter. "<<= properTitle()>>," he says, "you have no idea how fun this is going to be." He rises and gives you a short bow. "Corbaci reporting for duty, <<= properTitle()>>." The mercenaries — no, the Janissaries — are well looked after. They are each assigned a nice apartment, a freshly enslaved servant, and a suit of prototype armor equipped with the latest weapons and cloaked in an outer garment of fine oriental silks. Word of the innovation runs through the Free Cities @@.green;like wildfire.@@
	<<run repX(5000, "event")>>
	<<run cashX(forceNeg(_cost), "mercenaries")>>
	<<set $mercenaries = 5>>
	<<set $mercenariesTitle = "Janissaries">>
	<</replace>>
<</link>> <<if ($PC.warfare >= 100) || ($PC.career == "arcology owner")>>//This will cost <<print cashFormat(10000)>> and some upkeep, @@.springgreen;reduced by your mercenary contacts@@//<<else>>//This will cost <<print cashFormat(20000)>> and incur significant upkeep costs//<</if>>
<</if>>
<<if $arcologies[0].FSChattelReligionist >= 10>>

<<link "They shall be the Knights Templar">>
	<<replace "#result">>
	You ask for a meeting with your mercenaries' captain and lay out a proposal for a new contract between you over $PC.refreshment. As he reviews the terms, he looks skeptical, then surprised, then interested, and finally, he breaks out into laughter. "<<= properTitle()>>," he says, "you have no idea how fun this is going to be." He rises and gives you a short bow. "Inquisitor-General reporting for duty, <<= properTitle()>>." The mercenaries — no, the Knights Templar — are well looked after. They are each assigned a nice apartment, a freshly enslaved servant, and a suit of prototype armor equipped with the latest weapons and bearing a cloak emblazoned with the symbol of God. Word of the innovation runs through the Free Cities @@.green;like wildfire.@@
	<<run repX(5000, "event")>>
	<<run cashX(forceNeg(_cost), "mercenaries")>>
	<<set $mercenaries = 5>>
	<<set $mercenariesTitle = "Knights Templar">>
	<</replace>>
<</link>> <<if ($PC.warfare >= 100) || ($PC.career == "arcology owner")>>//This will cost <<print cashFormat(10000)>> and some upkeep, @@.springgreen;reduced by your mercenary contacts@@//<<else>>//This will cost <<print cashFormat(20000)>> and incur significant upkeep costs//<</if>>
<</if>>
<<if $arcologies[0].FSDegradationist >= 10>>

<<link "They shall be my Immortals">>
	<<replace "#result">>
	You ask for a meeting with your mercenaries' captain and lay out a proposal for a new contract between you over $PC.refreshment. As he reviews the terms, he looks skeptical, then surprised, then interested, and finally, he breaks out into laughter. "<<= properTitle()>>," he says, "you have no idea how fun this is going to be." He rises and gives you a short bow. "Satrap reporting for duty, <<= properTitle()>>." The mercenaries — no, the Immortals — are well looked after. They are each assigned a nice apartment, a freshly enslaved servant, and a suit of prototype armor equipped with the latest weapons and more than one wicked, curved blade. Word of the innovation runs through the Free Cities @@.green;like wildfire.@@
	<<run repX(5000, "event")>>
	<<run cashX(forceNeg(_cost), "mercenaries")>>
	<<set $mercenaries = 5>>
	<<set $mercenariesTitle = "Immortals">>
	<</replace>>
<</link>> <<if ($PC.warfare >= 100) || ($PC.career == "arcology owner")>>//This will cost <<print cashFormat(10000)>> and some upkeep, @@.springgreen;reduced by your mercenary contacts@@//<<else>>//This will cost <<print cashFormat(20000)>> and incur significant upkeep costs//<</if>>
<</if>>
<<if $arcologies[0].FSAssetExpansionist >= 10>>

<<link "They shall be the Vast Legions">>
	<<replace "#result">>
	You ask for a meeting with your mercenaries' captain and lay out a proposal for a new contract between you over $PC.refreshment. As he reviews the terms, he looks skeptical, then surprised, then interested, and finally, he breaks out into laughter. "<<= properTitle()>>," he says, "you have no idea how fun this is going to be." He rises and gives you a short bow. "The Vast Legions reporting for duty, <<= properTitle()>>." The mercenaries — no, the Vast Legions — are well looked after. They are each assigned a nice apartment, a freshly enslaved servant, and a suit of bulky, heavily armored prototype armor. Word of the innovation runs through the Free Cities @@.green;like wildfire.@@
	<<run repX(5000, "event")>>
	<<run cashX(forceNeg(_cost), "mercenaries")>>
	<<set $mercenaries = 5>>
	<<set $mercenariesTitle = "Vast Legions">>
	<</replace>>
<</link>> <<if ($PC.warfare >= 100) || ($PC.career == "arcology owner")>>//This will cost <<print cashFormat(10000)>> and some upkeep, @@.springgreen;reduced by your mercenary contacts@@//<<else>>//This will cost <<print cashFormat(20000)>> and incur significant upkeep costs//<</if>>
<</if>>
<<if $arcologies[0].FSTransformationFetishist >= 10>>

<<link "They shall be the Surgical Corps">>
	<<replace "#result">>
	You ask for a meeting with your mercenaries' captain and lay out a proposal for a new contract between you over $PC.refreshment. As he reviews the terms, he looks skeptical, then surprised, then interested, and finally, he breaks out into laughter. "<<= properTitle()>>," he says, "you have no idea how fun this is going to be." He rises and gives you a short bow. "Surgeon-General reporting for duty, <<= properTitle()>>." The mercenaries — no, the Surgical Corps — are well looked after. They are each assigned a nice apartment, a freshly enslaved servant, and a suit of prototype armor equipped with the latest medical equipment. Word of the innovation runs through the Free Cities @@.green;like wildfire.@@
	<<run repX(5000, "event")>>
	<<run cashX(forceNeg(_cost), "mercenaries")>>
	<<set $mercenaries = 5>>
	<<set $mercenariesTitle = "Surgical Corps">>
	<</replace>>
<</link>> <<if ($PC.warfare >= 100) || ($PC.career == "arcology owner")>>//This will cost <<print cashFormat(10000)>> and some upkeep, @@.springgreen;reduced by your mercenary contacts@@//<<else>>//This will cost <<print cashFormat(20000)>> and incur significant upkeep costs//<</if>>
<</if>>
<<if $arcologies[0].FSGenderRadicalist >= 10>>

<<link "They shall be the Inglorious Bitches">>
	<<replace "#result">>
	You ask for a meeting with your mercenaries' captain and lay out a proposal for a new contract between you over $PC.refreshment. As he reviews the terms, he looks skeptical, then surprised, then interested, and finally, he breaks out into laughter. "<<= properTitle()>>," he says, "you have no idea how fun this is going to be." He rises and gives you a short bow. "Guess that makes me a bitch, <<= properTitle()>>." The mercenaries — no, the Inglorious Bitches — are well looked after. They are each assigned a nice apartment, a freshly enslaved servant, and a suit of prototype armor slathered in garish neon paint. Word of the innovation runs through the Free Cities @@.green;like wildfire.@@
	<<run repX(5000, "event")>>
	<<run cashX(forceNeg(_cost), "mercenaries")>>
	<<set $mercenaries = 5>>
	<<set $mercenariesTitle = "Inglorious Bitches">>
	<</replace>>
<</link>> <<if ($PC.warfare >= 100) || ($PC.career == "arcology owner")>>//This will cost <<print cashFormat(10000)>> and some upkeep, @@.springgreen;reduced by your mercenary contacts@@//<<else>>//This will cost <<print cashFormat(20000)>> and incur significant upkeep costs//<</if>>
<</if>>
<<if $arcologies[0].FSGenderFundamentalist >= 10>>

<<link "They shall be the Thousand Sons">>
	<<replace "#result">>
	You ask for a meeting with your mercenaries' captain and lay out a proposal for a new contract between you over $PC.refreshment. As he reviews the terms, he looks skeptical, then surprised, then interested, and finally, he breaks out into laughter. "<<= properTitle()>>," he says, "you have no idea how fun this is going to be." He rises and gives you a short bow. "Allfather reporting for duty, <<= properTitle()>>." The mercenaries — no, the Thousand Sons — are well looked after. They are each assigned a nice apartment, a freshly enslaved servant, a private gym, and a suit of prototype armor that preserves a sample of the wearer's genetic material in the event of death. Word of the innovation runs through the Free Cities @@.green;like wildfire.@@
	<<run repX(5000, "event")>>
	<<run cashX(forceNeg(_cost), "mercenaries")>>
	<<set $mercenaries = 5>>
	<<set $mercenariesTitle = "Thousand Sons">>
	<</replace>>
<</link>> <<if ($PC.warfare >= 100) || ($PC.career == "arcology owner")>>//This will cost <<print cashFormat(10000)>> and some upkeep, @@.springgreen;reduced by your mercenary contacts@@//<<else>>//This will cost <<print cashFormat(20000)>> and incur significant upkeep costs//<</if>>
<</if>>
<<if $arcologies[0].FSRepopulationFocus >= 10>>

<<link "They shall be the Guardians of the Unborn">>
	<<replace "#result">>
	You ask for a meeting with your mercenaries' captain and lay out a proposal for a new contract between you over $PC.refreshment. As he reviews the terms, he looks skeptical, then surprised, then interested, and finally, he breaks out into laughter. "<<= properTitle()>>," he says, "you have no idea how fun this is going to be." He rises and gives you a short bow. "Fetal Guardian reporting for duty, <<= properTitle()>>." The mercenaries — no, the Guardians of the Unborn — are well looked after. They are each assigned a nice apartment, three fertile slavegirls for the men, assured maternity leave for the ladies, and a suit of prototype armor designed to keep even the most heavily pregnant mercenary's child safe and sound. Word of the innovation runs through the Free Cities @@.green;like wildfire.@@
	<<run repX(5000, "event")>>
	<<run cashX(forceNeg(_cost), "mercenaries")>>
	<<set $mercenaries = 5>>
	<<set $mercenariesTitle = "Guardians of the Unborn">>
	<</replace>>
<</link>> <<if ($PC.warfare >= 100) || ($PC.career == "arcology owner")>>//This will cost <<print cashFormat(10000)>> and some upkeep, @@.springgreen;reduced by your mercenary contacts@@//<<else>>//This will cost <<print cashFormat(20000)>> and incur significant upkeep costs//<</if>>
<</if>>
<<if $arcologies[0].FSRestart >= 10>>

<<link "They shall be my Shadowed Hand">>
	<<replace "#result">>
	You ask for a meeting with your mercenaries' captain and lay out a proposal for a new contract between you over $PC.refreshment. As he reviews the terms, he looks skeptical, then surprised, then interested, and finally, he breaks out into laughter. "<<= properTitle()>>," he says, "you have no idea how fun this is going to be." He rises and gives you a short bow. "Your Right Hand reporting for duty, <<= properTitle()>>." The mercenaries — no, the Shadowed Hand of the Societal Elite — are well looked after. They are each assigned a glorious apartment, a slave of their choice, what ever luxuries they can think of, and a suit of prototype armor equipped with the latest weapons and defenses. Word of the innovation runs through the Free Cities @@.green;like wildfire.@@
	<<run repX(5000, "event")>>
	<<run cashX(forceNeg(_cost), "mercenaries")>>
	<<set $mercenaries = 5>>
	<<set $mercenariesTitle = "Shadowed Hand">>
	<</replace>>
<</link>> <<if ($PC.warfare >= 100) || ($PC.career == "arcology owner")>>//This will cost <<print cashFormat(10000)>> and some upkeep, @@.springgreen;reduced by your mercenary contacts@@//<<else>>//This will cost <<print cashFormat(20000)>> and incur significant upkeep costs//<</if>>
<</if>>
<<if $arcologies[0].FSPhysicalIdealist >= 10>>

<<link "They shall be the Asgardians">>
	<<replace "#result">>
	You ask for a meeting with your mercenaries' captain and lay out a proposal for a new contract between you over $PC.refreshment. As he reviews the terms, he looks skeptical, then surprised, then interested, and finally, he breaks out into laughter. "<<= properTitle()>>," he says, "you have no idea how fun this is going to be." He rises and gives you a short bow. "Foehammer reporting for duty, <<= properTitle()>>." The mercenaries — no, the Asgardians — are well looked after. They are each assigned a nice apartment, a freshly enslaved servant, a private gym, and a suit of prototype armor equipped with the latest weapons. Word of the innovation runs through the Free Cities @@.green;like wildfire.@@
	<<run repX(5000, "event")>>
	<<run cashX(forceNeg(_cost), "mercenaries")>>
	<<set $mercenaries = 5>>
	<<set $mercenariesTitle = "Asgardians">>
	<</replace>>
<</link>> <<if ($PC.warfare >= 100) || ($PC.career == "arcology owner")>>//This will cost <<print cashFormat(10000)>> and some upkeep, @@.springgreen;reduced by your mercenary contacts@@//<<else>>//This will cost <<print cashFormat(20000)>> and incur significant upkeep costs//<</if>>
<</if>>
<<if $arcologies[0].FSHedonisticDecadence >= 10>>

<<link "They shall be the Tasters">>
	<<replace "#result">>
	You ask for a meeting with your mercenaries' captain and lay out a proposal for a new contract between you over $PC.refreshment. As he reviews the terms, he looks skeptical, then surprised, then interested, and finally, he breaks out into laughter. "<<= properTitle()>>," he says, "you have no idea how fun this is going to be." He rises and gives you a short bow. "Lead Foodie reporting for duty, <<= properTitle()>>." The mercenaries — no, the Tasters — are well looked after. They are each assigned a comfy apartment, a freshly enslaved, plush servant, all the food and drink they can want (while off duty), and a suit of self-propelling prototype armor designed for maximum comfort without sacrificing protection. Word of the innovation runs through the Free Cities @@.green;like wildfire.@@
	<<run repX(5000, "event")>>
	<<run cashX(forceNeg(_cost), "mercenaries")>>
	<<set $mercenaries = 5>>
	<<set $mercenariesTitle = "Tasters">>
	<</replace>>
<</link>> <<if ($PC.warfare >= 100) || ($PC.career == "arcology owner")>>//This will cost <<print cashFormat(10000)>> and some upkeep, @@.springgreen;reduced by your mercenary contacts@@//<<else>>//This will cost <<print cashFormat(20000)>> and incur significant upkeep costs//<</if>>
<</if>>
<<if $arcologies[0].FSSupremacist >= 10>>

<<link "They shall be the Knights of the Blood">>
	<<replace "#result">>
	You ask for a meeting with your mercenaries' captain and lay out a proposal for a new contract between you over $PC.refreshment. As he reviews the terms, he looks skeptical, then surprised, then interested, and finally, he breaks out into laughter. "<<= properTitle()>>," he says, "you have no idea how fun this is going to be." He rises and gives you a short bow. "Knights of the Blood reporting for duty, <<= properTitle()>>." The mercenaries — no, the Knights of the Blood — are well looked after. They are each assigned a nice apartment, three freshly enslaved servants of inferior races, and a suit of prototype armor equipped with the latest weapons. Word of the innovation runs through the Free Cities @@.green;like wildfire.@@
	<<run repX(5000, "event")>>
	<<run cashX(forceNeg(_cost), "mercenaries")>>
	<<set $mercenaries = 5>>
	<<set $mercenariesTitle = "Knights of the Blood">>
	<</replace>>
<</link>> <<if ($PC.warfare >= 100) || ($PC.career == "arcology owner")>>//This will cost <<print cashFormat(10000)>> and some upkeep, @@.springgreen;reduced by your mercenary contacts@@//<<else>>//This will cost <<print cashFormat(20000)>> and incur significant upkeep costs//<</if>>
<</if>>
<<if $arcologies[0].FSSubjugationist >= 10>>

<<link "They shall be the Knights of the Purge">>
	<<replace "#result">>
	You ask for a meeting with your mercenaries' captain and lay out a proposal for a new contract between you over $PC.refreshment. As he reviews the terms, he looks skeptical, then surprised, then interested, and finally, he breaks out into laughter. "<<= properTitle()>>," he says, "you have no idea how fun this is going to be." He rises and gives you a short bow. "Knights of the Purge reporting for duty, <<= properTitle()>>." The mercenaries — no, the Knights of the Purge — are well looked after. They are each assigned a nice apartment, three freshly enslaved servants of the inferior race, and a suit of prototype armor equipped with the latest weapons. Word of the innovation runs through the Free Cities @@.green;like wildfire.@@
	<<run repX(5000, "event")>>
	<<run cashX(forceNeg(_cost), "mercenaries")>>
	<<set $mercenaries = 5>>
	<<set $mercenariesTitle = "Knights of the Purge">>
	<</replace>>
<</link>> <<if ($PC.warfare >= 100) || ($PC.career == "arcology owner")>>//This will cost <<print cashFormat(10000)>> and some upkeep, @@.springgreen;reduced by your mercenary contacts@@//<<else>>//This will cost <<print cashFormat(20000)>> and incur significant upkeep costs//<</if>>
<</if>>
<<if $arcologies[0].FSPaternalist >= 10>>

<<link "They shall be the Wardens">>
	<<replace "#result">>
	You ask for a meeting with your mercenaries' captain and lay out a proposal for a redesigned contract between you. As he reviews the terms, he looks skeptical, then surprised, then interested, and finally, he breaks out into laughter. "<<= properTitle()>>," he says, "you have no idea how fun this is going to be." He rises and gives you a short bow. "First Warden reporting for duty, <<= properTitle()>>." The mercenaries — no, the Wardens — are well looked after. They are each assigned a nice apartment, a freshly enslaved servant, and a suit of prototype armor equipped with the latest weapons and a collapsible riot shield. Word of the innovation runs through the Free Cities @@.green;like wildfire.@@
	<<run repX(5000, "event")>>
	<<run cashX(forceNeg(_cost), "mercenaries")>>
	<<set $mercenaries = 5>>
	<<set $mercenariesTitle = "Wardens">>
	<</replace>>
<</link>> <<if ($PC.warfare >= 100) || ($PC.career == "arcology owner")>>//This will cost <<print cashFormat(10000)>> and some upkeep, @@.springgreen;reduced by your mercenary contacts@@//<<else>>//This will cost <<print cashFormat(20000)>> and incur significant upkeep costs//<</if>>
<</if>>
<<if $arcologies[0].FSBodyPurist >= 10>>

<<link "They shall be the Purifiers">>
	<<replace "#result">>
	You ask for a meeting with your mercenaries' captain and lay out a proposal for a new contract between you over $PC.refreshment. As he reviews the terms, he looks skeptical, then surprised, then interested, and finally, he breaks out into laughter. "<<= properTitle()>>," he says, "you have no idea how fun this is going to be." He rises and gives you a short bow. "Master Purifier reporting for duty, <<= properTitle()>>." The mercenaries — no, the Purifiers — are well looked after. They are each assigned a nice apartment, a freshly enslaved servant, and a suit of prototype armor equipped with a cleansing flamethrower. Word of the innovation runs through the Free Cities @@.green;like wildfire.@@
	<<run repX(5000, "event")>>
	<<run cashX(forceNeg(_cost), "mercenaries")>>
	<<set $mercenaries = 5>>
	<<set $mercenariesTitle = "Purifiers">>
	<</replace>>
<</link>> <<if ($PC.warfare >= 100) || ($PC.career == "arcology owner")>>//This will cost <<print cashFormat(10000)>> and some upkeep, @@.springgreen;reduced by your mercenary contacts@@//<<else>>//This will cost <<print cashFormat(20000)>> and incur significant upkeep costs//<</if>>
<</if>>
<<if $arcologies[0].FSSlimnessEnthusiast >= 10>>

<<link "They shall be the Abstemious">>
	<<replace "#result">>
	You ask for a meeting with your mercenaries' captain and lay out a proposal for a new contract between you over $PC.refreshment. As he reviews the terms, he looks skeptical, then surprised, then interested, and finally, he breaks out into laughter. "<<= properTitle()>>," he says, "you have no idea how fun this is going to be." He rises and gives you a short bow. "Lord-Abstinent reporting for duty, <<= properTitle()>>." The mercenaries — no, the Abstemious — are well looked after. They are each assigned a nice apartment, a freshly enslaved servant, and a suit of sleek prototype armor equipped with advanced restraining weapons. Word of the innovation runs through the Free Cities @@.green;like wildfire.@@
	<<run repX(5000, "event")>>
	<<run cashX(forceNeg(_cost), "mercenaries")>>
	<<set $mercenaries = 5>>
	<<set $mercenariesTitle = "Abstemious">>
	<</replace>>
<</link>> <<if ($PC.warfare >= 100) || ($PC.career == "arcology owner")>>//This will cost <<print cashFormat(10000)>> and some upkeep, @@.springgreen;reduced by your mercenary contacts@@//<<else>>//This will cost <<print cashFormat(20000)>> and incur significant upkeep costs//<</if>>
<</if>>
<<if $arcologies[0].FSPastoralist >= 10>>

<<link "They shall be the Rangers">>
	<<replace "#result">>
	You ask for a meeting with your mercenaries' captain and lay out a proposal for a new contract between you over $PC.refreshment. As he reviews the terms, he looks skeptical, then surprised, then interested, and finally, he breaks out into laughter. "<<= properTitle()>>," he says, "you have no idea how fun this is going to be." He rises and gives you a short bow. "Lead Ranger reporting for duty, <<= properTitle()>>." The mercenaries — no, the Rangers — are well looked after. They are each assigned a nice apartment, a freshly enslaved servant, and a suit of prototype armor equipped with the latest weapons — and an improbably massive revolver on the hip. Word of the innovation runs through the Free Cities @@.green;like wildfire.@@
	<<run repX(5000, "event")>>
	<<run cashX(forceNeg(_cost), "mercenaries")>>
	<<set $mercenaries = 5>>
	<<set $mercenariesTitle = "Rangers">>
	<</replace>>
<</link>> <<if ($PC.warfare >= 100) || ($PC.career == "arcology owner")>>//This will cost <<print cashFormat(10000)>> and some upkeep, @@.springgreen;reduced by your mercenary contacts@@//<<else>>//This will cost <<print cashFormat(20000)>> and incur significant upkeep costs//<</if>>
<</if>>


code:
:: P collaboration choice [nobr]

<<set $nextButton = "Continue">>
<<set $nextLink = "Random Nonindividual Event">>

<<setLocalPronouns $traitor>>
<<run Enunciate($traitor)>>

Your next communication from the Daughters of Liberty is a request for a live video call. You accept and are surprised to be confronted by $traitor.slaveName's face. $He looks very different, without visible modifications of any kind and dressed in utilitarian clothes, but it's $him.

"Hello, <<Master>>," $he <<say>>s simply. "It'<<s>> happening soon. The Daughter<<s>> have a<<s>>ked me to call you to a<<s>>k you for your help. All they need i<<s>> the a<<cc>>e<<ss>> code<<s>> to your <<s>>ecurity <<s>>y<<s>>tem<<s>>. They'll let you live, <<Master>>, they'll even let you take your money. But the arcology and the <<s>>lave<<s>>, tho<<s>>e will have to go free." $He hesitates a little. "<<Master>>, I like being free. But I don't want to <<s>>ee you killed. Plea<<s>>e, plea<<s>>e agree."

<<link "Transmit the codes">>
	<<replace "#result">>
	You transmit the access codes to your security systems. $traitor.slaveName smiles and thanks you. "You made the right de<<c>>i<<s>>ion, <<Master>>. I love you."
	<<set $collaboration = 1>>
	<</replace>>
<</link>>

<<link "Refuse">>
	<<replace "#result">>
	You close the video call without a word. From your desk, you have access to thousands of video feeds from all across the arcology; they show men and women working, sleeping, eating, chatting, fucking. You wonder how many of them have plans, and what those plans are.
	<</replace>>
<</link>>


code:
:: P Corp Announcement [nobr]

<<set $nextButton = "Continue">>
<<set $nextLink = "Random Nonindividual Event">>

<<set $corpAnnounced = 1>>

You never understood the power of money until accumulating so much of it yourself. If you were to try to explain it to someone without that power, you would emphasize the access it buys you. You can speak to anyone, about anything; propose anything, to anyone. And recently, you have begun to encounter the trouble of being too powerful.

Good investment opportunities are hard to come by in the uncertain world of today. The days of government bonds providing steady yields are ending. Markets are volatile, and under attack by forces they cannot begin to control or anticipate. In places, the very consensus on modern capitalism that has held for nearly fifty years is under siege. There's one reliable growth market in the Free Cities: slaves. And there's too much capital chasing too few investment opportunities in that market.

Reviewing the situation from your desk, the nerve center of your growing empire, you think to yourself: why not? You have the reputation and the capital to become a major player in the slave market, just for the asking. If you announced the incorporation of a publicly traded company dedicated to the industry of slavery, Free Cities investors would be lining up, cash in hand, ready to buy stock.


code:
:: P coup aftermath [nobr]

<<set $nextButton = " ", $nextLink = "Random Nonindividual Event", $rivalOwner = 0, $rivalryPower = 0, _num = random(0,99)>> /* hide button until user makes a selection */
<<setAssistantPronouns>>

<<if $mercenaries == 0>>Your security drones<<elseif $mercenaries <= 3>>Your mercenaries<<else>>Your $mercenariesTitle<</if>> perform the grisly task of disposing of the bodies of the Daughters killed in the assault. They strip them of anything that might be of use in cleaning up after the attempted coup — communication devices, PDAs, computers, even handwritten notes. The raw intel is scanned and passed to $assistantName. Most of it is rubbish.

Some of it is not. There is evidence of payments from a <<if $rivalSet == 0>>nearby Free City<<else>>neighboring arcology<</if>> to the leadership of the Daughters. <<if $assistantName == "your personal assistant">>Your personal assistant<<else>>$assistantName<</if>> is silent for a long time, crosschecking records to assemble a complete picture despite your enemies' attempts to disguise the transactions. Finally, $assistantName finishes and displays a picture, using nearly the entire surface of your desk for effect. <<if $assistant > 0>>"This," _heA says in a tone of satisfaction, "is the <<if _num < $seeDicks>>bastard<<elseif (_num-25) < $seeDicks>>bitch<<else>>cunt<</if>> you want, <<= properTitle()>>."<<else>>"This," _heA says neutrally, "is the culprit, <<= properTitle()>>."<</if>>

The face is vigorous, determined, <<if _num < $seeDicks>>and masculine. The very stereotype of the male arcology owner.<<elseif (_num-50 < $seeDicks)>>and androgynous. The very stereotype of the dissolute arcology owner.<<else>>and feminine. The very stereotype of the female arcology owner.<</if>>
<<if $rivalSet != 0>>
	And, as you suspected, it's one of your neighbors. It's the individual who owns
	<<for $i = 0; $i < $arcologies.length; $i++>>
		<<if $arcologies[$i].rival == 1>>
			''$arcologies[$i].name.''
			<<break>>
		<</if>>
	<</for>>

<</if>>
Your assistant continues, "<<if _num < $seeDicks>>He<<else>>She<</if>> came into an arcology about when you did, <<= properTitle()>>. It seems the Daughters originally planned to attack <<if _num < $seeDicks>>him<<else>>her<</if>>, but <<if _num < $seeDicks>>he<<else>>she<</if>> bought them off and sent them after you, instead."<<if $assistant > 0>> "I wonder," she teases, "if <<if _num < $seeDicks>>he<<else>>she<</if>> thinks you're cute, or what?"<</if>>

You inquire as to whether there's any identifiable cause for the evident dislike.
<<if $rivalryFS != 0>>
	"Definitely," says your assistant. "The most cursory review of the recent history of this Free City shows that divergence began with your selection of $rivalryFS as a society model for the future. They immediately went the opposite direction."
<<else>>
	"No," says your assistant. "It may be that giving the Daughters an alternative target was necessary and you were simply unlucky. Alternatively, this may be envy of your success; of rising arcology owners, you have come farthest, fastest."
<</if>>

<<link "Contact the culprit privately and discuss the matter">>
	<<set $nextButton = "Continue">><<UpdateNextButton>> /* unlock Continue button */
	<<replace "#result">>
	Your fellow arcology owner proves very receptive to your missive, as well they might. Your defeat of the Daughters has made a major impact on the willingness of slaveowners to discuss slave revolts in public, and any arcology owner who was proved to be funding anti-slaver violence, even under duress, would be shunned. With very little prompting, <<if _num < $seeDicks>>he<<else>>she<</if>> forwards a @@.yellowgreen;huge indemnity payment.@@ It's nowhere near enough to cause bankruptcy, but it's enough to give you a massive advantage should you find yourselves at odds again.
	<<run cashX(100000, "war")>>
	<</replace>>
<</link>>

<<link "Reveal the evidence publicly">>
	<<set $nextButton = "Continue">><<UpdateNextButton>> /* unlock Continue button */
	<<replace "#result">>
	Free Cities society is understandably reluctant to condemn, never mind depose, arcology owners. The precedent of removing one would be bad, even if the public brought enough strength together to accomplish it. Your evidence looks quite bad, but isn't so incontrovertible as to cause your fellow aristocrats to take such a drastic measure. Nonetheless, the public is aghast at the spectacle of an arcology owner funding an attack on another. Opinion @@.green;rallies@@ around you, and you even receive some discreet @@.yellowgreen;donations,@@ delivered with the intimation that they are to be used against your enemy. There is stony silence from the Daughters' backer; today, you began a real inter-arcology war.
	<<run repX(1000, "war")>>
	<<run cashX(10000, "war")>>
	<<set $rivalryPower = 1>>
	<<if $rivalSet != 0>>
		<<for $i = 0; $i < $arcologies.length; $i++>>
			<<if $arcologies[$i].rival == 1>>
				<<set $arcologies[$i].embargo = 2>>
				<<set $arcologies[$i].embargoTarget = 0>>
				<<set $arcologies[$i].influenceTarget = 0>>
				<<set $rivalOwner = $arcologies[$i].prosperity>>
				<<break>>
			<</if>>
		<</for>>
	<<else>>
		<<set $rivalOwner = $arcologies[0].prosperity>>
	<</if>>
	<</replace>>
<</link>>

<<link "Devote funds to tracing the evidence">>
	<<set $nextButton = "Continue">><<UpdateNextButton>> /* unlock Continue button */
	<<replace "#result">>
	The money flows out, and the information flows in. You are rewarded with a reasonably complete picture of your rival's operations. The intelligence will be extremely useful going forward, since by gathering it, you sent an unmistakable signal that you do not consider the matter closed. There is stony silence from the Daughters' backer; today, you began a real inter-arcology war. But, with this information, you can maintain it from a position of advantage.
	<<run cashX(-20000, "war")>>
	<<set $rivalryPower = 5>>
	<<if $rivalSet != 0>>
		<<for $i = 0; $i < $arcologies.length; $i++>>
			<<if $arcologies[$i].rival == 1>>
				<<set $arcologies[$i].embargo = 3>>
				<<set $arcologies[$i].embargoTarget = 0>>
				<<set $arcologies[$i].influenceTarget = 0>>
				<<set $rivalOwner = $arcologies[$i].prosperity>>
				<<break>>
			<</if>>
		<</for>>
	<<else>>
		<<set $rivalOwner = $arcologies[0].prosperity>>
	<</if>>
	<</replace>>
<</link>> //This will cost <<print cashFormat(20000)>>//


code:
:: P coup collaboration [nobr]

<<set _weeks = $taitorWeeks, _pregWeeks = $taitorWeeks, $taitorWeeks = 0>>
<<setLocalPronouns $traitor>>
<<run Enunciate($traitor)>>

<<set WombProgress($traitor, _pregWeeks, _pregWeeks)>> /* In all cases should be done */
<<set WombUpdatePregVars($traitor)>>
<<if WombBirthReady($traitor, $traitor.pregData.normalBirth) > 0 >> /* normal birth case, partial birthers not supported*/
	<<set $traitor.preg = -1, $traitor.counter.birthsTotal += WombBirthReady($traitor, $traitor.pregData.normalBirth), $traitor.pregType = 0, $traitor.pregSource = 0, $traitor.pregWeek = 0, $traitor.pregKnown = 0>>
	<<set WombFlush($traitor)>>
<<else>>/* still pregnant slave */
	<<set $traitor.preg = WombMaxPreg($traitor)>> /*most ready fetus is a base*/
	<<set $traitor.pregWeek = WombMaxPreg($traitor)>> /*most ready fetus is a base*/
<</if>>
<<run SetBellySize($traitor)>> /*In any case it's useful to do.*/

You are awakened in the middle of the night by an odd darkness. All the normal lights of your healthy arcology are out. Main power has gone out, and you claw your way in the darkness to the video feeds, running on emergency backup.

Armed rebels are running unchecked down the corridors. <<if $mercenaries > 0>>Your mercenaries' quarters is locked down, but from the interior feeds you can see a few of them lying in their beds or slumped in chairs as gas is pumped through the ventilation systems. <</if>>The security drones are actively assisting the rebels. You can see
<<if $traitor.bellyPreg >= 100000>>
	the staggeringly pregnant
<<elseif $traitor.bellyPreg >= 15000>>
	the heavily pregnant
<<elseif $traitor.bellyPreg >= 10000>>
	the very pregnant
<<elseif $traitor.bellyPreg >= 5000>>
	the pregnant
<</if>>
$traitor.slaveName on one of the feeds, encouraging $his fellow fighters with yells, and when that fails, leading them by example. In areas already controlled by the Daughters, slaveowners are being summarily shot in the streets. "<<= properTitle()>>," $assistantName says, "the Daughters of Liberty are in complete control of all arcology systems. Remain here."

After half an hour of watching the executions, $traitor.slaveName <<if $traitor.bellyPreg >= 10000>>waddles<<else>>strides<</if>> confidently into your office. You greet $him by name, in response to which $he deals you a vicious open-handed slap that knocks you out of your chair. <<if $traitor.slaveName != $traitor.birthName>>"My name," $he <<say>>s, "i<<s>> <<if SlaveStatsChecker.checkForLisp($traitor)>><<= lispReplace($traitor.birthName)>><<else>>$traitor.birthName<</if>>."<<else>>"You <<s>>tupid fuck," $he <<say>>s.<</if>> Your cause of death is that of many an oppressor — an aneurysm of the cerebellum, in 9mm Parabellum.

''GAME OVER''

<<set $ui = "start">>


code:
:: P coup loss [nobr]

<<set _weeks = $taitorWeeks, _pregWeeks = $taitorWeeks, $taitorWeeks = 0>>
<<setLocalPronouns $traitor>>

<<set WombProgress($traitor, _pregWeeks, _pregWeeks)>> /* In all cases should be done */
<<set WombUpdatePregVars($traitor)>>
<<if WombBirthReady($traitor, $traitor.pregData.normalBirth) > 0 >> /* normal birth case, partial birthers not supported*/
	<<set $traitor.preg = -1, $traitor.counter.birthsTotal += WombBirthReady($traitor, $traitor.pregData.normalBirth), $traitor.pregType = 0, $traitor.pregSource = 0, $traitor.pregWeek = 0, $traitor.pregKnown = 0>>
	<<set WombFlush($traitor)>>
<<else>>/* still pregnant slave */
	<<set $traitor.preg = WombMaxPreg($traitor)>> /*most ready fetus is a base*/
	<<set $traitor.pregWeek = WombMaxPreg($traitor)>> /*most ready fetus is a base*/
<</if>>
<<run SetBellySize($traitor)>> /*In any case it's useful to do.*/

You are awakened in the middle of the night by a jolt that shakes the entire arcology, accompanied by a distant boom. It is followed by another, and another, and then the wail of the arcology's alarm systems, and then finally by a faint crackle that grows to a constant chatter of gunfire. Main power goes out, and you claw your way in the darkness to the video feeds, running on emergency backup.

<<if $mercenaries > 0>>Sheets of flame are pouring from your mercenaries' quarters; it seems they were among the first targets for bombs. <</if>>Heavy gunfire is bringing down security drones by the scores. The attackers seem to have figured out where the drone hangars are, and are laying down fire on the exits the drones must use to get into action. <<if $traitor != 0>>You can see
<<if $traitor.bellyPreg >= 100000>>
	the staggeringly pregnant
<<elseif $traitor.bellyPreg >= 15000>>
	the heavily pregnant
<<elseif $traitor.bellyPreg >= 10000>>
	the very pregnant
<<elseif $traitor.bellyPreg >= 5000>>
	the pregnant
<</if>>
$traitor.slaveName on one of the feeds, encouraging $his fellow fighters with yells, and when that fails, leading them by example<<if $traitor.bellyPreg >= 15000>> as best $he can<</if>>. <</if>> In areas already controlled by your enemies, slaveowners are being summarily shot in the streets. <<if $hackerSupport == 1>>"<<= properTitle()>>," $assistantName says, "the Daughters of Liberty are attempting a coup. They appear to have smuggled a significant quantity of arms and explosives into the arcology.<<else>>"<<= properTitle()>>," $assistantName says, "the Daughters of Liberty are attempting a coup. They appear to have smuggled a significant qua — zzzt —" There is nothing more from the computer systems.<</if>>

<<if $traitor != 0>>If this were a movie, $traitor.slaveName would be the one to kill you after a desperate struggle in your office. Reality does not have such a refined sense of drama. <</if>>If the Daughters had any plans to take you alive, they are lost to the exigencies of combat. Your penthouse remains locked down, forcing them to use breaching charges to make an entrance. These prove entirely too effective, and your last impression is of the floor heaving bodily up toward the ceiling.

''GAME OVER''

<<set $ui = "start">>