code:
:: Start [nobr]

:: StoryTitle

Free Cities


code:
:: SugarCube configuration [script]

/* Main SugarCube configuration file. */

/* Change the starting passage from the default 'start' to 'Alpha disclaimer'. */
Config.passages.start = "init";

/* Disable forward/back buttons in panel. */
Config.history.controls = false;

/* Set Autosaves. */
config.saves.autosave = "autosave";

/* Save only one game state. */
Config.history.maxStates = 1;

/* Set to 'true' to enable SugarCube's debug mode.
Note: This is an 'engine level' debug mode, completely separate from the game's debug mode. */
Config.debug = false;

repo_name: weresmilodon/fc

license: mit


code:
:: Economy Intro [nobr]

<<if $PC.career == "arcology owner">>
	<<goto "Takeover Target">>
<<else>>

It is the year 2037, and the past 21 years have not been kind. The world is starting to fall apart. The climate is deteriorating, resources are being exhausted, and there are more people to feed every year. Technology is advancing, but not fast enough to save everyone. @@.orange;Exactly how bad is the situation?@@

[[Very serious.|Trade Intro][$economy = 1]] //Default difficulty.//

[[Not truly dire. Not yet.|Trade Intro][$economy = 0.5]] //Easy economics.//

[[This is the last dance.|Trade Intro][$economy = 1.5]] //Crushing challenge.//

[[Skip Intro|Intro Summary]] //This will preclude you from taking over an established arcology.//

<</if>>


code:
:: Extreme Intro

The early Free Cities were wild places where the writ of law did not run. In some of the most depraved, slaves' bodies, minds and even lives were playthings of the wealthy and powerful. Though modern Free Cities are tremendously varied, a majority of the new communities made a choice about whether extreme practices were a flaw in a lawless society or one of its benefits. @@.orange;How did most Free Cities react to the excesses of the early days?@@

[[They drew back from them.|Gender Intro][$seeExtreme = 0]] //Extreme content such as amputation and castration will not appear.//
[[They reveled in them.|Gender Intro][$seeExtreme = 1]] //Extreme content will appear.//
[[They reveled in them and were particularly inventive.|Gender Intro][$seeExtreme = 1,$seeHyperPreg = 1]] //Extreme content will appear, including hyper-pregnancy related content//
[[They drew back from them, but remained creative.|Gender Intro][$seeExtreme = 0,$seeHyperPreg = 1]] //Extreme content will not appear, but hyper-pregnancy related content might appear.//


code:
:: Gender Intro

The Free Cities are sexually libertine places, and sexual slavery is ubiquitous. Some of the early Free Cities upheld or even strengthened traditional gender roles, expecting men to be men and women to be women. Others subscribed to an interesting refinement of those gender roles, considering any sex slave female, regardless of her biology. A small minority even went so far as to strongly favor societal feminization of slaves born male; in these, biologically female slaves were a rare sight. @@.orange;Which kind of Free City came to predominate?@@

[[Free Cities that were open-minded about who could be a slave girl.|Slave Age Intro][$seeDicks = 25]]
    //Default setting. A majority of slaves will be biologically female, and all content will be available.//
[[Free Cities that understood that girls are girls.|Slave Age Intro][$seeDicks = 0]]
    //Almost all slaves will be biologically female, restricting some content.//
[[Free Cities that understood that girls are girls with some exceptions.|Slave Age Intro][$makeDicks = 1, $seeDicks = 0]]
    //This option will make almost all generated slaves female, but will allow for the attachment of a certain organ through surgery.//
[[Free Cities that preferred girls with dicks.|Slave Age Intro][$seeDicks = 100]]
    //Almost all slaves will be biologically male, restricting some content.//


code:
:: Intro Summary [nobr]

<<set $neighboringArcologies = Math.clamp($neighboringArcologies, 0, 8)>>
<<set $FSCreditCount = Math.clamp($FSCreditCount, 4, 7)>>
<<set $PC.actualAge = Math.clamp($PC.actualAge, 14, 80)>>
<<set $PC.birthWeek = Math.clamp($PC.birthWeek, 0, 51)>>

<<silently>>
FertilityAge($fertilityAge)
<</silently>>

You may review your settings before clicking "Continue" to begin.

<<set $minimumSlaveAge = variableAsNumber($minimumSlaveAge, 18, 3, 18)>>
<<set $retirementAge = Math.clamp($retirementAge, 25, 120)>>
<<set $fertilityAge = variableAsNumber($fertilityAge, 13, 3, 18)>>
<<set $potencyAge = variableAsNumber($potencyAge, 13, 3, 18)>>
<<set $PC.mother = Number($PC.mother)>>
<<set $PC.father = Number($PC.father)>>
<<if $freshPC == 1 || $saveImported == 0>>
	<<set $PC.origRace = $PC.race>>
	<<set $PC.origSkin = $PC.skin>>
	<<set $PC.origEye = $PC.eyeColor>>
	<<set $PC.origHColor = $PC.hColor>>
<</if>>

__''World Settings''__

<<if $economy == 1>>
	The world economy is in ''doubtful'' shape.
	[[Easier|Intro Summary][$economy = 0.5]] | [[Harder|Intro Summary][$economy = 1.5]]
<<elseif $economy < 1>>
	The world economy is still in ''good'' shape.
	[[Harder|Intro Summary][$economy = 1]]
<<else>>
	The world economy is in ''terrible'' shape.
	[[Easier|Intro Summary][$economy = 1]]
<</if>>

<<set $drugsCost = Math.trunc(100*$economy)>>
<<set $rulesCost = Math.trunc(100*$economy)>>
<<set $modCost = Math.trunc(50*$economy)>>
<<set $surgeryCost = Math.trunc(300*$economy)>>

<<if ndef $customVariety>>
You are using standardized slave trading channels. [[Customize the slave trade|Customize Slave Trade][$customVariety = 1, $customWA = 0]]

	<<if $internationalTrade == 0>>
		The slave trade is ''continental,'' so a narrower variety of slaves will be available.
		[[Allow intercontinental trade|Intro Summary][$internationalTrade = 1]]

	<<else>>
		The slave trade is ''international,'' so a wider variety of slaves will be available.
		[[Restrict the trade to continental|Intro Summary][$internationalTrade = 0]]

	<</if>>

	<<if $internationalTrade == 1>>
	<<if $internationalVariety == 0>>
		International slave variety is ''semi-realistic,'' so more populous nations will be more common.
		[[Normalized national variety|Intro Summary][$internationalVariety = 1]]

	<<else>>
		International slave variety is ''normalized,'' so small nations will appear nearly as much as large ones.
		[[Semi-realistic national variety|Intro Summary][$internationalVariety = 0]]

	<</if>>
	<</if>>
<<else>>
	Current nationality distributions are [[Adjust the slave trade|Customize Slave Trade][$customWA = 0, $customVariety = 1]] | [[Stop customizing|Intro Summary][delete $customVariety]]
	<<if ndef $nationalitiescheck>> /* NGP: regenerate $nationalitiescheck from previous game's $nationalities array */
		<<silently>><<include "Customize Slave Trade">><</silently>>
	<</if>>

	<<for _i = 0; _i < $nationalitiescheck.length; _i++>>
	<<set _nation = $nationalitiescheck[_i]>>
		<<print _nation>> @@.orange;<<print (($nationalities.count(_nation)/$nationalities.length)*100).toFixed(2)>>%@@
	<<if _i < $nationalitiescheck.length-1>> | <</if>>
	<</for>>

<</if>> /* closes $customVariety is defined */

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

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

<<if $plot == 1>>
	Game mode: ''two-handed''. Includes non-erotic events concerning the changing world.
	[[Disable non-erotic events|Intro Summary][$plot = 0]]
<<else>>
	Game mode: ''one-handed''. No non-erotic events concerning the changing world.
	[[Enable non-erotic events|Intro Summary][$plot = 1]]
<</if>>

__''General slave settings''__

<<if $verboseDescriptions == 1>>
	Your master suite ''will'' detail slave changes.
	[[Disable|Intro Summary][$verboseDescriptions = 0]]
<<else>>
	Your master suite ''will not'' detail slave changes.
	[[Enable|Intro Summary][$verboseDescriptions = 1]]
<</if>>

<<if $newDescriptions == 1>>
	Slaves ''will'' have alternate titles.
	[[Disable|Intro Summary][$newDescriptions = 0]]
<<else>>
	Slaves ''will not'' have alternate titles.
	[[Enable|Intro Summary][$newDescriptions = 1]]
<</if>>

<<if $seeRace == 1>>
	Ethnicity will ''occasionally'' be mentioned.
	[[Disable most mentions of race|Intro Summary][$seeRace = 0]]
<<else>>
	Ethnicity will ''almost never'' be mentioned.
	[[Enable mentions of race|Intro Summary][$seeRace = 1]]
<</if>>

<<if $seeNationality == 1>>
	Nationality will ''occasionally'' be mentioned.
	[[Disable most mentions of nationality|Intro Summary][$seeNationality = 0]]
<<else>>
	Nationality will ''almost never'' be mentioned.
	[[Enable mentions of nationality|Intro Summary][$seeNationality = 1]]
<</if>>

<<if $familyTesting == 1>>
	Slaves ''can'' have extended families instead of just a single relative. //May cause lag.//
	[[Disable extended families|Intro Summary][$familyTesting = 0]]
<<else>>
	Slaves ''can not'' have extended families, just a single relative. //Vanilla Mode.//
	[[Enable extended families|Intro Summary][$familyTesting = 1]]
<</if>> //Extended family mode must be on for the incubation facility to be enabled.//

<<if $familyTesting == 1>>
<<if $inbreeding  == 1>>
	Successive breeding ''will'' result in sub-average slaves.
	[[Disable inbreeding|Intro Summary][$inbreeding = 0]]
<<else>>
	Successive breeding ''will not'' result in sub-average slaves.
	[[Enable inbreeding|Intro Summary][$inbreeding = 1]]
<</if>>

<<if $allowFamilyTitles == 1>>
	Your relatives ''will'' use family titles.
	[[Disable family titles|Intro Summary][$allowFamilyTitles = 0]]
<<else>>
	Your relatives ''will not'' use family titles.
	[[Enable family titles|Intro Summary][$allowFamilyTitles = 1]]
<</if>>
<</if>>

Interactions between slaves' weight and asset size are
<<if ($weightAffectsAssets != 0)>>
	''enabled''. [[Disable|Intro Summary][$weightAffectsAssets = 0]]
<<else>>
	''disabled''. [[Enable|Intro Summary][$weightAffectsAssets = 1]]
<</if>>

<<if ($curativeSideEffects != 0)>>
Curative side effects are ''enabled''. [[Disable|Intro Summary][$curativeSideEffects = 0]]
<<else>>
Curative side effects are ''disabled''. [[Enable|Intro Summary][$curativeSideEffects = 1]]
<</if>>

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

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

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

__''Slave age settings''__

<<if $seeAge == 1>>
	Slaves will ''age naturally.''
	[[Disable aging|Intro Summary][$seeAge = 0]] |
	[[Semi aging|Intro Summary][$seeAge = 2]]
<<elseif $seeAge == 2>>
	Slaves ''will'' celebrate birthdays, but ''not age.''
	[[Enable aging fully|Intro Summary][$seeAge = 1]] |
	[[Disable aging|Intro Summary][$seeAge = 0]]
<<else>>
	Slaves will ''not age,'' and not experience birthdays.
	[[Enable aging|Intro Summary][$seeAge = 1]] |
	[[Semi aging|Intro Summary][$seeAge = 2]]
<</if>>
//This option cannot be changed during the game//

<<if $minimumSlaveAge < 3>>
  <<set $minimumSlaveAge = 3>>
<<elseif $minimumSlaveAge < 18>>
  /% OK %/
<<else>>
  /% Either out of range or not a number. %/
  <<set $minimumSlaveAge = 18>>
<</if>>
Girls appearing in the game will be no younger than <<textbox "$minimumSlaveAge" $minimumSlaveAge "Intro Summary">>

<<if $retirementAge <= $minimumSlaveAge>>
  <<set $retirementAge = $minimumSlaveAge+1>>
<<elseif $retirementAge <= 120>>
  /% OK %/
<<else>>
  /% Either out of range or not a number. %/
  <<set $retirementAge = 45>>
<</if>>
Initial retirement age will be at <<textbox "$retirementAge" $retirementAge "Intro Summary">> //May cause issues with New Game and initial slaves if set below 45.//

<<if $pedo_mode == 0>>
	Randomly generated slaves will generate normally.
    [[Loli mode|Intro Summary][$pedo_mode = 1, $minimumSlaveAge = 5]]
<<else>>
	Nearly all randomly generated slaves will be under the age of 18, although custom slaves and slaves related to specific events may be older.
    [[Normal mode|Intro Summary][$pedo_mode = 0]]
<</if>>

<<if $fertilityAge < 3>>
  <<set $fertilityAge = 3>>
<<elseif $fertilityAge < 18>>
  /% OK %/
<<else>>
  /% Either out of range or not a number. %/
  <<set $fertilityAge = 18>>
<</if>>
Girls will not be able to become pregnant if their age is under <<textbox "$fertilityAge" $fertilityAge "Intro Summary">>

<<if $potencyAge < 3>>
  <<set $potencyAge = 3>>
<<elseif $potencyAge < 18>>
  /% OK %/
<<else>>
  /% Either out of range or not a number. %/
  <<set $potencyAge = 18>>
<</if>>
Girls will not be able to impregnate others if their age is under <<textbox "$potencyAge" $potencyAge "Intro Summary">>

<<if $precociousPuberty == 0>>
	Girls ''can not'' experience precocious puberty. (Unable to become pregnant or inseminate others younger than normal puberty age - $fertilityAge).
    [[Enable precocious puberty|Intro Summary][$precociousPuberty = 1]]
<<else>>
	Girls ''can'' experience precocious puberty. (Under certain conditions they can become pregnant or inseminate others younger then normal age - $fertilityAge, though they may also experience delayed puberty).
    [[Disable precocious puberty|Intro Summary][$precociousPuberty = 0]]
<</if>>

__''Slave age effects''__

<<if $AgePenalty == 0>>
	Girls ''will not'' receive job and career penalties due to age.
    [[Enable age penalties|Intro Summary][$AgePenalty = 1]]
<<else>>
	Girls ''will'' receive job and career penalties due to age.
    [[Disable age penalties|Intro Summary][$AgePenalty = 0]]
<</if>>

<<if $loliGrow == 1>>
	Children ''will not'' grow as they age.
    [[Enable Growth|Intro Summary][$loliGrow = 0]]
<<else>>
	Children ''will'' grow as they age.
    [[Disable Growth|Intro Summary][$loliGrow = 1]]
<</if>>

__''Content settings''__

<<switch $seeDicks>>
<<case 100>>
	''All''
<<case 90>>
	''Almost all''
<<case 75>>
	''Most''
<<case 50>>
	''Half''
<<case 25>>
	''Some''
<<case 10>>
	''A few''
<<default>>
	''None''
<</switch>>
of the slave girls will have dicks.
<<if $seeDicks != 0>>[[None|Intro Summary][$seeDicks = 0]]<<else>>None<</if>> (0%)
| <<if $seeDicks != 10>>[[A few|Intro Summary][$seeDicks = 10]]<<else>>A few<</if>> (10%)
| <<if $seeDicks != 25>>[[Some|Intro Summary][$seeDicks = 25]]<<else>>Some<</if>> (25%)
| <<if $seeDicks != 50>>[[Half|Intro Summary][$seeDicks = 50]]<<else>>Half<</if>> (50%)
| <<if $seeDicks != 75>>[[Most|Intro Summary][$seeDicks = 75]]<<else>>Most<</if>> (75%)
| <<if $seeDicks != 90>>[[Almost all|Intro Summary][$seeDicks = 90]]<<else>>Almost all<</if>> (90%)
| <<if $seeDicks != 100>>[[All|Intro Summary][$seeDicks = 100]]<<else>>All<</if>> (100%)

<<if $seeDicks == 0>>
Should you be able to surgically attach a penis to your female slaves and starting girls?
<<if $makeDicks != 0>>[[No|Intro Summary][$makeDicks = 0]]<<else>>No<</if>>
| <<if $makeDicks != 1>>[[Yes|Intro Summary][$makeDicks = 1]]<<else>>Yes<</if>>

<</if>>

<<if $seeHyperPreg == 1>>
	Extreme pregnancy content like broodmothers is ''enabled''.
	[[Disable|Intro Summary][$seeHyperPreg = 0]]
<<else>>
	Extreme pregnancy content like broodmothers is ''disabled''.
	[[Enable|Intro Summary][$seeHyperPreg = 1]]
<</if>>

<<if $seeExtreme == 1>>
	Extreme content like amputation is ''enabled''.
	[[Disable|Intro Summary][$seeExtreme = 0]]
<<else>>
	Extreme content like amputation is ''disabled''.
	[[Enable|Intro Summary][$seeExtreme = 1]]
<</if>>

<<if $seeDicks != 0>>

<<if $seeCircumcision == 1>>
	Circumcision is ''enabled''.
	[[Disable|Intro Summary][$seeCircumcision = 0]]
<<else>>
	Circumcision is ''disabled''.
	[[Enable|Intro Summary][$seeCircumcision = 1]]
<</if>>
<</if>>

__''The Free City''__

The Free City features ''$neighboringArcologies'' arcologies in addition to your own.
<<textbox "$neighboringArcologies" $neighboringArcologies "Intro Summary">>

//Setting this to 0 will disable most content involving the rest of the Free City.//

<<if $targetArcology.type == "New">>

The Free City is located on ''$terrain'' terrain.
[[Urban|Intro Summary][$terrain = "urban"]] |
[[Rural|Intro Summary][$terrain = "rural"]] |
[[Ravine|Intro Summary][$terrain = "ravine"]] |
[[Marine|Intro Summary][$terrain = "marine"]] |
[[Oceanic|Intro Summary][$terrain = "oceanic"]]
<<if $terrain != "oceanic">>

The Free City is located in ''$continent''.
[[North America|Intro Summary][$continent = "North America", $language = "English"]] | [[South America|Intro Summary][$continent = "South America", $language = "Spanish"]] | [[Brazil|Intro Summary][$continent = "Brazil", $language = "Portuguese"]] | [[Europe|Intro Summary][$continent = "Europe", $language = "English"]] | [[the Middle East|Intro Summary][$continent = "the Middle East", $language = "Arabic"]] | [[Africa|Intro Summary][$continent = "Africa", $language = "Arabic"]] | [[Asia|Intro Summary][$continent = "Asia", $language = "Chinese"]] | [[Australia|Intro Summary][$continent = "Australia", $language = "English"]] | [[Japan|Intro Summary][$continent = "Japan", $language = "Japanese", $PC.race = "asian", $PC.nationality = "Japanese", $PC.hColor = "black", $PC.eyeColor = "brown"]]
<</if>>
<</if>>

<<if ($targetArcology.type != "RomanRevivalist") && ($targetArcology.type != "AztecRevivalist") && ($targetArcology.type != "EgyptianRevivalist") && ($targetArcology.type != "EdoRevivalist") && ($targetArcology.type != "ArabianRevivalist") && ($targetArcology.type != "ChineseRevivalist")>>

The lingua franca of your arcology is <<textbox "$language" $language "Intro Summary">>.
<<if $language != "English">>
	[[English|Intro Summary][$language = "English"]] |
<<else>>
	English |
<</if>>
<<if $language != "Spanish">>
	[[Spanish|Intro Summary][$language = "Spanish"]] |
<<else>>
	Spanish |
<</if>>
<<if $language != "Arabic">>
	[[Arabic|Intro Summary][$language = "Arabic"]] |
<<else>>
	Arabic |
<</if>>
<<if $language != "Chinese">>
	[[Chinese|Intro Summary][$language = "Chinese"]] |
<<else>>
	Chinese |
<</if>>
<</if>>

The Free City could develop as many as ''$FSCreditCount'' future societies.
<<textbox "$FSCreditCount" $FSCreditCount "Intro Summary">>

<<if $FSCreditCount >= 7>>
	<<set $FSCreditCountString = "seven">>
<<elseif $FSCreditCount == 6>>
	<<set $FSCreditCountString = "six">>
<<elseif $FSCreditCount == 5>>
	<<set $FSCreditCountString = "five">>
<<elseif $FSCreditCount <= 4>>
	<<set $FSCreditCountString = "four">>
<</if>>
//5 is default, 4 behaves the same as pre-patch 0.9.9.0, max is 7.//
//Make sure to hit enter to confirm.//
//This option cannot be changed during the game//

__''Player Character''__
<<if $freshPC == 1 || $saveImported == 0>>

	<<if ndef $PCCreationSex>>
		<<set $PCCreationSex = "masculine ''Master''">>
	<</if>>

You are a $PCCreationSex.

Change to
		<<if $PCCreationSex != "masculine ''Master''">>
			[[masculine Master|Intro Summary][$PC.title = 1, $PCCreationSex = "masculine ''Master''"]]
		<<elseif $PCCreationSex != "feminine ''Mistress''">>
			[[feminine Mistress|Intro Summary][$PC.title = 0, $PCCreationSex = "feminine ''Mistress'"]]
		<</if>>

Everyone calls you ''<<textbox "$PC.name" $PC.name>>'' <<if $PC.surname == 1>> ''<<textbox "$PC.surname" $PC.surname>>'' <</if>>

	<<if $PC.surname == 0>>
	<<link "Add a surname">>
		<<set $PC.surname = 1>>
		<<goto "Intro Summary">>
	<</link>> //Surnames cannot be changed during the game outisde of special circumstances//
	<</if>>

	<<if $PC.surname != 0>>
	<<link "Go by a single name">>
		<<set $PC.surname = 0, $PC.surname = "">>
		<<goto "Intro Summary">>
	<</link>>
	<</if>>
	.

	You are <<textbox "$PC.actualAge" $PC.actualAge "Intro Summary">> years old which is
	<<if $PC.actualAge >= 65>>
		''old''.
	<<elseif $PC.actualAge >= 50>>
		''well into middle age''.
	<<elseif $PC.actualAge >= 35>>
		''entering middle age''.
	<<else>>
		''surprisingly young''.
	<</if>>
	<<set $PC.physicalAge = $PC.actualAge, $PC.visualAge = $PC.actualAge>>

	Your birthday will be in <<textbox "$PC.birthWeek" $PC.birthWeek "Intro Summary">> weeks

	<<if $playerAging == 2>>
		and you ''age naturally''.
		[[Disable aging|Intro Summary][$playerAging = 0]] |
		[[Semi aging|Intro Summary][$playerAging = 1]]
	<<elseif $playerAging == 1>>
		and you ''will'' celebrate birthdays, but ''not age''.
		[[Enable aging fully|Intro Summary][$playerAging = 2]] |
		[[Disable aging|Intro Summary][$playerAging = 0]]
	<<else>>
		and you will ''not age,'' nor experience birthdays.
		[[Enable aging|Intro Summary][$playerAging = 2]] |
		[[Semi aging|Intro Summary][$playerAging = 1]]
	<</if>>
	//This option cannot be changed during the game//

	Your custom title is ''<<textbox "$PC.customTitle" $PC.customTitle "Intro Summary">>''
	and when lisped it is ''<<textbox "$PC.customTitleLisp" $PC.customTitleLisp "Intro Summary">>''.

	//If using a custom title, select Master or Mistress to set the gender of your title.//
	//Make sure to replace your "s"s with "th"s to have working lisps in your lisped title.//

	Your nationality (//Capitalize it//) is <<textbox "$PC.nationality" $PC.nationality "Intro Summary">>,
	race is <<textbox "$PC.race" $PC.race "Intro Summary">>
	and skin tone is <<textbox "$PC.skin" $PC.skin "Intro Summary">>.

__Race:__
		[[White|Intro Summary][$PC.race = "white"]] |
		[[Asian|Intro Summary][$PC.race = "asian"]] |
		[[Latina|Intro Summary][$PC.race = "latina"]] |
		[[Middle Eastern|Intro Summary][$PC.race = "middle eastern"]] |
		[[Black|Intro Summary][$PC.race = "black"]] |
		[[Semitic|Intro Summary][$PC.race = "semitic"]] |
		[[Southern European|Intro Summary][$PC.race = "southern european"]] |
		[[Indo-aryan|Intro Summary][$PC.race = "indo-aryan"]] |
		[[Amerindian|Intro Summary][$PC.race = "amerindien"]] |
		[[Pacific Islander|Intro Summary][$PC.race = "pacific islander"]] |
		[[Malay|Intro Summary][$PC.race = "malay"]] |
		[[Mixed Race|Intro Summary][$PC.race = "mixed race"]]

__Skin tone:__
		[[White|Intro Summary][$PC.skin = "white"]] |
		[[Fair|Intro Summary][$PC.skin = "fair"]] |
		[[Light|Intro Summary][$PC.skin = "light"]] |
		[[Dark|Intro Summary][$PC.skin = "dark"]] |
		[[Olive|Intro Summary][$PC.skin = "olive"]] |
		[[Black|Intro Summary][$PC.skin = "black"]] |
		[[Light Brown|Intro Summary][$PC.skin = "light brown"]] |
		[[Brown|Intro Summary][$PC.skin = "brown"]] |
		[[Pale|Intro Summary][$PC.skin = "pale"]] |
		[[Extremely Pale|Intro Summary][$PC.skin = "extremely pale"]]

	<<if ndef $PCCreationFreckels>>
		<<set $PCCreationFreckels = "is clear of blemishes">>
	<</if>>

Your body ''$PCCreationFreckels''.
		[[None|Intro Summary][$PC.markings = "none", $PCCreationFreckels = "is clear of blemishes"]] |
		[[Light|Intro Summary][$PC.markings = "freckles", $PCCreationFreckels = "has light freckling"]] |
		[[Heavy|Intro Summary][$PC.markings = "heavily freckled", $PCCreationFreckels = "has heavy freckling"]]

Your eyes are <<textbox "$PC.eyeColor" $PC.eyeColor "Intro Summary">>

	and hair is <<textbox "$PC.hColor" $PC.hColor "Intro Summary">>.

	Your preferred refreshment is <<textbox "$PC.refreshment" $PC.refreshment "Intro Summary">> [[Cigars|Intro Summary][$PC.refreshment = "cigar",$PC.refreshmentType = 0]] | [[Whiskey|Intro Summary][$PC.refreshment = "whiskey",$PC.refreshmentType = 1]]

	and you consume it when  ''<<if $PC.refreshmentType == 0>>Smoked<<elseif $PC.refreshmentType == 1>>Drunk<<elseif $PC.refreshmentType == 2>>Eaten<<elseif $PC.refreshmentType == 3>>Snorted<<elseif $PC.refreshmentType == 4>>Injected<<elseif $PC.refreshmentType == 5>>Popped<<else>>Orally Dissolved<</if>>''.
	[[Smoked|Intro Summary][$PC.refreshmentType = 0]] | [[Drank|Intro Summary][$PC.refreshmentType = 1]] | [[Eaten|Intro Summary][$PC.refreshmentType = 2]] | [[Snorted|Intro Summary][$PC.refreshmentType = 3]] | [[Injected|Intro Summary][$PC.refreshmentType = 4]] | [[Popped|Intro Summary][$PC.refreshmentType = 5]] | [[Orally Dissolved|Intro Summary][$PC.refreshmentType = 6]]

	<<if $PC.refreshmentType == 0>>//"Smoke" must fit into the following sentence: "I smoked a $PC.refreshment" to fit events properly
	<<elseif $PC.refreshmentType == 5>>//"Popped" must fit into the following sentence: "I shook the bottle of $PC.refreshment" to fit events properly
	<<elseif $PC.refreshmentType == 6>>//"Orally Dissolved" must fit into the following sentence: "I placed a tab of $PC.refreshment under my tongue" to fit events properly
	<</if>>

	<<if ndef $PCCreationCareer>>
		<<set $PCCreationCareer = "member of the idle wealthy">>
	<</if>>

	Before you came to the free cities, you were a ''$PCCreationCareer'' and it is rumoured that you acquired your archology through ''$PC.rumor''.

__Past career:__
	<<if $PC.career != "arcology owner">>
		[[member of the idle wealthy|Intro Summary][$PC.career = "wealth", $PCCreationCareer = "member of the idle wealthy"]] |
		[[business leader|Intro Summary][$PC.career = "capitalist", $PCCreationCareer ="business leader"]] |
		[[mercenary|Intro Summary][$PC.career = "mercenary", $PCCreationCareer ="mercenary"]] |
		[[slaver|Intro Summary][$PC.career = "slaver", $PCCreationCareer ="slaver"]] |
		[[engineer|Intro Summary][$PC.career = "engineer", $PCCreationCareer ="engineer"]] |
		[[doctor|Intro Summary][$PC.career = "medicine", $PCCreationCareer ="doctor"]] |
		[[minor celebrity|Intro Summary][$PC.career = "celebrity", $PCCreationCareer ="minor celebrity"]] |
		[[escort|Intro Summary][$PC.career = "escort", $PCCreationCareer ="escort"]] |
		[[servant|Intro Summary][$PC.career = "servant", $PCCreationCareer ="servant"]] |
		[[gang leader|Intro Summary][$PC.career = "gang", $PCCreationCareer ="gang leader"]]
	<</if>>

__rumor:__
	[[wealth|Intro Summary][$PC.rumor = "money"]] |
	[[hard work|Intro Summary][$PC.rumor = "hard work and diligence"]] |
	[[force|Intro Summary][$PC.rumor = "force"]] |
	[[social engineering|Intro Summary][$PC.rumor = "social engineering"]] |
	[[blind luck|Intro Summary][$PC.rumor = "blind luck"]]

	You have a
	<<if $PC.vagina == 1 && $PC.dick == 1>>
		''penis and vagina''. Sex scene variations; more difficult reputation maintenance; some unique opportunities, especially with breasts.
		[[No penis|Intro Summary][$PC.dick = 0]] | [[No vagina|Intro Summary][$PC.vagina = 0, $PC.preg = 0, $PC.pregType = 0]]
	<<elseif $PC.dick == 1>>
		''penis''. Standard sex scenes; easiest reputation maintenance.
		[[Switch to vagina|Intro Summary][$PC.dick = 0, $PC.vagina = 1]] | [[Add a vagina|Intro Summary][$PC.vagina = 1]]
	<<elseif $PC.vagina == 1>>
		''vagina''. Sex scene variations; most difficult reputation maintenance.
		[[Switch to penis|Intro Summary][$PC.dick = 1, $PC.vagina = 0, $PC.preg = 0, $PC.pregType = 0]] | [[Add a penis|Intro Summary][$PC.dick = 1]]
	<</if>>

	<<if $PC.vagina == 1>>

		You are
		<<if $PC.preg == -1>>
			taking contraceptives. You ''can't'' get pregnant, however there will be a slight increase to living expenses.
			[[Do not take contraceptives|Intro Summary][$PC.preg = 0]]
		<<elseif $PC.preg == 0>>
			''not'' on contraceptives. You ''can'' get pregnant.
			[[Take contraceptives|Intro Summary][$PC.preg = -1]]
			| [[Too late for that|Intro Summary][$PC.preg = 16, $PC.pregType = 1]]
		<<elseif $PC.preg > 37>>
			''<<print $PC.preg>> weeks pregnant'' and going to go into labor soon.
			[[Not pregnant|Intro Summary][$PC.preg = 0, $PC.pregType = 0]]
		<<elseif $PC.preg > 0>>
			''<<print $PC.preg>> weeks pregnant'' so there is no need to worry about contraceptives.
			[[Not pregnant|Intro Summary][$PC.preg = 0, $PC.pregType = 0]]
			| [[Ready to drop|Intro Summary][$PC.preg = 40]]
		<</if>>

		<<if $PC.births > 0>>

You have given birth to ''$PC.births'' babies.
		<</if>>

Your hormones
		<<if $PC.pregMood == 1>>
			influence you to be ''caring and motherly''. Sex scene alterations; slaves will trust you more, but may try to take advantage of your mercy.
			[[Change to no change|Intro Summary][$PC.pregMood = 0]] | [[Change to aggressive|Intro Summary][$PC.pregMood = 2]]
		<<elseif $PC.pregMood == 0>>
			do not effect you. Vanilla setting.
			[[Change to motherly|Intro Summary][$PC.pregMood = 1]] | [[Change to aggressive|Intro Summary][$PC.pregMood = 2]]
		<<else>>
			influence you to be ''aggressive and domineering''. Sex scene alterations; slaves will fear you more, but will become more submissive to you.
			[[Change to no change|Intro Summary][$PC.pregMood = 0]] | [[Change to motherly|Intro Summary][$PC.pregMood = 1]]
		<</if>>
	<</if>>

	<<if ndef $PCCreationBoobSize && $PCCreationBreast>>
		<<set $PCCreationBoobSize = "noticeable breasts", $PCCreationBreast = "all natural">>
	<</if>>
	<<if $PC.boobs > 0>>
		Your breasts are ''$PCCreationBoobSize''
		and ''$PCCreationBreast''.
		<<if $PC.boobsBonus == -2>>
			[[Go bigger|Intro Summary][$PC.boobsBonus = 0, $PCCreationBoobSize = "noticeable", $PCCreationBreast = "all natural"]] | [[Go smaller|Intro Summary][$PC.boobs = 0, $PC.boobsBonus = 0, $PC.boobsImplant = 0, $PCCreationBoobSize = "unremarkable", $PCCreationBreast = "all natural"]]
		<<elseif $PC.boobsBonus == 0>>
			[[Go bigger|Intro Summary][$PC.boobsBonus = 2, $PCCreationBoobSize = "huge", $PCCreationBreast = "all natural"]] | [[Get implants|Intro Summary][$PC.boobsBonus = 2, $PC.boobsImplant = 1, $PCCreationBoobSize = "huge", $PCCreationBreast = "implants"]] | [[Go smaller|Intro Summary][$PC.boobsBonus = -2, $PC.boobsImplant = 0, $PCCreationBoobSize = "unremarkable", $PCCreationBreast = "all natural"]] | [[Remove them|Intro Summary][$PC.boobs = 0, $PC.boobsBonus = 0, $PC.boobsImplant = 0, $PCCreationBoobSize = "unremarkable", $PCCreationBreast = "all natural"]]
		<<else>>
			[[Go smaller|Intro Summary][$PC.boobsBonus = 0, $PC.boobsImplant = 0, $PCCreationBoobSize = "unremarkable", $PCCreationBreast = "all natural"]] | [[Remove them|Intro Summary][$PC.boobs = 0, $PC.boobsBonus = 0, $PC.boobsImplant = 0, $PCCreationBoobSize = "unremarkable", $PCCreationBreast = "all natural"]]
		<</if>>
	<<else>>
		<<if $PC.title == 1>>
			Your chest is ''manly.'' [[Add breasts|Intro Summary][$PC.boobs = 1, $PC.boobsBonus = -2, $PCCreationBoobSize = "unremarkable", $PCCreationBreast = "all natural"]]
		<<else>>
			You are ''flat chested.'' [[Grow breasts|Intro Summary][$PC.boobs = 1, $PC.boobsBonus = -2, $PCCreationBoobSize = "unremarkable", $PCCreationBreast = "all natural"]]
		<</if>>
	<</if>>

<<else>>

You are a
	<<if $PC.title == 1>>
		masculine ''Master''
	<<else>>
		feminine ''Mistress'
	<</if>>
	and everyone that matters calls you <<PlayerFullName>>.

	You are $PC.actualAge  years old which is
	<<if $PC.actualAge >= 65>>
		''old''.
	<<elseif $PC.actualAge >= 50>>
		''well into middle age''.
	<<elseif $PC.actualAge >= 35>>
		''entering middle age''.
	<<else>>
		''surprisingly young''
	<</if>>

	Your birthday will be in $PC.birthWeek weeks
	<<if $playerAging == 2>>
		and you ''age naturally''.
		[[Disable aging|Intro Summary][$playerAging = 0]] |
		[[Semi aging|Intro Summary][$playerAging = 1]]
	<<elseif $playerAging == 1>>
		and you ''will'' celebrate birthdays, but ''not age''.
		[[Enable aging fully|Intro Summary][$playerAging = 2]] |
		[[Disable aging|Intro Summary][$playerAging = 0]]
	<<else>>
		and you will ''not age,'' nor experience birthdays.
		[[Enable aging|Intro Summary][$playerAging = 2]] |
		[[Semi aging|Intro Summary][$playerAging = 1]]
	<</if>>
	//This option cannot be changed during the game//

	Your custom title is ''<<textbox "$PC.customTitle" $PC.customTitle "Intro Summary">>''
	and when lisped it is ''<<textbox "$PC.customTitleLisp" $PC.customTitleLisp "Intro Summary">>''.

	//If using a custom title, select Master or Mistress to set the gender of your title.//
	//Make sure to replace your "s"s with "th"s to have working lisps in your lisped title.//

	You are a $PC.nationality $PC.race with <<if $PC.markings == "heavily freckled">>heavily freckled<<elseif $PC.markings == "freckles">>lightly freckled<<else>>clear<</if>> $PC.skin skin, $PC.hColor hair and $PC.eyeColor eyes.

	Your preferred refreshment is <<textbox "$PC.refreshment" $PC.refreshment "Intro Summary">> [[Cigars|Intro Summary][$PC.refreshment = "cigar",$PC.refreshmentType = 0]] | [[Whiskey|Intro Summary][$PC.refreshment = "whiskey",$PC.refreshmentType = 1]]

	and you consume it when  ''<<if $PC.refreshmentType == 0>>Smoked<<elseif $PC.refreshmentType == 1>>Drunk<<elseif $PC.refreshmentType == 2>>Eaten<<elseif $PC.refreshmentType == 3>>Snorted<<elseif $PC.refreshmentType == 4>>Injected<<elseif $PC.refreshmentType == 5>>Popped<<else>>Orally Dissolved<</if>>''.
	[[Smoked|Intro Summary][$PC.refreshmentType = 0]] | [[Drank|Intro Summary][$PC.refreshmentType = 1]] | [[Eaten|Intro Summary][$PC.refreshmentType = 2]] | [[Snorted|Intro Summary][$PC.refreshmentType = 3]] | [[Injected|Intro Summary][$PC.refreshmentType = 4]] | [[Popped|Intro Summary][$PC.refreshmentType = 5]] | [[Orally Dissolved|Intro Summary][$PC.refreshmentType = 6]]

	<<if $PC.refreshmentType == 0>>//"Smoke" must fit into the following sentence: "I smoked a $PC.refreshment" to fit events properly
	<<elseif $PC.refreshmentType == 5>>//"Popped" must fit into the following sentence: "I shook the bottle of $PC.refreshment" to fit events properly
	<<elseif $PC.refreshmentType == 6>>//"Orally Dissolved" must fit into the following sentence: "I placed a tab of $PC.refreshment under my tongue" to fit events properly
	<</if>>

	<<switch $PC.career>>
	<<case "wealth">>
		Prior to being an arcology owner, you were a member of the idle wealthy.
	<<case "capitalist">>
		Prior to being an arcology owner, you were a business leader.
	<<case "mercenary">>
		Prior to being an arcology owner, you were a mercenary.
	<<case "slaver">>
		Prior to being an arcology owner, you were a slaver.
	<<case "engineer">>
		Prior to being an arcology owner, you were an engineer.
	<<case "medicine">>
		Prior to being an arcology owner, you were a surgeon.
	<<case "celebrity">>
		Prior to being an arcology owner, you were a minor celebrity.
	<<case "arcology owner">>
		Being an arcology owner defines your life now.
	<<case "escort">>
		Prior to being an arcology owner, you knew how to survive off your looks and body.
	<<case "servant">>
		Prior to being an arcology owner, you served a well-off master<<if $PC.birthMaster > 2>> and bore him several children<</if>>.
	<<case "gang">>
		Prior to being an arcology owner, you were the leader of a ruthless gang.
	<</switch>>

	Word in the arcology is you acquired it through
	<<switch $PC.rumor>>
	<<case "wealth">>
		a rather ridiculous amount of money.
	<<case "diligence">>
		sheer effort.
	<<case "force">>
		brutal force.
	<<case "social engineering">>
		clever social manipulation.
	<<case "luck">>
		blind luck.
	<</switch>>

	You have a
	<<if $PC.vagina == 1 && $PC.dick == 1>>
		penis and vagina
	<<elseif $PC.dick == 1>>
		penis.
	<<elseif $PC.vagina == 1>>
		vagina
	<</if>>
	<<if $PC.vagina == 1>>
		and are
		<<if $PC.preg == -2>>
			infertile.
		<<elseif $PC.preg == -1>>
			taking contraceptives.
		<<elseif $PC.preg == 0>>
			fertile.
		<<elseif $PC.preg > 37>>
			extremely pregnant.
		<<elseif $PC.preg > 0>>
			pregnant.
		<</if>>
		<<if $PC.preg > 20 || $PC.births > 0>>
			<<if $PC.pregMood == 1>>
				You tend to be caring and motherly when you're pregnant.
				[[Change to no change|Intro Summary][$PC.pregMood = 0]] | [[Change to aggressive|Intro Summary][$PC.pregMood = 2]]
			<<elseif $PC.pregMood == 0>>
				Pregnancy doesn't really affect your mood.
				[[Change to motherly|Intro Summary][$PC.pregMood = 1]] | [[Change to aggressive|Intro Summary][$PC.pregMood = 2]]
			<<else>>
				You tend to be very demanding and aggressive when you're pregnant.
				[[Change to no change|Intro Summary][$PC.pregMood = 0]] | [[Change to motherly|Intro Summary][$PC.pregMood = 1]]
			<</if>>
		<<else>>
			<<if $PC.pregMood == 1>>
				You tend to be caring and motherly when you're hormonal.
				[[Change to no change|Intro Summary][$PC.pregMood = 0]] | [[Change to aggressive|Intro Summary][$PC.pregMood = 2]]
			<<elseif $PC.pregMood == 0>>
				Your mood isn't tied to your hormones.
				[[Change to motherly|Intro Summary][$PC.pregMood = 1]] | [[Change to aggressive|Intro Summary][$PC.pregMood = 2]]
			<<else>>
				You tend to be very demanding and aggressive when you're hormonal.
				[[Change to no change|Intro Summary][$PC.pregMood = 0]] | [[Change to motherly|Intro Summary][$PC.pregMood = 1]]
			<</if>>
		<</if>>
		<<if $PC.births > 0>>
			You have given birth to $PC.births babies.
		<</if>>
	<</if>>

	<<if $PC.boobs > 0>>
		You have a <<if $PC.title > 0>>masculine<<else>>feminine<</if>> body with
		<<if $PC.boobsBonus == 1>>
			big <<if $PC.boobsImplant == 1>>fake <</if>>breasts.
		<<elseif $PC.boobsBonus == 2>>
			huge <<if $PC.boobsImplant == 1>>fake <</if>>breasts.
		<<elseif $PC.boobsBonus == 3>>
			giant<<if $PC.boobsImplant == 1>>, fake<</if>> cow tits.
		<<elseif $PC.boobsBonus == -0.5>>
			noticeable breasts.
		<<elseif $PC.boobsBonus == -1>>
			average breasts.
		<<else>>
			unremarkable breasts.
		<</if>>
	<<else>>
		<<if $PC.title > 0>>
			You have a manly chest.
		<<else>>
			You are flat as a board.
		<</if>>
	<</if>>
<</if>>

__''Image display''__

Currently
<<if $seeImages == 1>>
	''enabled.'' [[Disable|Intro Summary][$seeImages = 0]]

	<<if $imageChoice == 1>>
		''Vector art by NoX'' is selected. [[Switch to rendered imagepack|Intro Summary][$imageChoice = 0]] | [[Switch to non-embedded vector art|Intro Summary][$imageChoice = 2]]

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

@@.red;Git compiled only, no exceptions.@@
	<<elseif $imageChoice == 2>>
		''Vector art by NoX - non-embed version'' is selected. [[Switch to rendered imagepack|Intro Summary][$imageChoice = 0]] | [[Switch to embedded vector art|Intro Summary][$imageChoice = 1]]
	<<elseif $imageChoice == 0>>
		''Rendered imagepack by Shokushu'' is selected. [[Switch to vector art|Intro Summary][$imageChoice = 1]]

		Slave summary fetish images
		<<if $seeMainFetishes == 1>>
			''enabled.'' [[Disable|Intro Summary][$seeMainFetishes = 0]]
		<<else>>
			''disabled.'' [[Enable|Intro Summary][$seeMainFetishes = 1]]
		<</if>>
	<</if>>

	Slave images in lists are
	<<if $seeSummaryImages == 1>>
		''enabled.'' [[Disable|Intro Summary][$seeSummaryImages = 0]]
	<<else>>
		''disabled.'' [[Enable|Intro Summary][$seeSummaryImages = 1]]
	<</if>>

	Slave images in the weekly report are
	<<if $seeReportImages == 1>>
		''enabled.'' [[Disable|Intro Summary][$seeReportImages = 0]]
	<<else>>
		''disabled.'' [[Enable|Intro Summary][$seeReportImages = 1]]
	<</if>>
<<else>>
	''disabled.'' [[Enable|Intro Summary][$seeImages = 1]] //Unembedded requires image resources.//
<</if>>

__''Mods''__

<<if $SFMODToggle == 1>>
	The Special Force Mod is ''enabled.''
[[Disable|Intro Summary][$SFMODToggle = 0]]
<<else>>
	The Special Force Mod is ''disabled.''
[[Enable|Intro Summary][$SFMODToggle = 1]]
<</if>>

// This mod initally from anon1888 but expanded by SFanon offers a lategame special (initally, security but changed to Special in order to try and reduce confusion with crimeanon's seperate Security Expansion mod) force, triggered around week 80. It is non-canon where it conflicts with canonical updates to the base game.//

<<if $cyberMod == 1>>
	Cybernetics mod is ''enabled.''
[[Disable|Intro Summary][$cyberMod to 0]]
<<else>>
	Cybernetics mod is ''disabled.''
[[Enable|Intro Summary][$cyberMod to 1]]
<</if>>

// This mod alters how prosthetics system works and adds some content.//

<<if $secExp == 1>>
	The Security Expansion Mod is ''enabled.''
[[Disable|Intro Summary][$secExp = 0]]
<<else>>
	The Security Expansion Mod is ''disabled.''
[[Enable|Intro Summary][$secExp = 1]]
<</if>>

// This mod introduces security and crime in the arcology, as well as attacks and battles.//

<<link "Continue">>
	<<if $freshPC == 1 || $saveImported == 0>>
		<<switch $PC.career>>
			<<case "capitalist">>
				<<set $PC.trading = 100>>
			<<case "mercenary">>
				<<set $PC.warfare = 100>>
			<<case "slaver">>
				<<set $PC.slaving = 100>>
			<<case "engineer">>
				<<set $PC.engineering = 100>>
			<<case "medicine">>
				<<set $PC.medicine = 100>>
			<<case "arcology owner">>
				<<set $PC.trading = 100, $PC.warfare = 100, $PC.slaving = 100, $PC.engineering = 100, $PC.medicine = 100>>
			<<case "escort">>
				<<set $PC.trading = 50, $PC.warfare = -100, $PC.slaving = -100, $PC.engineering = -100, $PC.medicine = 10>>
			<<case "servant">>
				<<set $PC.trading = -100, $PC.warfare = -100, $PC.slaving = -100, $PC.engineering = -100, $PC.medicine = -100>>
			<<case "gang">>
				<<set $PC.trading = 50, $PC.warfare = 50, $PC.slaving = 50, $PC.engineering = -100, $PC.medicine = 0>>
		<</switch>>
	<</if>>
	<<if $saveImported == 1 && $freshPC == 0 && $girls < 3>>
		<<set $girls++>>
	<<elseif $PC.career == "wealth" || $PC.career == "celebrity">>
		<<set $girls = 2>>
	<<else>>
		<<set $girls = 1>>
	<</if>>
	<<if $secExp == 1>>
		<<set $wasToggledBefore = 1>>
	<</if>>
	<<goto "init Nationalities">>
<</link>>

<<if ($economy != 1) || ($seeDicks != 50) || ($continent != "North America") || ($internationalTrade != 1) || ($internationalVariety != 1) || ($seeRace != 1) || ($seeNationality != 1) || ($seeExtreme != 0) || ($seeCircumcision != 1) || ($seeAge != 1) || ($plot != 1)>>
	//[[restore defaults|Intro Summary][$seeDicks = 50,$economy = 1,$continent = "North America",$internationalTrade = 1,$internationalVariety = 1,$seeRace = 1,$seeNationality = 1,$seeExtreme = 0,$seeCircumcision = 1,$seeAge = 1,$plot = 1]]//
<</if>>

[[Cheat Start|init Nationalities][$cash += 1000000,$girls = 3,$rep += 10000,$dojo += 1,$cheatMode = 1,$seeDesk = 0, $seeFCNN = 0, $sortSlavesBy = "devotion",$sortSlavesOrder = "descending",$sortSlavesMain = 0,$rulesAssistantMain = 1,$abbreviateDevotion = 1,$abbreviateRules = 1,$abbreviateClothes = 2,$abbreviateHealth = 1,$abbreviateDiet = 1,$abbreviateDrugs = 1,$abbreviateRace = 1,$abbreviateNationality = 1,$abbreviateGenitalia = 1,$abbreviatePhysicals = 1,$abbreviateSkills = 1,$abbreviateMental = 2,$PC.trading = 100,$PC.warfare = 100,$PC.slaving = 100,$PC.engineering = 100,$PC.medicine = 100]] | //Intended for debugging: may have unexpected effects//


code:
:: Location Intro

As the old countries crumble and technology stagnates, the gap between rich and poor increases. In order to continue living a good life without having their property taken by the mob, many of the wealthy and powerful come together to form 'Free Cities.' These are new cities on undeveloped land, in remote areas, or even afloat, fully free of any allegiance or law. These new cities are built on new ideas, with most buildings designed as futuristic, self-contained 'arcologies.' An arcology and everything in it is usually owned by a single person. And you're determined that you will soon be one of those single people. @@.orange;In what part of the world is your new arcology going to be located?@@

[[North America|Intro Summary][$continent = "North America", $language = "English"]]
[[South America|Intro Summary][$continent = "South America", $language = "Spanish"]]
[[Brazil|Intro Summary][$continent = "Brazil", $language = "Portuguese"]]
[[Europe|Intro Summary][$continent = "Europe", $language = "German"]]
[[the Middle East|Intro Summary][$continent = "the Middle East", $language = "Arabic"]]
[[Africa|Intro Summary][$continent = "Africa", $language = "Arabic"]]
[[Asia|Intro Summary][$continent = "Asia", $language = "Chinese"]]
[[Australia|Intro Summary][$continent = "Australia", $language = "English"]]
[[Japan|Intro Summary][$continent = "Japan", $language = "Japanese", $PC.race = "asian", $PC.nationality = "Japanese", $PC.hColor = "black", $PC.eyeColor = "brown"]]
//Slaves from countries in the selected continent will appear more frequently.//


code:
:: PC Body Intro [nobr]

Most slaveowners in the Free Cities are male. The preexisting power structures of the old world have mostly migrated to the new, and it can often be very hard to be a free woman in the Free Cities. Some manage to make their way, but in many arcologies, men are the owners, and women are the owned. You'll cut a striking figure as the owner and leader of your arcology, but @@.orange;what's under your business attire?@@

<<set $PC.actualAge = Math.clamp($PC.actualAge, 14, 80)>>

<<if $PC.title > 0>>
	You have a masculine figure and will be refered to as ''Master.''
	[[Switch to a feminine appearance|PC Body Intro][$PC.title = 0]]
<<else>>
	You have a feminine figure and will be refered to as ''Mistress.''
	[[Switch to a masculine appearance|PC Body Intro][$PC.title = 1]]
<</if>>

//This option will affect scenes. Femininity may increase difficulty in the future, but for now only your chest and junk matter.//

Under my suit jacket,
<<if $PC.boobs > 0>>
	''feminine breasts.''
	[[Remove breasts|PC Body Intro][$PC.boobs = 0]]
<<else>>
	<<if $PC.title > 0>>
		''masculine muscles.''
		[[Add breasts|PC Body Intro][$PC.boobs = 1]]
	<<else>>
		''a flat chest.'' //not 100% implemented//
		[[Add breasts|PC Body Intro][$PC.boobs = 1]]
	<</if>>
<</if>>
//These options will affect scenes. Sporting breasts will increase difficulty.//

Behind the front of my tailored
<<if $PC.dick == 1>>
	<<if $PC.vagina == 1>>
		slacks, ''both a penis and a vagina.''
		[[Remove the penis|PC Body Intro][$PC.dick = 0]] | [[Remove the vagina|PC Body Intro][$PC.vagina = 0]]
	<<else>>
		slacks, a ''penis.''
		[[Switch to vagina|PC Body Intro][$PC.dick = 0, $PC.vagina = 1]] | [[Add a vagina|PC Body Intro][$PC.vagina = 1]]
	<</if>>
<<else>>
	skirt, a ''vagina.''
	[[Switch to penis|PC Body Intro][$PC.dick = 1, $PC.vagina = 0]] | [[Add a penis|PC Body Intro][$PC.dick = 1]]
<</if>>

//These options will affect sex scenes. Feminine options will increase difficulty.//

@@.orange;How old are you?@@

I'm
<<if $PC.actualAge >= 65>>
	getting up in years. I've made a legacy for myself, and I'm not done yet.
<<elseif $PC.actualAge >= 50>>
	well into middle age. I've made a name for myself, and I've still got it.
<<elseif $PC.actualAge >= 35>>
	entering middle age. I'm accomplished, and I retain some youthful vigor.
<<else>>
	surprisingly young. I'll need to prove myself, but I've got energy to burn.
<</if>>
My age: ''<<textbox "$PC.actualAge" $PC.actualAge "PC Body Intro">>''
<<set $PC.physicalAge = $PC.actualAge, $PC.visualAge = $PC.actualAge>>

//Older player characters start with more reputation and maintain reputation somewhat more easily, but have slightly less sexual energy.//

Name your character: <<textbox "$PC.name" $PC.name "PC Body Intro">> (surname)
<<if $PC.surname>>
	<<textbox "$PC.surname" $PC.surname "PC Body Intro">>
	<<link "Go by a single name">><<set $PC.slaveSurname = 0>><<goto "PC Body Intro">><</link>>
<<else>>
	<<textbox "$PC.surname" "" "PC Body Intro">>
<</if>>

//As with all text boxes in FC, press the enter key to commit your changes.//

Preferred refreshment: <<textbox "$PC.refreshment" $PC.refreshment "PC Body Intro">> [[Cigars|PC Body Intro][$PC.refreshment = "cigar",$PC.refreshmentType = 0]] | [[Whiskey|PC Body Intro][$PC.refreshment = "whiskey",$PC.refreshmentType = 1]]

Preferred method of consumption: ''<<if $PC.refreshmentType == 0>>Smoked<<elseif $PC.refreshmentType == 1>>Drank<<elseif $PC.refreshmentType == 2>>Eaten<<elseif $PC.refreshmentType == 3>>Snorted<<elseif $PC.refreshmentType == 4>>Injected<<elseif $PC.refreshmentType == 5>>Popped<<elseif $PC.refreshmentType == 6>>Dissolved orally<</if>>''.
[[Smoked|PC Body Intro][$PC.refreshmentType = 0]] | [[Drank|PC Body Intro][$PC.refreshmentType = 1]] | [[Eaten|PC Body Intro][$PC.refreshmentType = 2]] | [[Snorted|PC Body Intro][$PC.refreshmentType = 3]] | [[Injected|PC Body Intro][$PC.refreshmentType = 4]] | [[Popped|PC Body Intro][$PC.refreshmentType = 5]] | [[Orally Dissolved|PC Body Intro][$PC.refreshmentType = 6]]

//Flavor only; no mechanical effect. If entering a custom refreshment, please assign proper usage.
<<if $PC.refreshmentType == 0>>"Smoke" must fit into the following sentence: "I smoked a $PC.refreshment" to fit events properly
<<elseif $PC.refreshmentType == 5>>"Popped" must fit into the following sentence:  "I shook the bottle of $PC.refreshment" to fit events properly
<<elseif $PC.refreshmentType == 6>>"Orally Dissolved" must fit into the following sentence: "I placed a tab of $PC.refreshment under my tongue" to fit events properly
<</if>>//

<<if $PC.vagina == 1>>
[[Confirm player character customization|PC Preg Intro]]
<<else>>
[[Confirm player character customization|PC Appearance Intro]]
<</if>>


code:
:: PC Experience Intro [nobr]

<<if $PC.career == "arcology owner">>
	<<goto "PC Rumor Intro">>
<<else>>

You're a relative unknown in the Free Cities, but it's clear you're already accomplished. The meek and average cannot aspire to acquire arcologies. You've got all the necessary skills to take over an arcology and succeed as its owner, but you should be able to leverage the skills and experience you retain from your past, too. @@.orange;What career brought you to the Free Cities?@@

[[Idle wealth|PC Rumor Intro][$PC.career = "wealth"]]

    //Start with extra money<<if $showSecExp == 1>>. You will find harder to maintain authority, but upgrades in the propaganda hub will be cheaper<</if>>. Your starting slaves will have two free levels of sex skills available.//

[[Venture capitalism|PC Rumor Intro][$PC.career = "capitalist"]]

    //You will be more effective at business pursuits<<if $showSecExp == 1>> and upgrades in the propaganda hub will be cheaper<</if>>. Your starting slaves will have a free level of prostitution skill available.//

[[Private military work|PC Rumor Intro][$PC.career = "mercenary"]]

    //You retain mercenary contacts<<if $showSecExp == 1>> and your security skills will make it easier to keep the arcology safe. Plus upgrades in the security HQ will be cheaper<<else>> and security skills.<</if>>. Your starting slaves will have free trust available.//

[[Slaving|PC Rumor Intro][$PC.career = "slaver"]]

    //Your slave breaking experience will be useful<<if $showSecExp == 1>> and authority will be easier to maintain. Plus upgrades in the security HQ will be cheaper<</if>>. Your starting slaves will have free devotion available.//

[[Arcology engineering|PC Rumor Intro][$PC.career = "engineer"]]

    //Upgrading the arcology will be cheaper. Also, the arcology will start with basic economic upgrades already installed.//

[[Slave surgery|PC Rumor Intro][$PC.career = "medicine"]]

    //Surgery will be cheaper and healthier, and drug upgrades will be cheaper. Your starting slaves will have free implants available.//

[[Minor celebrity|PC Rumor Intro][$PC.career = "celebrity"]]

    //Start with extra reputation<<if $showSecExp == 1>> and upgrades in the propaganda hub will be cheaper<</if>>. Your starting slaves will have a free level of entertainment skill available.//

[[High class escort|PC Rumor Intro][$PC.career = "escort"]]

    //As an ex-whore, you will find it hard to maintain reputation<<if $showSecExp == 1>> and authority<</if>>. Your starting slaves will have a free level of sex skills available, along with a free level of entertainment and prostitution.//

[[Servant|PC Rumor Intro][$PC.career = "servant"]]

    //As an ex-servant, you will find it hard to maintain reputation<<if $showSecExp == 1>> and authority<</if>>. You know how to lower your upkeep, but not conduct business. Your starting slaves will have free trust and devotion.//

[[Gang Leader|PC Rumor Intro][$PC.career = "gang"]]

    //As a gang leader, you know how to haggle slaves<<if $showSecExp == 1>> and assert your authority. Plus upgrades in the security HQ will be cheaper<</if>>, but you will find reputation quite hard to maintain. Your starting slaves will be fitter and posses a free level of combat skill.//

<</if>>

<<if $showSecExp == 0>>
	<<link "Show Security Expansion changes">>
		<<set $showSecExp = 1>>
		<<goto "PC Experience Intro">>
	<</link>>
<<else>>
	<<link "Hide Security Expansion changes">>
		<<set $showSecExp = 0>>
		<<goto "PC Experience Intro">>
	<</link>>
<</if>>


code:
:: PC Rumor Intro

Who you are is something that you will have to define for yourself through your actions. Once you own an arcology, no one will be in a position to apply moral scorekeeping to you. In the brave new world of the Free Cities, you will be free to define yourself as the sum of your actions, rather than as the product of your past. The first decision that will define who you are as an arcology owner is your choice of method in acquiring one. @@.orange;What approach will you take?@@

[[A judicious application of funds|Takeover Target][$PC.rumor = "wealth"]]
    //Start with extra money, since you were wealthy enough to buy an arcology.//
[[Hard work and diligence|Takeover Target][$PC.rumor = "diligence"]]
    //New slaves will hate you less, since it will be known that you worked hard to earn your position.//
[[The remorseless use of force|Takeover Target][$PC.rumor = "force"]]
    //New slaves will fear you more, since rumors about your violent takeover will inevitably circulate.//
[[Clever social engineering|Takeover Target][$PC.rumor = "social engineering"]]
    //Start with the first societal option unlocked, since you manipulated the arcology's citizens.//
[[Blind luck|Takeover Target][$PC.rumor = "luck"]]
    //Start with a good reputation, since the story of your unlikely accession will be famous.//


code:
:: Terrain Intro [nobr]

<<if $targetArcology.type != "New">>
	<<set $terrain = $targetArcology.terrain, $continent = $targetArcology.continent>>
	<<switch $targetArcology.type>>
	<<case "RomanRevivalist">><<set $language = "Latin">>
	<<case "AztecRevivalist">><<set $language = "Nahuatl">>
	<<case "EgyptianRevivalist">><<set $language = "Ancient Egyptian">>
	<<case "EdoRevivalist">><<set $language = "Japanese">>
	<<case "ArabianRevivalist">><<set $language = "Arabic">>
	<<case "ChineseRevivalist">><<set $language = "Chinese">>
	<<default>>
		<<switch $terrain>>
		<<case "oceanic" "North America" "Australia">><<set $language = "English">>
		<<case "South America">><<set $language = "Spanish">>
		<<case "Brazil">><<set $language = "Portuguese">>
		<<case "the Middle East" "Africa">><<set $language = "Arabic">>
		<<case "Asia">><<set $language = "Chinese">>
		<<case "Europe">><<set $language = "German">>
		<<case "Japan">><<set $language = "Japanese">>
		<</switch>>
	<</switch>>
	<<goto "Intro Summary">>
<<else>>

The Free Cities are located wherever the rule of law is weak enough or permissive enough to allow a small area to secede, and where founders can afford to buy an area on which to build.

Many Free Cities are therefore located in marginal, rural terrain. Founding a Free City in such an area is easy, and can usually be accomplished with the indifference or even connivance of the old country from which it secedes. After all, the potential commercial benefits are great, and the loss of underused land is only significant in the moral sense.

Some Free Cities are located on water. Though some areas of shallow sea over the continental shelves hide valuable resources, others are neglected. Arcologies are such massive structures that it is very possible to design them to float anchored to the seabed.

Finally, a few Free Cities have been carved out from old world cities. Urban decay has left the hearts of many cities ripe for this. Many old world countries resist this kind of secession, but this rarest, smallest, and densest kind of Free City can offer its surrounding nation a great deal of economic advantage.

@@.orange;Which kind of Free City hosts your arcology?@@

[[Urban|Location Intro][$terrain = "urban"]]

    @@.yellow;Low@@ minimum slave value and initial @@.yellow;bear market@@ for slaves.

    @@.green;High@@ ease of commerce with the old world.

    @@.green;High@@ access to refugees and other desperate people.

    @@.red;Low@@ cultural independence.

[[Rural|Location Intro][$terrain = "rural"]]

    @@.yellow;High@@ minimum slave value and initial @@.yellow;bull market@@ for slaves.

    Moderate ease of commerce with the old world.

    Moderate access to refugees and other desperate people.

    Moderate cultural independence.

[[Ravine|Location Intro][$terrain = "ravine"]]

    @@.yellow;High@@ minimum slave value and initial @@.yellow;bull market@@ for slaves.

    @@.red;Low@@ ease of commerce with the old world.

    @@.red;Very low@@ access to refugees and other desperate people.

    @@.green;High@@ cultural independence.

[[Marine|Location Intro][$terrain = "marine"]]

    Moderate minimum slave value and initially balanced market for slaves.

    Moderate ease of commerce with the old world.

    @@.red;Low@@ access to refugees and other desperate people.

    @@.green;High@@ cultural independence.

[[Oceanic|Intro Summary][$terrain = "oceanic"]]

    @@.yellow;High@@ minimum slave value and initial @@.yellow;bull market@@ for slaves.

    Moderate ease of commerce with the old world.

    @@.red;Very low@@ access to refugees and other desperate people.

    @@.green;Very high@@ cultural independence.

    Ensures access to slaves from all over the world and will not associate the arcology with a continent.
<<if $showSecExp == 1>>

Oceanic arcologies will not be subjects of attacks.
<</if>>

<</if>>

<<if $showSecExp == 0>>
	<<link "Show Security Expansion changes">>
		<<set $showSecExp = 1>>
		<<goto "Terrain Intro">>
	<</link>>
<<else>>
	<<link "Hide Security Expansion changes">>
		<<set $showSecExp = 0>>
		<<goto "Terrain Intro">>
	<</link>>
<</if>>


code:
:: Trade Intro [nobr]

Most of the Free Cities are run on radically libertarian or even anarcho-capitalist principles. The first Free Cities experimented with indentured servitude, and this rapidly developed into widespread slavery. By now, the Free Cities collectively are a fundamentally slaveowning society and maintain a thriving slave trade that feeds off the terrible conditions in parts of the old world. @@.orange;What attitude have the old world countries generally taken towards this trade?@@

[[They've turned a blind eye, or even been complicit.|Extreme Intro][$internationalTrade = 1]] //Slaves from all across the world will appear.//

[[They've done what little they can to stop it.|Extreme Intro][$internationalTrade = 0]] //Almost all slaves will be from the continent where the arcology is located.//

<<link "Reactions have been mixed.">><<set $internationalTrade = 0, $customVariety = 1, $customWA = 1>><<goto "Customize Slave Trade">><</link>> //This will bypass arcology location restrictions, allowing you to adjust the nationalities encountered when buying non-customizable slaves.//


code:
:: Brothel Assignment Scene [nobr]

<<set $nextButton to "Continue", $nextLink to $returnTo>>
<<Enunciate $activeSlave>>

You could direct $assistantName to relay your orders to $activeSlave.slaveName, but you've decided to avoid relying too much on machine assistance. So, she is merely directed to report to your office. The
<<if $activeSlave.devotion > 95>>
	worshipful girl <<if $activeSlave.amp != 1>>hurries in as soon as she possibly can<<else>>comes in as soon as she can get another slave to carry her in<</if>>, happy her beloved <<if $PC.title == 1>>Master<<else>>Mistress<</if>> is taking an interest in her.
<<elseif $activeSlave.devotion > 50>>
	devoted girl <<if $activeSlave.amp != 1>>hurries in promptly<<else>>comes in as soon as she can get another slave to carry her in<</if>>, eager to do whatever you demand of her.
<<elseif $activeSlave.devotion > 20>>
	girl, broken to your will, <<if $activeSlave.amp != 1>>comes in promptly<<else>>comes in as soon as she can get another slave to carry her in<</if>>, clearly ready to follow orders.
<<elseif ($activeSlave.trust < -20) && ($activeSlave.devotion > -10)>>
	fearful slave <<if $activeSlave.amp != 1>>comes in promptly<<else>>comes in as soon as she can get another slave to carry her in<</if>>, afraid of what will happen to her if she doesn't.
<<elseif ($activeSlave.trust < -50)>>
	terrified slave <<if $activeSlave.amp != 1>>comes in hurriedly<<else>>comes in as soon as she can get another slave to carry her in<</if>>, almost paralyzed by terror of what will happen to her if she doesn't.
<<else>>
	rebellious slave <<if $activeSlave.amp != 1>>comes in slowly, having decided that she can always decide to resist once she hears what you want<<else>>comes in as soon as you order another slave to carry her in, since she can't exactly resist this without limbs<</if>>.
<</if>>
You tell her she's to report to <<if $Madam != 0>>$Madam.slaveName immediately, to serve in $brothelName<<else>>$brothelName immediately, to serve there<</if>> until further notice.

<<if $activeSlave.devotion > 50>>

<<if ($activeSlave.fetishKnown == 1) && ($activeSlave.fetishStrength > 60) && ($activeSlave.fetish != "none")>>
	She looks excited. "<<Master>>, I hoped you would <<s>>end me down there <<s>>ometime!
	<<switch $activeSlave.fetish>>
	<<case "submissive">>
		I mean, I'll have to do whatever the cu<<s>>tomer<<s>> pay for, right?" Her eyes go a little unfocused. "And, they'll hold me down..." She trails off.
	<<case "masochist">>
		I mean, it'<<s>> hard being a brothel whore, right? And when I get tired or <<s>>ore, I'll <<s>>till be <<s>>old. Even when it hurt<<s>> me to fuck any more." Her eyes glow with an unhealthy light.
	<<case "cumslut">>
		I mean," she licks her lips unconsciously,
		<<if $activeSlave.attrXX > $activeSlave.attrXY>>
			"I hear there are <<s>>ome ni<<c>>e ladie<<s>> that go there for lunchtime cunnilingu<<s>>."
		<<else>>
			"the blowjob<<s>>. Ju<<s>>t, the blowjob<<s>>. That'<<s>> all."
		<</if>>
	<<case "humiliation">>
		There'<<s>> a window that fa<<c>>e<<s>> the hallway there, right? <<if $Madam != 0>>Do you think $Madam.slaveName would let me<<else>>Could I<</if>> get fucked there? Where everyone could <<s>>ee me being fucked for money?"
	<<case "buttslut">>
		I mean," and she shifts her weight, her mind obviously on her backdoor,
		<<if $activeSlave.attrXX > $activeSlave.attrXY>>
			"there have to be ladie<<s>> who want to buttfuck a whore, right? At lea<<s>>t, I really hope there are."
		<<else>>
			"the other girl<<s>> tell me that whore<<s>> there get fucked up the a<<ss>> all day and all night. <<S>>ounds like fun to me."
		<</if>>
	<<case "boobs">>
		I mean," and she sticks out her chest a little,
		<<if $activeSlave.attrXX > $activeSlave.attrXY>>
			"I hear from the other girl<<s>> there'<<s>> thi<<s>> ni<<c>>e lady who goe<<s>> there every morning and pay<<s>> to have a whore <<s>>uck her nipple<<s>> for, like, an hour. I," she licks her lips, "could do that."
		<<else>>
			"the other girl<<s>> tell me that whore<<s>> there get tittyfucked all the time. <<s>>ound<<s>> like fun to me."
		<</if>>
	<<case "pregnancy">>
		I mean," she says meditatively,
		<<if $activeSlave.attrXX > $activeSlave.attrXY>>
			"I hear from the other girl<<s>> there'<<s>> thi<<s>> pregnant lady who goe<<s>> there every night and pay<<s>> to have a whore cuddle her. Ju<<s>>t cuddle, all night. That would be kind of hard, ju<<s>>t cuddling, but I could do it."
		<<elseif $activeSlave.vagina == -1>>
			"<<s>>ince it'<<s>> all bareback, I'm going to have a fuckton of cum in me. I wonder how much cum it take<<s>> to get a butthole pregnant? I'm gonna try, anyway."
		<<elseif isFertile($activeSlave)>>
			"<<s>>ince it'<<s>> all bareback, I'm going to have a fuckton of cum in me. I wonder how much cum it would take to get my poor womb pregnant?"
		<<elseif $activeSlave.pregKnown == 1>>
			"I'm going to be a pregnant whore. That'<<s>> pretty fucking <<s>>e<<x>>y."
		<<elseif $activeSlave.preg > 0>>
			"<<s>>ince it'<<s>> all bareback, I'm going to have a fuckton of cum in me. I wonder how much cum it would take to get my poor womb pregnant?"
		<<else>>
			"I can't wait till I can get pregnant. That'd be pretty fucking <<s>>e<<x>>y."
		<</if>>
	<<case "dom">>
		I heard from the other girl<<s>> that <<s>>ome <<c>>iti<<z>>en<<s>> bring their girl<<s>> there. Ju<<s>>t to make them take it from a whore."
	<<case "sadist">>
		I heard from the other girl<<s>> that <<s>>ome <<c>>iti<<z>>en<<s>> bring their girl<<s>> there. Becau<<s>>e nobody know<<s>> how to hurt a bitch like a whore doe<<s>>." She shivers.
	<</switch>>
<<else>>
	She looks determined. "<<Master>>, I will do my be<<s>>t to be a good whore, and get lot<<s>> of <<c>>iti<<z>>en<<s>> to pay good money for my body."
<</if>>

<<elseif ($activeSlave.devotion > 20) || (($activeSlave.devotion >= -20) && ($activeSlave.trust < -20) && ($activeSlave.trust >= -50))>>

<<if ($activeSlave.fetishKnown == 1) && ($activeSlave.fetishStrength > 60) && ($activeSlave.fetish != "none")>>
	She looks cautiously excited. "<<Master>>,
	<<switch $activeSlave.fetish>>
	<<case "submissive">>
		I'll have to do whatever the cu<<s>>tomer<<s>> pay for, right?" Her eyes go a little unfocused. "And, they'll hold me down..." She trails off.
	<<case "masochist">>
		it'<<s>> hard being a brothel whore, right? And when I get tired or <<s>>ore, I'll <<s>>till be <<s>>old. Even when it hurt<<s>> me to fuck any more." Her eyes glow with an unhealthy light.
	<<case "cumslut">>
		<<if $activeSlave.attrXX > $activeSlave.attrXY>>
			"I hear there are <<s>>ome ni<<c>>e ladie<<s>> that go there for lunchtime cunnilingu<<s>>."
		<<else>>
			"the blowjob<<s>>. Ju<<s>>t, the blowjob<<s>>. That'<<s>> all."
		<</if>>
	<<case "humiliation">>
		there'<<s>> a window that fa<<c>>e<<s>> the hallway there, right? <<if $Madam != 0>>Do you think $Madam.slaveName would let me<<else>>Could I<</if>> get fucked there? Where everyone could <<s>>ee me being fucked for money?"
	<<case "buttslut">>
		uh," and she shifts her weight, her mind obviously on her backdoor,
		<<if $activeSlave.attrXX > $activeSlave.attrXY>>
			"there have to be ladie<<s>> who want to buttfuck a whore, right? At lea<<s>>t, I really hope there are."
		<<else>>
			"the other girl<<s>> tell me that whore<<s>> there get fucked up the a<<ss>> all day and all night. <<s>>ounds like fun to me."
		<</if>>
	<<case "boobs">>
		er," and she sticks out her chest a little,
		<<if $activeSlave.attrXX > $activeSlave.attrXY>>
			"I hear from the other girl<<s>> there'<<s>> thi<<s>> ni<<c>>e lady who goe<<s>> there every morning and pay<<s>> to have a whore <<s>>uck her nipple<<s>> for, like, an hour. I," she licks her lips, "could do that."
		<<else>>
			"the other girl<<s>> tell me that whore<<s>> there get tittyfucked all the time. <<s>>ound<<s>> like fun to me."
		<</if>>
	<<case "pregnancy">>
		<<if $activeSlave.attrXX > $activeSlave.attrXY>>
			I hear from the other girl<<s>> there'<<s>> thi<<s>> pregnant lady who goe<<s>> there every night and pay<<s>> to have a whore cuddle her. Ju<<s>>t cuddle, all night. That would be kind of hard, ju<<s>>t cuddling, but I could do it."
		<<elseif $activeSlave.vagina == -1>>
			<<s>>ince it'<<s>> all bareback, I'm going to have a fuckton of cum in me. I wonder how much cum it take<<s>> to get a butthole pregnant? I'm gonna try, anyway."
		<<elseif isFertile($activeSlave)>>
			<<s>>ince it'<<s>> all bareback, I'm going to have a fuckton of cum in me. I wonder how much cum it would take to get my poor womb pregnant?"
		<<elseif $activeSlave.pregKnown == 1>>
			"I'm going to be a pregnant whore. That'<<s>> pretty fucking <<s>>e<<x>>y."
		<<elseif $activeSlave.preg > 0>>
			"<<s>>ince it'<<s>> all bareback, I'm going to have a fuckton of cum in me. I wonder how much cum it would take to get my poor womb pregnant?"
		<<else>>
			"I'm can't wait till I can get pregnant. That'd be pretty fucking <<s>>e<<x>>y."
		<</if>>
	<<case "dom">>
		I heard from the other girl<<s>> that <<s>>ome <<c>>iti<<z>>en<<s>> bring their girl<<s>> there. Ju<<s>>t to make them take it from a whore."
	<<case "sadist">>
		I heard from the other girl<<s>> that <<s>>ome <<c>>iti<<z>>en<<s>> bring their girl<<s>> there. Becau<<s>>e nobody know<<s>> how to hurt a bitch like a whore doe<<s>>." She shivers.
	<</switch>>
<<elseif $activeSlave.sexualFlaw != "none">>
	"Ye<<s>>, <<Master>>," she says obediently. She hesitates, looking concerned.
	<<switch $activeSlave.sexualFlaw>>
	<<case "hates oral">>
		"I - I'm going to h-have to <<s>>uck a lot of dick there, aren't I." She swallows nervously. Her lower lip quivers, and she does her best not to cry in front of you.
	<<case "hates anal">>
		"C-cu<<s>>tomer<<s>> are really going to ream me up the butt hole, aren't they." She <<if $activeSlave.amp == 1>>shifts uncomfortably, unconsciously trying to shield her rear as best she can manage without limbs.<<else>>unconsciously reaches around behind herself, not quite shielding her anus with her hands.<</if>> Her lower lip quivers, and she does her best not to cry in front of you.
	<<case "hates penetration">>
		"C-cu<<s>>tomer<<s>> are really going to fuck me <<s>>ore, aren't they." She <<if $activeSlave.amp == 1>>shifts uncomfortably, unconsciously trying to shield her rear as best she can manage without limbs.<<elseif $activeSlave.vagina > 0>>unconsciously lets her hands fall to her crotch, but catches herself and doesn't quite shield her pussy.<<else>>unconsciously reaches around behind herself, not quite shielding her anus with her hands.<</if>> Her lower lip quivers, and she does her best not to cry in front of you.
	<<case "repressed">>
		"Being a whore i<<s>> a <<s>>in," she <<say>>s quietly, half to herself. "I'm going t-to b-be <<s>>o dirty. I'm going to h-hell." She starts to cry quietly. "<<S>>-<<s>>orry, <<Master>>. I'll do my be<<s>>t."
	<<case "idealistic">>
		"I'm going to be <<s>>old for <<s>>e<<x>>," she <<say>>s quietly, half to herself. "Men are going to pay, and then they're g-going to <<s>>tick their dick<<s>> in me, and then they're going to leave." She starts to cry quietly. "<<S>>-<<s>>orry, <<Master>>. I'll do my be<<s>>t."
	<<case "shamefast">>
		"I'm going to be meat in a brothel," she <<say>>s quietly, half to herself. "I'm going to <<s>>tand there naked with the other girl<<s>>, and men will pick me and then u<<s>>e my body. Over and over." She starts to cry quietly. "<<S>>-<<s>>orry, <<Master>>. I'll do my be<<s>>t."
	<<case "apathetic">>
		"I gue<<ss>> I'll lie there," she sighs quietly, half to herself. "A man will pay and then he'll come in to my room where I'm lying on the bed, and he'll <<s>>tick his cock in me and cum and leave. And then the next man will come in." She starts to cry quietly. "<<S>>-<<s>>orry, <<Master>>. I'll do my be<<s>>t."
	<<case "crude">>
		"Okay," she <<say>>s, thinking. "My poor cornhole i<<s>> going to be <<s>>uch a <<s>>eminal <<s>>ewer." She looks doubtful. "<<Sh>>ould I not have <<s>>aid that, <<Master>>?"
	<<case "judgemental">>
		"Gro<<ss>>," she <<say>>s curtly. "Well, no more hand<<s>>ome boy<<s>> for me, then. Fat pathetic guy<<s>> who patroni<<z>>e whore<<s>>, all the way down. Fuck."
	<</switch>>
<<else>>
	She tries to be brave. "<<Master>>, I will do my be<<s>>t to be a good whore." Then, half to herself, she adds in a small voice, "I can do thi<<s>>."
<</if>>

<<elseif ($activeSlave.trust < -20)>>

<<if $activeSlave.sexualFlaw != "none">>
	"Yes, <<Master>>," she says automatically. She's badly frightened, and says in a small voice, half to herself,
	<<switch $activeSlave.sexualFlaw>>
	<<case "hates oral">>
		"I - I'm going to h-have to <<s>>uck a lot of dick, aren't I." She swallows and tries to control herself out of fear, but finally gasps out, "Oh God, I'm <<s>>cared," and bursts into tears.
	<<case "hates anal">>
		"C-cu<<s>>tomer<<s>> are really going to ream me up the butt hole, aren't they." She <<if $activeSlave.amp == 1>>shifts uncomfortably, unconsciously trying to shield her rear as best she can manage without limbs.<<else>>unconsciously reaches around behind herself, not quite shielding her anus with her hands.<</if>> Her lower lip quivers and she tries to control herself out of fear, but finally gasps out, "Oh God, I'm <<s>>cared," and bursts into tears.
	<<case "hates penetration">>
		"C-cu<<s>>tomer<<s>> are really going to fuck me <<s>>ore, aren't they." She <<if $activeSlave.amp == 1>>shifts uncomfortably, unconsciously trying to shield her rear as best she can manage without limbs.<<elseif $activeSlave.vagina > 0>>unconsciously lets her hands fall to her crotch, but catches herself and doesn't quite shield her pussy.<<else>>unconsciously reaches around behind herself, not quite shielding her anus with her hands.<</if>> Her lower lip quivers, and she tries to control herself out of fear, but finally gasps out, "Oh God, I'm <<s>>cared," and bursts into tears.
	<<case "repressed">>
		"Being a whore i<<s>> a <<s>>in," she <<say>>s quietly, half to herself. "I'm going t-to b-be <<s>>o dirty. I'm going to h-hell." She starts to cry quietly. She tries to get herself back under control, out of fear, but finally wails, "Oh God, I'm <<s>>orry, p-plea<<s>>e forgive me God," and dissolves into sobbing.
	<<case "idealistic">>
		"I'm going to be <<s>>old for <<s>>e<<x>>," she <<say>>s quietly, half to herself. "Men are going to pay, and then they're g-going to <<s>>tick their dick<<s>> in me, and then they're going to leave." She starts to cry openly. "<<S>>-<<s>>orry, <<Master>>. P-plea<<s>>se don't beat me. I'll do it."
	<<case "shamefast">>
		"I'm going to be meat in a brothel," she <<say>>s quietly, half to herself. "I'm going to <<s>>tand there naked with the other girl<<s>>, and men will pick me and then u<<s>>e my body. Over and over." She starts to cry openly. "<<S>>-<<s>>orry, <<Master>>. P-plea<<s>>se don't beat me. I'll do it."
	<<case "apathetic">>
		"I gue<<ss>> I'll lie there," she sighs quietly, half to herself. "A man will pay and then he'll come in to my room where I'm lying on the bed, and he'll <<s>>tick his cock in me and cum and leave. And then the next man will come in." She starts to cry quietly. "<<S>>-<<s>>orry, <<Master>>. P-plea<<s>>se don't beat me. I'll let it happen."
	<<case "crude">>
		"Okay," she <<say>>s, thinking. "My poor cornhole is going to be <<s>>uch a <<s>>eminal <<s>>ewer." She looks doubtful. "<<Sh>>ould I not have <<s>>aid that, <<Master>>?"
	<<case "judgemental">>
		"Gro<<ss>>," she <<say>>s curtly. "Well, no more hand<<s>>ome boy<<s>> for me, then. Fat pathetic guy<<s>> who patroni<<z>>e whore<<s>>, all the way down. Fuck."
	<</switch>>
<<else>>
	She does her best to control herself and avoid punishment. "<<Master>>, I will." She holds herself together until you dismiss her; as she turns away to go, the tears come fast, and she almost runs into the doorframe on her way out, blind with weeping.
<</if>>

<<else>>

She manages to get "Oh fuck n-" out before the compliance systems activate and she's poleaxed to the ground. Anticipating this, you had <<if $Madam != 0>>$Madam.slaveName <<else>>another, more obedient slave<</if>> standing by to haul her away. It'll take a couple of hundred customers, but being sold in a brothel for rape should knock the resistance out of her.

<</if>> /* CLOSES DEVOTION */


code:
:: Encyclopedia Widgets [nobr widget]

<<widget "encyclopediaEntryAttendingClasses">>
''Attending classes'' is an assignment which educates the slave, raising intelligence if possible. Being educated raises value and is useful for some jobs and leadership positions.
<</widget>>

<<widget "encyclopediaEntryConfinement">>
''Confinement'' is an assignment which accelerates breaking for disobedient slaves. If a slave isn't obedient enough to work and isn't [[unhealthy|Encyclopedia][$encyclopedia = "Health"]] enough to need rest, this will make her useful sooner.
<</widget>>

<<widget "encyclopediaEntryFucktoy">>
''Fucktoy service'' is an assignment which keeps the slave close under the player's eye; mostly just for fun, but fucktoys do improve reputation based on their beauty, and the player character's attention can be targeted to areas of the slave's body with possible fetish effects on happy slaves.
<</widget>>

<<widget "encyclopediaEntryGloryHole">>
''Occupying a glory hole'' is an assignment which makes money off slaves regardless of their beauty, skills, or feelings; not fun or [[healthy|Encyclopedia][$encyclopedia = "Health"]]. Very powerful for extracting ¤ out of otherwise useless slaves.
<</widget>>

<<widget "encyclopediaEntryMilking">>
''Getting milked'' is an assignment which makes money from lactation based on a slave's breasts, [[health|Encyclopedia][$encyclopedia = "Health"]], and hormonal status.<<if $seeDicks > 0>> Cows with balls will also give semen.<</if>> Creates profit quickly from slaves with big tits<<if $seeDicks > 0>> or balls<</if>>.
<</widget>>

<<widget "encyclopediaEntryPublicService">>
''Public Service'' is an assignment which increases reputation based on a slave's beauty, sexual appeal, and skills. Very similar to whoring, but for reputation rather than money.
<</widget>>

<<widget "encyclopediaEntryRest">>
''Rest'' is an assignment mostly used to improve [[health|Encyclopedia][$encyclopedia = "Health"]]. It can be useful to order slaves you wish to intensively modify to rest, since most modifications damage health. It will synergize with curative treatments, providing bonus healing when both are simultaneously applied.
<</widget>>

<<widget "encyclopediaEntrySexualServitude">>
''Sexual servitude'' is an assignment which pleases other slaves by forcing the slave to service them sexually. Useful for driving the targeted slave's [[devotion|Encyclopedia][$encyclopedia = "Devotion"]] up quickly.
<</widget>>

<<widget "encyclopediaEntryServitude">>
''Servitude'' is an assignment which reduces your upkeep based on the slave's [[devotion|Encyclopedia][$encyclopedia = "Devotion"]]. Available at lower obedience than other jobs, is insensitive to the quality of a slave's body, and doesn't require skills; a good transitional assignment. Unusually, low sex drive is advantageous as a servant, since it reduces distraction. Lactating slaves are slightly better at this job, since they can contribute to their fellow slaves' nutrition.
<</widget>>

<<widget "encyclopediaEntryWhoring">>
''Whoring'' is an assignment which makes money based on a slave's beauty, sexual appeal, and skills. Good whores take a long time to train and beautify but become very profitable.
<</widget>>


code:
:: accordionStyleSheet [stylesheet]
/* Accordion 000-250-006 */

button.accordion {
    cursor: pointer;
    padding: 5px;
    width: 100%;
    margin-bottom: 10px;
    border-bottom: 3px double;
    border-right: 3px double;
    border-left: none;
    border-top: none;
    text-align: left;
    outline: none;
    transition: 0.2s;
    background-color: transparent;
}

button.accordion.active, button.accordion:hover {
    background-color: transparent;
}

button.accordion:before {
    content: '\002B';
    color: #777;
    font-weight: bold;
    float: left;
    margin-right: 5px;
}

.unStaffed {
    background-color: transparent;
    padding: .5em .2em;
    margin-bottom: 1em;
    border-bottom: thin inset grey;
}

.unStaffed:before {
    content: '\00D7';
    color: #777;
    font-weight: bold;
    color: red;
    float: left;
    margin-right: 5px;
}

.unStaffed:after {
    content: attr(data-after);
    float: right;
    margin-left: 2em;
    font-weight: strong;
    color: green;
}

button.accordion:after {
    content: attr(data-after);
    float: right;
    margin-left: 2em;
    font-weight: normal;
    color: green;
}

button.accordion.active:before {
    content: "\2212";
}

.accHidden {
    padding: 0 18px;
	margin-top: 5px;
	margin-bottom: 5px;
    max-height: 0;
    overflow: hidden;
}


code:
:: Family Tree stylesheet [stylesheet]

#graph .linage {
    fill: none;
    stroke: white;
}
#graph .marriage {
    fill: none;
    stroke: white;
}
#graph .node {
    background-color: lightblue;
    border-style: solid;
    border-width: 1px;
}
#graph .nodeText{
    font: 10px sans-serif;
    margin: 0;
    padding: 0;
    color: black;
}
#graph {
    font: 10px sans-serif;
    margin: -20px 0;
    padding: 0;
    color: black;
}

#graph div {
    border-style: solid;
    border-width: 1px;
}

#graph .XY {
    background-color: lightblue;
}

#graph div.XX {
    background-color: pink;
}

#graph div.unknown {
    background-color: gray;
}

#graph div.unknownXY {
    background-color: #808080;
}

#graph div.unknownXX {
    background-color: #808080;
}

#graph .you {
    background-color: red;
}

#graph .emphasis {
    font-style: italic;
    font-weight: bold;
    margin: 0;
    background: #ffffff88;
    border: 2px solid Gold;
    white-space: nowrap;
}

#editFamily {
    display: flex;
    flex-wrap: wrap;
    align-items: center;
}

#editFamily #familyTable {
}


code:
:: Main stylesheet [stylesheet]

body {
	overflow-x: hidden;
}

/* clears SugarCube's default transition */
.passage {
    transition: none;
    -webkit-transition: none;
}

.passage-in {
    opacity: 1 !important;
}

/* default is 54em */
#passages {
    max-width: 100%;
}

/* small trick to hide broken images */
img {
    text-indent: -10000px;
}

.imageRef {
    display: flex;
    flex-direction: column;
    flex-wrap: wrap;
    align-items: flex-start;
    position: relative;
	background-color: rgba(80, 80, 80, 0.5);
	margin: 2px;
}

.tinyImg {
    height: 120px;
    width: 120px;
    float: left;
}

.smlImg {
    height: 150px;
    width: 150px;
    float: left;
}

.smlImg > img, .smlImg > video {
	height: auto;
}

.medImg {
    height: 300px;
    width: 300px;
    float: right;
}

.medImg > img, .medImg > video {
	height: auto;
}

.lrgRender {
    height: 531px;
    width: 531px;
	margin-right: -50px;
	margin-left: -50px;
    float: right;
	z-index: -1;
}

.lrgVector {
    height: 600px;
    width: 600px;
	margin-right: -125px;
	margin-left: -125px;
    float: right;
	z-index: -1;
}

.lrgRender > div.mask {
	width: 150px;
	height: 100%;
	background: linear-gradient(90deg, rgba(17,17,17,1), rgba(17,17,17,0.8) 60%, rgba(17,17,17,0));
	z-index: 1;
}

.lrgRender > img, .lrgRender > video {
	margin-left: -150px;
	height: 531px;
	width: auto;
}

.lrgVector > div.mask {
	width: 150px;
	height: 100%;
	background: linear-gradient(90deg, rgba(17,17,17,1), rgba(17,17,17,0.8) 60%, rgba(17,17,17,0));
	z-index: 1;
}

.lrgVector > img, .lrgVector > video {
	margin-left: -150px;
	height: 600px;
	width: auto;
}

.lrgVector svg {
    width: 336px;
    height: 600px;
}

object {
    object-fit: scale-down;
    position: absolute;
    top: 0;
	left: 0;
}

img.paperdoll {
    position: absolute;
    top: 0;
	left: 0;
	margin-left: 0;
}

span.plusButton {
	display: inline-block;
	line-height: 25px;
	width: 20px;
	text-align: center;
	border: 1px solid rgba(0, 139, 0, 0.3);
	background: rgba(0, 139, 0, 0.2);
	margin: 2px 0;
}

span.minusButton {
	display: inline-block;
	line-height: 25px;
	width: 20px;
	text-align: center;
	border: 1px solid rgba(184, 0, 0, 0.3);
	background: rgba(184, 0, 0, 0.2);
	margin: 2px 0;
}

span.zeroButton {
	display: inline-block;
	line-height: 25px;
	width: 20px;
	text-align: center;
	border: 1px solid rgba(0, 0, 255, 0.3);
	background: rgba(0, 0, 255, 0.2);
	margin: 2px 0;
}

span.plusButton:hover { background: rgba(0, 139, 0, 0.4); }
span.minusButton:hover { background: rgba(184, 0, 0, 0.4); }
span.zeroButton:hover { background: rgba(0, 0, 255, 0.4); }

span.plusButton > a { display: block; }
span.minusButton > a { display: block; }
span.zeroButton > a { display: block; }

span.plusButton > a:hover { text-decoration: none; }
span.minusButton > a:hover { text-decoration: none; }
span.zeroButton > a:hover { text-decoration: none; }

/* Colors are made as css classes, to allow them to be
   changed for a light color scheme (for example). */
.link { color: #68D } /* link color */
.aquamarine { color: aquamarine }
.coral { color: coral }
.cyan { color: cyan }
.darkgoldenrod { color: darkgoldenrod }
.darkred { color: darkred }
.darkviolet { color: darkviolet }
.deeppink { color: deeppink }
.deepskyblue { color: deepskyblue }
.gold { color: gold }
.goldenrod { color: goldenrod }
.gray { color: gray }
.green { color: green }
.hotpink { color: hotpink }
.lawngreen { color: lawngreen }
.lightcoral { color: lightcoral }
.lightgreen { color: lightgreen }
.lightpink { color: lightpink }
.lightsalmon { color: lightsalmon }
.lime { color: lime }
.limegreen { color: limegreen }
.magenta { color: magenta }
.mediumaquamarine { color: mediumaquamarine }
.mediumorchid { color: mediumorchid }
.mediumseagreen { color: mediumseagreen }
.orange { color: orange }
.orangered { color: orangered }
.orchid { color: orchid }
.pink { color: pink }
.red { color: red }
.seagreen { color: seagreen }
.springgreen { color: springgreen }
.tan { color: tan }
.yellow { color: yellow }
.yellowgreen { color: yellowgreen }

.link a { color: #68D } /* link color */
.aquamarine a { color: aquamarine }
.coral a { color: coral }
.cyan a { color: cyan }
.darkgoldenrod a { color: darkgoldenrod }
.darkred a { color: darkred }
.darkviolet a { color: darkviolet }
.deeppink a { color: deeppink }
.deepskyblue a { color: deepskyblue }
.gold a { color: gold }
.goldenrod a { color: goldenrod }
.gray a { color: gray }
.green a { color: green }
.hotpink a { color: hotpink }
.lawngreen a { color: lawngreen }
.lightcoral a { color: lightcoral }
.lightgreen a { color: lightgreen }
.lightpink a { color: lightpink }
.lightsalmon a { color: lightsalmon }
.lime a { color: lime }
.limegreen a { color: limegreen }
.magenta a { color: magenta }
.mediumaquamarine a { color: mediumaquamarine }
.mediumorchid a { color: mediumorchid }
.mediumseagreen a { color: mediumseagreen }
.orange a { color: orange }
.orangered a { color: orangered }
.orchid a { color: orchid }
.pink a { color: pink }
.red a { color: red }
.seagreen a { color: seagreen }
.springgreen a { color: springgreen }
.tan a { color: tan }
.yellow a { color: yellow }
.yellowgreen a { color: yellowgreen }

/*! <<checkvars>> macro for SugarCube 2.x */
#ui-dialog-body.checkvars{padding:1em}#ui-dialog-body.checkvars h1{font-size:1em;margin-top:0}#ui-dialog-body.checkvars table{border-collapse:collapse;border-spacing:0}#ui-dialog-body.checkvars thead tr{border-bottom:2px solid #444}#ui-dialog-body.checkvars tr:not(:first-child){border-top:1px solid #444}#ui-dialog-body.checkvars td,#ui-dialog-body.checkvars th{padding:.25em 1em}#ui-dialog-body.checkvars td:first-child,#ui-dialog-body.checkvars th:first-child{padding-left:.5em;border-right:1px solid #444}#ui-dialog-body.checkvars td:last-child,#ui-dialog-body.checkvars th:last-child{padding-right:.5em}#ui-dialog-body.checkvars th:first-child{text-align:center}#ui-dialog-body.checkvars td:first-child{font-weight:700;text-align:right}#ui-dialog-body.checkvars td{font-family:monospace,monospace;vertical-align:top;white-space:pre-wrap}#ui-dialog-body.checkvars .scroll-pad{margin:0;padding:0}

/*! <<bugreport>> macro for SugarCube 2.x */
#ui-dialog-body.bugreport #bugreport-info{margin-bottom:1em}#ui-dialog-body.bugreport #bugreport-data{display:block;overflow:auto;font-family:monospace,monospace;background-color:transparent;border:1px solid #444;margin:0;padding:6px;height:auto;min-height:200px;white-space:normal}#ui-dialog-body.bugreport .scroll-pad{margin:0;padding:0}

div.output{
width: 100%;
width: 100vw;
max-width: 100%;
word-break: break-all;
white-space: normal;
}


code:
:: Alpha disclaimer

<<set $ui = "start">>\
//version $ver build $releaseID//
@@.green;//Mod: expanded age ranges and other tweaks 2016-08-30//@@ @@.darkred;+SV@@
@@.green;//Mod: extra preg content and other crap//@@

''This is an alpha.'' That means the game is missing content, is full of bugs, is imbalanced, and is generally in an incomplete state. The game will keep a start of turn autosave. If you encounter a bug, I strongly recommend you reload your start of turn autosave immediately. Bugs will occasionally cause a bugged slave named $activeSlave.slaveName (or similar) to appear. If this happens, use the "Discard her" option on the slave menu to get rid of her. Then, please report the circumstances (especially what random event you just saw) to the dev. Please submit your feedback and bug reports at https://www.reddit.com/r/freecitiesgame/ or at https://freecitiesblog.blogspot.com/.

An in-game encyclopedia is available from the sidebar (or [[here|Encyclopedia][$nextButton = "Back", $nextLink = passage()]] if you'd prefer to have a look before starting), with answers to most basic gameplay questions.

__Important note for new players, and a reminder for FC veterans:__ when the player is offered a set of choices, the ''Continue'' button at the top of the left sidebar will almost always remain available. Using this to decline all the options presented is //not cheating.// If it's available, it's supposed to be available. It represents the player character politely bowing out of the situation.

If you enjoy FC and feel like using your real-life ¤ to express gratitude, you can do so at https://www.patreon.com/freecitiesdev?ty=h. It's a tip jar, not support for more content. I'm doing this for fun; let's keep it that way.

''Saves from versions prior to 0.6 are not compatible.''

@@.yellow;This is a text-based game that includes descriptions of sexual activity, graphic violence, drug use, and other subjects not suitable for persons under the age of 18. This is a work of fiction; any resemblance to actual persons, places, or events is unintended.@@

[[I am 18 or more years of age, I understand, and I wish to continue|Economy Intro]]